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

Page 2 of 14 FirstFirst 123412 ... LastLast
Results 11 to 20 of 132
  1. #11  
    Registered Member
    Join Date
    Jun 2018
    Posts
    4
    Thanks given
    0
    Thanks received
    1
    Rep Power
    0
    Doing an incredible job, you're very talented :>
    Reply With Quote  
     

  2. Thankful user:


  3. #12  
    🖤Runic Developer🖤
    Castiel's Avatar
    Join Date
    Apr 2013
    Posts
    1,752
    Thanks given
    564
    Thanks received
    288
    Rep Power
    609
    Quote Originally Posted by .alycia View Post
    Nope! The public repository will be pure 667. If there's enough demand, I am considering open-sourcing a slightly refactored 667 client that has OSRS support however.



    Thanks Jord! That means a lot coming from you. Hopefully this could be a project you could do something with on your next big thing.



    Thank you!
    please make one with osrs support there is alot of ppl whanting 667/osrs i would love that shit
    Attached image
    Attached image
    Reply With Quote  
     

  4. #13  
    pride, love, happiness
    .alycia's Avatar
    Join Date
    Jun 2010
    Age
    28
    Posts
    4,106
    Thanks given
    1,714
    Thanks received
    2,062
    Rep Power
    5000
    Updates for December 2nd, 2022


    • Converted VarbitDef loader
    • Converted OpLoc2, OpHeld2, IfSetText, IfSetEvent, RunClientScript, VarpLarge packets
      • This opened up new things such as equipping, unequipping items, sending configurations for certain interfaces, etc

    • Re-installed a few plugins such as cabbage picking, run energy, attack tab interface, skill menus, and cleaned up commands plugin
    • Re-worked InterfaceDestination a little bit to include "full screen" interfaces, such as the skill guides. These interfaces are what I'm calling full screen interfaces because they should take up the entirety of the game window



    I'm still working on cleaning up the rest of my testing code, and expect to have the repository opened up at some point tomorrow! Took an off day yesterday so tomorrow will be jam-packed with progress on the conversion side of things. I'm also desperate to finish off these updating bugs so hopefully we can have that sorted tomorrow! For now, enjoy some more media



    Attached image


    Attached imageâ€


    ---




    Quote Originally Posted by Castiel View Post
    please make one with osrs support there is alot of ppl whanting 667/osrs i would love that shit
    I do plan on doing something along those lines in the future, it's just not in the project scope at the moment. I'll let you know when work has begun on the client refactoring process
    Reply With Quote  
     

  5. Thankful user:


  6. #14  
    pride, love, happiness
    .alycia's Avatar
    Join Date
    Jun 2010
    Age
    28
    Posts
    4,106
    Thanks given
    1,714
    Thanks received
    2,062
    Rep Power
    5000
    Updates for December 5th, 2022



    • Converted AnimDef, IfOpHeld2, IfOpLoc6 packets, added VarbitSmall & VarbitLarge packets
      • Notes on VarbitSmall & VarbitLarge, I'm not sure if I was interpreting the code correctly or not, but it appears that OSRS encodes varbits in the same packet as varps, whereas 667 required a totally different packet. Scratched my head a little bit on this one until I did some digging in my references. This enabled sending the varbit for the hitpoints and prayer orb though!




    • Fixed the issue with animations hiding the players torso
      • This was due to the order in which I was writing the body parts. OSRS seemed to get away with writing some black magic math to loop the order, but I opted to write each part out individually. This allowed me better control over other various ways to encode body parts. Due for a clean up though!

    • Fixed the face location block
      • Just some simple math was off, should now work correctly!

    • Re-installed the level up, teleport tabs, picking plugins
      • I actually re-worked the cabbage picking plugin a lot, and made it super similar to OSRS. Essentially I delayed the removal of the object and adding the item to the inventory to the same delay that the animation takes (where AnimDef came in handy!). I then applied this logic to potatoes, and wrote a flax picking plugin.

    • Fixed doors/gates plugin
      • The root issue here was I disabled looking up object options by string, so I simply uncommented out the code and then started adding proper doors/gates ids. Nice and simple!

    • Dumped item and object id constants
    • Converted some dialogue interfaces (item, double item) and fixed up component ids for closing dialogue.
      • Still a lot of work to do here but progress is good so far



    • A bunch of other small changes that contribute to perfect emulation, too many to remember or look up.


    I've definitely been distracted by both a lack of time and sheer enjoyment of converting stuff to make it work/emulate the game so getting the repo open hasn't happened fast enough for me. I have a couple more days of work and then a 4 day weekend so I'll be able to have it open by at least the start of next week, so bare with me! For now enjoy some more media





    Attached image




    Attached image



    Attached image



    Attached image



    Attached image



    Attached image
    Reply With Quote  
     

  7. Thankful users:


  8. #15  
    Registered Member
    rebecca's Avatar
    Join Date
    Aug 2017
    Posts
    1,071
    Thanks given
    862
    Thanks received
    915
    Rep Power
    5000
    bussin
    Reply With Quote  
     

  9. Thankful user:


  10. #16  
    Registered Member
    Join Date
    Mar 2013
    Posts
    579
    Thanks given
    684
    Thanks received
    137
    Rep Power
    217
    Quote Originally Posted by .alycia View Post
    Updates for December 5th, 2022



    • Converted AnimDef, IfOpHeld2, IfOpLoc6 packets, added VarbitSmall & VarbitLarge packets
      • Notes on VarbitSmall & VarbitLarge, I'm not sure if I was interpreting the code correctly or not, but it appears that OSRS encodes varbits in the same packet as varps, whereas 667 required a totally different packet. Scratched my head a little bit on this one until I did some digging in my references. This enabled sending the varbit for the hitpoints and prayer orb though!




    • Fixed the issue with animations hiding the players torso
      • This was due to the order in which I was writing the body parts. OSRS seemed to get away with writing some black magic math to loop the order, but I opted to write each part out individually. This allowed me better control over other various ways to encode body parts. Due for a clean up though!

    • Fixed the face location block
      • Just some simple math was off, should now work correctly!

    • Re-installed the level up, teleport tabs, picking plugins
      • I actually re-worked the cabbage picking plugin a lot, and made it super similar to OSRS. Essentially I delayed the removal of the object and adding the item to the inventory to the same delay that the animation takes (where AnimDef came in handy!). I then applied this logic to potatoes, and wrote a flax picking plugin.

    • Fixed doors/gates plugin
      • The root issue here was I disabled looking up object options by string, so I simply uncommented out the code and then started adding proper doors/gates ids. Nice and simple!

    • Dumped item and object id constants
    • Converted some dialogue interfaces (item, double item) and fixed up component ids for closing dialogue.
      • Still a lot of work to do here but progress is good so far



    • A bunch of other small changes that contribute to perfect emulation, too many to remember or look up.


    I've definitely been distracted by both a lack of time and sheer enjoyment of converting stuff to make it work/emulate the game so getting the repo open hasn't happened fast enough for me. I have a couple more days of work and then a 4 day weekend so I'll be able to have it open by at least the start of next week, so bare with me! For now enjoy some more media





    Attached image




    Attached image



    Attached image



    Attached image



    Attached image



    Attached image

    amazing work keep up the good work loving it
    Reply With Quote  
     

  11. Thankful user:


  12. #17  
    Donator

    Join Date
    Oct 2007
    Posts
    817
    Thanks given
    47
    Thanks received
    52
    Rep Power
    184
    Looks really nice! Good luck with the project.
    Reply With Quote  
     

  13. Thankful user:


  14. #18  
    pride, love, happiness
    .alycia's Avatar
    Join Date
    Jun 2010
    Age
    28
    Posts
    4,106
    Thanks given
    1,714
    Thanks received
    2,062
    Rep Power
    5000
    Updates for December 6th, 2022


    Just a couple of small ones today!


    • Converted NpcDef
    • Implemented NPC updating (still need to add blocks)
    • Fixed a problem with multiplayer, was just an issue with the 18 bit tile hash
    • Re-enabled some other plugins that were dependant on NPCs



    Here's some media!


    Attached image


    Attached image
    Reply With Quote  
     

  15. Thankful user:


  16. #19  
    Registered Member
    Join Date
    Mar 2013
    Posts
    579
    Thanks given
    684
    Thanks received
    137
    Rep Power
    217
    good work loving it so far look sick
    Reply With Quote  
     

  17. Thankful user:


  18. #20  
    Donator


    Join Date
    Jan 2014
    Posts
    1,652
    Thanks given
    428
    Thanks received
    501
    Rep Power
    221
    Looks so cosy with the winter maps
    Reply With Quote  
     

  19. Thankful user:


Page 2 of 14 FirstFirst 123412 ... LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. Need an coder for my remake of runescape in 2005
    By rootshell in forum Requests
    Replies: 3
    Last Post: 12-29-2013, 03:56 PM
  2. 2006Redone - Gigantic Remake of RuneScape in 2006!
    By Mr Extremez in forum Projects
    Replies: 54
    Last Post: 12-30-2012, 04:42 PM
  3. 2006Redone - Gigantic Remake of RuneScape in 2006!
    By Mr Extremez in forum Advertise
    Replies: 11
    Last Post: 12-15-2012, 11:24 PM
  4. Replies: 38
    Last Post: 09-06-2012, 05:21 PM
  5. Replies: 16
    Last Post: 08-23-2012, 10:10 PM
Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •