Thread: Tek5 - An emulation of RuneScape in 2011, powered by RSMod v1

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  1. #51  
    08-13, SpawnScape Owner

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    Quote Originally Posted by .alycia View Post
    Updates for January 16th, 2022



    Hello friends, and welcome to another big update post! Once again I'll try to keep it clean and concise, but I've got a lot to go over so grab your popcorn and dig in.


    • Implemented NPC Appearance Block
      • This is what handles NPC transformations, or "transmogs", allowing an NPC to change its visual identification/appearance. For example, a sheep after being sheared would be transformed into a sheep with no wool.

    • Added combat and drop definitions for Rat (level 1), Ram (level 2), Chicken (level 1), Cow and Cow Calf (level 2), Giant Spider (level 2), Imp (level 2)
      • All of their information was hand-written from the OSRS wiki, and I do plan to do this for most NPCs. From previous experience, dumping this information all at once lead to some weird nuances that I really don't want to worry about or go back and fix.

    • Fixed various issues with 12850 spawns, such as walk radius not being set or being spawned in weird coordinates (mostly mobs such as sheep, goblins)
    • Added the Crate of Hammers object plugin
    • Added spawns for region 12595, which is the chicken farm just north of Lumbridge
    • Got a start on the Melee Instructor plugin
      • Once again, there is more dialogue than I care to admit to write out. I'll come back to this one when I've run out of "fun" things to add to Lumbridge, as I'm still sticking to the plan to emulate Lumbridge 100% before I move onto something like Draynor or Al-Kharid

    • Added support for Constitution
      • So I had the choice to keep the old system where hits, hitpoints are not 10x. I decided against this, I'm going for full emulation here and so I had to take on the fun task of separating hitpoints level from lifepoints. I'm happy to say that I think I got it done properly and won't need to make anymore changes. Included in this update was also support for damage also being 10x, which means I had to do some work on the way max hits are calculated. I had it at random(1.0, maxHit * 10) for awhile and realized that I would have it choosing a random number between 1, and say 550 which is too large of a range. So what I ended up doing was nextDouble(0.1, maxHit) * 10 instead, which means it's still rolling 1-100, but then multiplying the damage after the fact. With this update as well, npcs have had their lifepoints updated. Another big thing was combat experience, I took a quick peek at Matrix and I think they have the combat experience formula correct, but I'm still not 100% sure. This will require more research.

    • Combat improvements
      • I mentioned before that combat was going to need a lot of work, and I'm happy to report that I think I've made significant progress. There was a weird stall that would happen and animations would become out of sync with Melee combat. I'm happy to report after some testing, I think I managed to fix this. I also made various changes to delays and located the issue with diagonal combat. I think implementing Blurites pathfinder will solve the diagonal combat problem, but that's a big task I'm waiting for some more time to do. Along with Melee combat, ranged combat also got some love with the addition of support for the Rapid style, fixing some weird glitches with animations and verifying that the cycle is being done properly. All in all, it's an improvement but there is definitely still work to do. We'll be spending a lot of time with the core of combat, but I'm happy to say that it's "usable" in the sense that we can start writing specialty npcs such as Dragons. I should note that I have zero (0!) combat experience, even playing the game so bare with me as I navigate this new territory!

    • Added support for the Item Box dialogue
      • Now here's a fun one! I've gone ahead and converted over the Item Box (or better known as the skills dialogue) where you select items to make. I was scratching my head on how to deal with this when it turned out it was already supported in RSMod. Huh, go figure. I took the time to convert the function and then got to work on adding some skill related content...

    • Added Gem Crafting, Spinning Wheel
      • With the addition of the Item Box, we now have Gem Crafting and the ability to use Spinning Wheels! I took great care to ensure that this was as close to 1:1 as I could get it, right down to the way the Spinning Wheel displays the required item on the Item Box, and interpolating the chance to crush Opal, Jade or Topaz. (Thanks ChatGPT for helping me out with learning some array related code!). I reckon I could use a little bit of human insight into retrieving raw items on the Spinning Wheel but I'm happy with how it turned out for now. With a bit more work, I reckon crafting might be our first 100% skill as it's just been so fun to add these things to Tek5. I plan to also get cooking, and fletching started now that the Item Box stuff is moving along.

    • Added support for the XP Orb Counter
      • This also includes the ability to reset the counter

    • Implemented OpHeldU Packet (or better known as Item on Item), as well as the MapAnimProj packet (or better known as Projectile)
    • Added Sheep Shearing plugin
    • Added a "static" flag to NPC spawns
      • This flag when enabled makes it so NPCs don't face you when you speak to them, this was useful for the Herald Of Lumbridge, Doomsayer, Lumbridge Guide and the Lumbridge Musician

    • Various bug fixes, including fixing death animations, IfButton1 opcodes, and more




    As always, here's the juicy media! Christmas is over, so we say goodbye to our winter theme


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    Make sure that entity with wool exists on the server before sheering! + v pretty!
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  3. #52  
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    Lovely Update. I am always excited and checking every week on this project. Its going to be heart of all runescape projects. ~heart~
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  5. #53  
    'Slutty McFur'

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    Looks great


    Spoiler for wat:
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  7. #54  
    pride, love, happiness
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    Updates for January 23rd, 2023



    Bug fixes! More content! More bug fixes! Whew, this update is also jam-packed with changes, so grab your popcorn, and relax...



    • Added bone burying plugin
    • Added spawns for region 12851
    • Fixed an issue with lifepoints not restoring after death
    • Added OpLocU (item on object) packet
      • This enabled me to get a start on cooking! I only added basic functionality for now, such as interpolation on burn chances, a few "sample" things that you can cook, and I plan on entering the rest of the data as soon as I can. Alternatively, this is a great time for someone to earn the contributor badge by simple data entry!

    • Fixed an issue with the Lumbridge Cook not walking
    • Fixed some major issues with Chunk updating
      • A big issue here was things not rendering on their proper heights (items, dynamic objects), and realizing that I didn't have the Chunk clearing packet. I also fail to see if 667 has a packet to update the "entire chunk", as OSRS does. I'm led to believe that they just use the UpdateZonePartial packet now, and it possibly has a new name. I've updated the packet name accordingly for now, and if my research shows me something else, I can go back and change it.

    • Added the ability to "lean" over tables, or objects to pick up items
    • Added item spawns for regions 12850, 12851, 12595
    • Added a plugin for picking onions
    • Fixed an issue with max hits being rounded down
      • According to TipIts max hit calculator, a level 3 with no bonuses should hit 17. After removing the Math.floor on max hits, this is precisely what I was getting on my debug messages, so I'm inclined to believe that after the Constitution update, they no longer rounded down max hits to the nearest integer.

    • Updated the readme with our Discord link
    • Fixed an issue with the MOVEMENT_TYPE block
    • Added SetPlayerOp, OpPlayer3, and OpPlayer4 packets
      • This enabled the ability to work on things such as the "Follow" player plugin and converting the trading plugin.

    • Refactored UpdateInvFull packet
      • A previous parameter I had called "keyless" is what I think "invother". In OSRS, to make a container an invother, you had to take the container key and add 32768 to it. In 667, they don't do this and actually just send if it's an invother or not with an extra byte in the packet.

    • Trading
      • This one was fun! I believe it's nearly 100% complete, minus from the string "Trade Modified" showing up when the trade has indeed been modified. However, the flashing exclamation points show up, wealth transfer works, etc. This is another milestone and gets us closer to hosting an official world.




    So more on the official world! I've come to the conclusion that I wish to host Tek5 eventually as an "official world" that would be the centerpiece of this project, similar to how 2009Scape operates. I haven't put a ton of thought into how things such as experience rates, or anything like that will work, but my hope is to be able to put it onto a cheap server and host it indefinitely. It's always been my dream to emulate this revision as best as possible, and having somewhere people can "officially" play would just complete that dream. I'm aware that this is in zero shape to host at it's present moment, but I'm writing content with the goal of getting the official world online. We're starting to build a community as well, you can find our Discord link on the official GitHub page.

    Thank you so much for following the project and providing so much support! I don't have as much time as I'd like to really get down to business with this, but the support has meant a lot and having this be open-source has definitely taken a lot of pressure off of me to write code when I don't have the time for it. I'm excited to keep going, and I hope you are too!

    All talk aside, let's get down to some media!




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  9. #55  
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    Love to see the constant progress - good stuff!

    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
    Spoiler for skrrrrr:

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  11. #56  
    Throne Scape - Founder/Developer
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    project looks cool gl
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  13. #57  
    L O S E Y O U R S E L F
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    Looks fantastic, would love to see this complete .


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  15. #58  
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    still hands down one of the best revisions to-date. Love that you're working on this
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  17. #59  
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    It's crazy how consistent you've been with this.

    I love how you're contributing to the open source community as well. Keep it up!
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  19. #60  
    Goodbye and Goodnight!

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    Absolutely love the look of this project, can really tell you've put your heart into it.

    Keep up the amazing work!
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