Thread: RSPS Documentation for Darkan...

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  1. #1 RSPS Documentation for Darkan... 
    Registered Member Jawarrior's Avatar
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    Check this out, took me a good number of hours,
    ReadMe.com: Getting Started
    GitLab version: Home Wiki DarkanRS GitLab
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    this isnt a tutorial and why are we documenting matrix? its over 10 years old


    A creative man is motivated by the desire to achieve, not by the desire to beat others.”


    ― Ayn Rand
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    Quote Originally Posted by Melvin View Post
    why are we documenting
    common courtesy I'd imagine?
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    Quote Originally Posted by Melvin View Post
    this isnt a tutorial and why are we documenting matrix? its over 10 years old
    That’s an arrogant take from you Melvin, I expected better.

    Quote Originally Posted by Jawarrior View Post
    Check this out, took me a good number of hours,
    ReadMe.com: Getting Started
    GitLab version: Home Wiki DarkanRS GitLab
    Good work! Looks clean and concise, especially in a scene where little focus is spent on documentation.
    Keep it up =].

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    Keep trying. Quitting is the only true failure.
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    Quote Originally Posted by Melvin View Post
    this isnt a tutorial and why are we documenting matrix? its over 10 years old
    If you don't mind me asking, what makes you think this is Matrix? Sure, Darkan started out as Matrix but it has been rewritten nearly from the ground up (as it needed to be lol) at this point over the last 8+ years. It uses some similar naming conventions (by design choice, IE: Sticking with Entity over something like say, Actor?) and has some remnants of its garbage handler classes but mostly that is just backwards compatibility because Trent (Makar) and other contributors have not taken the time to sludge through and rewrite some content with the new plugin system. If you handed someone with no prior knowledge of RSPS development documentation of Darkan's source, they would not be able to build an RSPS with a generic matrix source.
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  8. #6  
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    Quote Originally Posted by Melvin View Post
    this isnt a tutorial and why are we documenting matrix? its over 10 years old
    I'm not sure you've really read the codebase have you. The only Matrix that's left is:

    - "com.rs" (which is what I used for scratch bases I wrote before Matrix existed, should I claim they stole it from me for using common names? Should I have broken Java convention by changing it to "darkan.rs"?)
    - A lot of the naming terminology as in Entities, Tiles, Objects, the concept of "controllers", etc (because it's common between countless bases and is also what I would and have named things when making my own scratch frameworks in the past).
    - The cache library which has also needed countless fixes, encoders, and decoders implemented. I will not be rewriting this from the ground up as it works perfectly fine and causes approximately zero bottlenecks.
    - Some old switch-case Object/NPC handlers that haven't been ported over to plugins since the core and plugin system got rewritten 5-6 years ago. Spent a few days straight converting the button handling and item handling out entirely and just couldn't be bothered to do NPCs and Objects after that disgusting time spent. Doesn't show up at all in any benchmarks or profiles of high player count interactions at all.

    None of which is actually core code. The performance has been absurdly increased in a stupid number of ways, core game loop has been rewritten, the entire content engine has been rewritten and some previous content has been backported in after that (yet a minority of content still remains and needs updated), the networking has been rewritten, task system has been rewritten, pathing has been rewritten and significantly improved, combat has been rewritten (core process, calculations, combat levels/proper attack styles, special attacks, weapons and ammunition), almost every skill has been rewritten and has actual accurate functionality to the real game, music system has been rewritten, quests/miniquests didn't even exist before and have been rewritten, region system has been rewritten, collision handling has been rewritten and significantly optimized (this was one of the largest tickrate bottlenecks in all of matrix outside of the disgusting networking code), persistence structure has been entirely rewritten, every data class and process from shops, to npc drops, to ground item spawns, etc have been rewritten. I can't even name everything since the list is so large that I'm forgetting what I already mentioned lol. And that's just the things that have been rewritten, not including the ridiculous amount of core engine features that have been added like an actual tree based dialogue system, cutscenes, quests, miniquests, plugins, etc.

    TLDR: (which you probably will need considering to make your comment you'd have to have not even opened up the source code at all and are likely someone who responds without reading everything)
    You could not follow a Darkan tutorial to add something to a Matrix base in any way. Unless it was as simple as animating the player, or sending a chatbox message or something which are data and not really features.
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    EradicationX Is Back!
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    Unique contribution, like Tyler mentioned, it's a shame that our community have put less focus in this area.

    Amazing initiative!
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    Quote Originally Posted by Makar View Post
    I'm not sure you've really read the codebase have you. The only Matrix that's left is:

    - "com.rs" (which is what I used for scratch bases I wrote before Matrix existed, should I claim they stole it from me for using common names? Should I have broken Java convention by changing it to "darkan.rs"?)
    - A lot of the naming terminology as in Entities, Tiles, Objects, the concept of "controllers", etc (because it's common between countless bases and is also what I would and have named things when making my own scratch frameworks in the past).
    - The cache library which has also needed countless fixes, encoders, and decoders implemented. I will not be rewriting this from the ground up as it works perfectly fine and causes approximately zero bottlenecks.
    - Some old switch-case Object/NPC handlers that haven't been ported over to plugins since the core and plugin system got rewritten 5-6 years ago. Spent a few days straight converting the button handling and item handling out entirely and just couldn't be bothered to do NPCs and Objects after that disgusting time spent. Doesn't show up at all in any benchmarks or profiles of high player count interactions at all.

    None of which is actually core code. The performance has been absurdly increased in a stupid number of ways, core game loop has been rewritten, the entire content engine has been rewritten and some previous content has been backported in after that (yet a minority of content still remains and needs updated), the networking has been rewritten, task system has been rewritten, pathing has been rewritten and significantly improved, combat has been rewritten (core process, calculations, combat levels/proper attack styles, special attacks, weapons and ammunition), almost every skill has been rewritten and has actual accurate functionality to the real game, music system has been rewritten, quests/miniquests didn't even exist before and have been rewritten, region system has been rewritten, collision handling has been rewritten and significantly optimized (this was one of the largest tickrate bottlenecks in all of matrix outside of the disgusting networking code), persistence structure has been entirely rewritten, every data class and process from shops, to npc drops, to ground item spawns, etc have been rewritten. I can't even name everything since the list is so large that I'm forgetting what I already mentioned lol. And that's just the things that have been rewritten, not including the ridiculous amount of core engine features that have been added like an actual tree based dialogue system, cutscenes, quests, miniquests, plugins, etc.

    TLDR: (which you probably will need considering to make your comment you'd have to have not even opened up the source code at all and are likely someone who responds without reading everything)
    You could not follow a Darkan tutorial to add something to a Matrix base in any way. Unless it was as simple as animating the player, or sending a chatbox message or something which are data and not really features.
    TLDR wait until you find out jagex actually calls them controllers


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  12. #9  
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    Quote Originally Posted by Melvin View Post
    TLDR wait until you find out jagex actually calls them controllers
    If I had even a slight clue as to what you are trying to say in this response, I would make an attempt at responding to it.
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    “It would not be impossible to prove with sufficient repetition and a psychological understanding of the people concerned that a square is in fact a circle. They are mere words, and words can be molded until they clothe ideas and disguise.”
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  13. #10  
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    Quote Originally Posted by Melvin View Post
    TLDR wait until you find out jagex actually calls them controllers
    Don't you find it a bit contradictory to have posts like this and be so condescending on other people's projects?
    Perhaps some self-reflection is overdue, Melvin.
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
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