Thread: OZVO 562 - Bringing back the great 2009 times!

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  1. #1 OZVO 562 - Bringing back the great 2009 times! 
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    Remember the time of 2009?
    We're trying to emulate that... with a twist.


    We love OSRS and RS3, but let's be honest for a second, almost every server is the same right now. It's at the point you may as well play actual RuneScape.

    We really missed this revision, for me, it was one of the greatest times in RuneScape, with lots of great memories. The same for lots that I know.


    ----------






    WE'RE SEARCHING FOR BETA TESTERS, TESTERS WILL BE REWARDED FOR THEIR EFFORTS.

    We've been working for a while on this base, the majority of skills are coded, we have nice systems in place, good servers.
    It's time we find some testers, there's only so much that I and my two friends can do.

    We wan't to find all the little things that players enjoy and build on that, making this a really community focused development. It's thing's like making sure you have access to all the items you need, slayer monsters, a stable economy and most importantly I want all of our bosses to be as close to RuneScape as possible.


    What do I get from Beta Testing?
    - The top 5 active players will receive 30 each at the end and our highest donator package. (I wish I could give more)
    - The next top 10 active players will receive our highest donator package.
    - All beta testers will gain a 25% XP boost.
    - A chance to contribute to the core build out of our server, having custom features coded that you suggest(as long as they are realistic of course)
    If there's something you think we're missing and should be rewarding you with, I'm open to hear it. I wan't to make sure every player is compensated for their time in some way.

    What do you have done so far?

    - We have almost all the mapdata fully working, I've found a couple of spots and working on getting those maps.
    - I'd say about 95% of the NPC spawns are correct, working on finding and fixing up missing ones. I'm also making a system to help identify regions with no spawns and such.
    - We have almost all skills fully working, I will write a more complete list in the near future with specifics of each skill.
    - Combat is pretty flawless so far, I have a couple more things to iron out here but I'm happy with it
    - Custom interfaces for "grand exchange" so users can sell items and create an economy.
    - Custom interface for stores, basically brings all stores into one place. I love this, it means less NPCs around spawn.
    - Custom quest tab, this will include your player rank, play time, some quests and more.
    - Almost properly handled different worlds (looking for a more refactored 562 client if anybody has one? )
    - Linked server login to our website, you must create an account there first, we don't require you to validate your email to make this fast. But it allows you to recover your account and link it to our website etc.
    - Coded socket system for website <> server communication. We can do cool stuff like show the users inventory/bank on the website. I don't know if we'll ever need this, but it's cool nontheless.


    Features?

    Spoiler for View:



    Minigames:

    - Barrows
    - Duel Arena
    - Pest Control
    - Soul Wars(Do people even want/play this?)
    - Puro Puro
    - Castle Wars
    - Stealing Creations(Again, do people want/play this?)


    Agility:

    - Gnome Stronghold
    - Ape Atoll


    Herblore:

    - Need to add a few more potions


    Mining:

    - All ores work
    - Prospecting
    - Some older RS rocks dont work(relleka for example)


    Combat:

    - We need to find out what doesn't work... There's a few spells i didnt add, special attacks etc. We'll find these as time goes.


    Smithing:

    - Creating all bars
    - Smithing into items


    Theiving:

    - Pick Pocketing
    - All Stalls
    - Ardougne Guards attack you if in range


    RuneCrafting:

    Not added, need to think about this. Missing some map data for some altars.


    Crafting:

    - Armour Crafting
    - Gem Cutting
    - Spinning


    Cooking:

    - Fully works


    Fishing:

    - Fully works


    Hunter:

    - Implings


    Slayer:

    - All slayer masters
    - All slayer monsters
    - 10/50 task in a row rewards
    - All slayer monsters animations/combat definitions
    - All slayer locations accessible and working
    - Slayer interface





    Media?
    Will post more in the future, we're going to sit here and test everything also, and log everything in the process for this thread, along with images

    Spoiler for View Media:



    Lumbridge Home



    Teleport Interface



    Shop Interface

    (It's not buggy, my mouse has a double click issue, i need to buy a new one)

    Exchange: Sell Item



    Exchange: My Sell Offers



    Exchange: All Sell Offers


    Added right click -> lookup option.


    Crashed Stars





    The Website?
    [Only registered and activated users can see links. ]
    This is also a work in progress, but everything is being worked on live.


    Can I play now?
    Of course you can, the link for the client is below. Please be reminded this is testing phase, all accounts will be wiped when we're happy everything is perfect. For this reason, in the quest tab there is an option to access a spawn interface. But you must train yourself
    One thing I ask, is if you feel the need to spawn an item, please see if you can find the item on the server first(in a store, from an npc etc) and then make a note of if you can't so we can make sure there's a way for others to access this. (This is the effort we will be rewarding our testers for)
    [Only registered and activated users can see links. ]


    Do you have a discord?
    Yes, please join and leave any feedback
    [Only registered and activated users can see links. ]


    Hopefully we covered everything, if not, don't hesitate to ask questions


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  3. #2  
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    Looking good man good luck!
    [Only registered and activated users can see links. ]
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  4. #3  
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    Spent the last few hours refining our shop interface - We realized we're going to need a tonne more shops in here as time passes.

    Also a lot of time was spent testing skills, we didn't get images of all, but I'll update the thread with that info.


    (It's not buggy, my mouse has a double click issue, i need to buy a new one)

    Added right click -> lookup option. Also implemented "activity logs" which are stored via our web api, this is going to lead to some awesome features in the future, and I'm tired of servers saving into random files.

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  5. #4  
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    It seems amazing guys
    Good luck
    Camel rider
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  6. #5  
    shit im high af

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    Best of luck!

    Tell your designer to lower the depth on that bevel, extremely sharp.
    Quote Originally Posted by Nikolas RSPS View Post
    ill get a rune-server tattoo at 60,000 replies
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  7. #6  
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    Thank you guys, added loads of small QOL updates today;

    - Added more items to the shop
    - Added right click -> lookup option, ::lookup username coming soon
    - Updated quest interface a little, now shows your play time
    - Updated global messages, added icons for specific types of global messages
    - Loot drops now save to your activity log, which can be seen in the lookup screen, and in future on the website
    - Added yell for staff and players
    - Added ::empty for players
    - Add :taff for staff members to yell privately
    - Fixed screenshake on login at barrows
    - Added teleto command for staff
    - Added owner icon

    Finally finished shooting stars.

    Works basically the same as runescape, you get some nice xp and a nice little bit of money at the end.



    Todays changes:

    - Added shooting star event, (it already was added, but really badly)
    - Added "money manager" system to easily deal with max ints and easily checking/returning messages
    - Added the ability to use bones on the altar at spawn
    - Added "elite black knights catacbombs teleport"
    - Actually made recent teleports work, it stores up to 10.
    - Optimised some interface updating code
    - Refactored how "rights" are handled in the framework
    - Refactored rights now allow for more than "1" "2", allow for settings like xp rates per rank

    Been messing around with instancing the last few hours. I might attempt to add GWD instancing. My only worry is that I'm not sure what would happen if 50+ players(for example) were to try and create an instance each. Would there be enough space on the map? ��
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  8. #7  
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    I tried registering an account via the client last night as-well as just now and both times I receive an "Error contacting server. Please try a different world." message in red.

    Any help would be appreciated as I'd like to give it a try.

    Check out Darkan, a full 2012 remake with amazing detail to quality:


    [Only registered and activated users can see links. ]



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  9. #8  
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    Quote Originally Posted by _Sia_ View Post
    I tried registering an account via the client last night as-well as just now and both times I receive an "Error contacting server. Please try a different world." message in red.

    Any help would be appreciated as I'd like to give it a try.

    Apologies for that; client registration doesn't work at the moment - you have to register on the website. You can then use that username and password to login to the server

    If this doesn't work for you still, it'd be super handy for you to join our discord so I can figure the problem and fix it


    _____________________________________


    There isn't many servers out there where you can actually give an opinion on features/content - or make suggestions and submit bug reports.

    We're trying to make this an integral part, making the players actually feel a part of something, rather than routing for their money.

    Join the discord and be a part of it



    _______

    So no updates today sadly, I've been grinding out some work on Godwars, it's so great and I'll have a basic version of instances shipped hopefully tomorrow...

    However, a side effect of ADHD and the reason it's delayed, i got distracted and began refactoring some more, and in return... it fucked up the player loading, which i can't resolve with the current system. It would mean when I ship my code to the prod server, I have to wipe player data....

    I'm now coding a system to load/save player data in JSON format, rather than Matrix's standard format, once that is done, I will add a converter to the live source and save that data to JSON and the problem is resolved. Sigh.

    Also worth noting, this has been something I've been working on in the background over the last few days, removing the nasty unpacked/packed system and loading JSON, then caching on server. Npc spawns/information are all handled through a great system now. My favourite out of all the bases I've worked with.

    Whilst I'm at it, security is one of my biggest things. With every SINGLE base, player passwords are always saved decrypted. We don't ever store a password in the source with the new system^. Passwords are handled by our web api, which are hashed with bcrypt.
    As a server owner, I should never need this information. I don't know why other servers do. I also should not be able to log into your game account and mess with stuff, that is so wrong on so many levels.
    Although we also don't validate your emails, this is an important part of your own security and keeping your account safe. I saw a few people enter false emails, if someone registers one of those emails, your account is gone, not like it's major, but it's something I want to prevent and make you aware of. We won't ever send you any spam or give these emails away, I promise you. If you are worried about that, and any breaches, we can store them in encrypted format.
    We also have a few layers in place to prevent data breaches. The game server is hosted on a separate dedicated server. We have a server for databases(only the web applications have access to these, and the game server doesn't make a direct SQL connections like other servers.). Then we have the web server hosted on another small VPS. Everything separate and locked down with firewalls.
    Anyway, I wan't you to know this is something I'm dedicated too. I have funds, to run this thing as long as I need. I can buy ads when the time is right and I wan't to do this as properly as I can, and hope I can give you guys a sense of trust when playing here.
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  10. #9  
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    --------------------

    Okay - Player saving/loading is refactored and working like a dream. In this process, I also removed the need for files to rely on a "username" incase of username changes. They're ID based.
    I also built this new system with two things in mind;
    - The potential for one "user" to have multiple "players", essentially, at some point I'd like to add a "character selection" screen after you login.
    - Keeping things tidy - Player.java in every server is fucking disgusting. We don't need to save all of this here, we only need to save critical information, skills, equipment, bank, inventory and such. With this in mind, I built "player extensions", which allow me to ship off certain variables/functions into a different file and use these + have them load/save with the player.

    Example "Extension"
    Code:
    public class GodWarsExtension extends Extension {
    
    	/**
    	 * Stores whether we placed a rope on the entrance up top
    	 */
    	public boolean entranceRopePlaced = false;
    
    	/**
    	 * Stores whether we placed a rope on the first dropdown to Saradomin
    	 */
    	public boolean saradominFirstRopePlaced = false;
    
    	/**
    	 * Stores whether we placed a rope on the second dropdown to Saradomin
    	 */
    	public boolean saradominSecondRopePlaced = false;
    
    
    	/**
    	 * Stores our npc kill count in godwars
    	 */
    	public int bandosKillCount = 0;
    	public int saradominKillCount = 0;
    	public int armadylKillCount = 0;
    	public int zamorakKillCount = 0;
    
    	/**
    	 * When did the user last pray at the altar?
    	 */
    	public long lastPrayedAtAltar = 0;
    
    	public boolean canPrayAtAltar() {
    		return lastPrayedAtAltar < Utils.currentTimeMillis();
    	}
    
    }

    We can then access all of this like the below code:
    Code:
    player.extensions(GodWarsExtension.class).canPrayAtAltar()

    I think this system is great personally, I'll slowly refactor other parts of code to work this way too.
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  11. #10  
    SMADDS - Social Media Panel

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    Good luck, tried it out. Has its ups and downs, overall not too bad. Like the spawn interface, and exchange.
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