possibly jaggl64.dll, not sure yet. <- still need this.
More abstract 'var' system (V2.0 Contains new better var system)
Add triggers and processors for certain varps, figure out how (done)
Transient varps, priority (still need to do this)
pathfinding? (done partially)
Running? (done)
Spoiler for V2.0:
Originally Posted by Teemuzz
V2.0
Basic Prayer
Basic pathfinding
Basic music system (not as good as the 1.4 release one)
More advanced interface system
Very advanced variable system (Special thanks to Major for his pseudo-one)
Advanced HUD system
Advanced Inventory system
Basic Add-On system
Basic Modern Teleport system
Advanced VarBit system
Lots of packets
Worldmap
Welcome screen base
Various cache tools (map change lurker, map key validator)
Based on either 1.1 or 1.2 release, very different from previous two releases
Full multiplayer
Full fixed/resizable/fullscreen, minor bug on the graphics settings, need to change the index where it is sent on resizable screen(s)
Ctrl + shift teleportation bug which i didn't care to fix. Basic teleportation works like a charm
Add cache to /resources/cache/
Download: removed
Images:
Spoiler for V1.4, 20. Aug. 2015:
V1.4 is out, or something.
Interface API, with many features
'correctly' done gameframe (switch interfaces instead of just reopening when window mode changes)
Bug fixes
Summoning orb (wooo)
Inventory 'handler' system updated
Banking
skill guides, level-up support (no level-up 'checker' as for now)
Basic prayer & quick prayer, no draining and some prayers haven't had their excludes done. (bitwise executed)
Music player
Basic Music playlist (No autoplay for now.)
Account creation system finished
Player saving
Please also acknowledge that this is not the cleanest release, as i just wanted to keep on time. There should be no bugs, as i fixed most of them which i found from my code and the original.
To make an account admin, copy a pre-created account, and then rename the file and add "mod " to the beginning.
Sharing is caring, you might concider giving this a mirror. [Only registered and activated users can see links. ]
For setup, please refer to the first post.
For a bug report, pm me or comment on this thread and i'll look into it.
Edit: This version changes the required java version to 1.8, as the Interface API has a interface default. You can convert it back, but then you will need to change one thing related to the depth of automatically built interface settings.
Spoiler for V1.3! 12. August -15!:
Full experiemental player updating system, external & local player updating (multiplayer) and teleportation support! Local cycle is executed on single method, and external updating will be changed to use the same format method.
Multiplayer, walking and local player removing/adding
external player updating
VarBit configuration dumper
VarP & VarBit, in player "Variables" class, which now is settings iirc.
Interface Settings/Access mask packet
Basic music player! Use command music [id] for unlocking track x, or use command music [non-number] to unlock all songs.
This release has a few debug messages still in it, feel free to delete them. Tried to use sysout for debugging.
Edit: Teleportation has a fragile point, please refer to [Only registered and activated users can see links. ] for bugfix.
[Only registered and activated users can see links. ]
Spoiler for V1.2::
This release features:
Protocol:
99.95% Cache (Missing files below)
New ClientBundler (Resource system got a major update, and also started on GZip for libraries, not working as for now)
File protocol updates (http/JagGrab) for working on 592, now it should actually work
Slight repackage for clarification
Auto World protocol converted
Extended Button Handlers (option buttons, 1-10)
Edited the annoying JS5 IOException message to provide a cleaner output, when failing to distribute a file.
Probably lots more.
Updating:
Walking
Talking
Animations
Graphics/SpotAnim
Appearance
Local Player updating
Equipment bug fix
This release lacks:
Proper updating system, current is just a 'test' phrase 'bulk' core.
Multiplayer
Teleportation
Running
Pathfinding
And probably lots more..
Missing/invalid files in cache (look at how big this list is!!!)
Code:
7:6589 out of date
7:41115 error
8:2440 error
Download:
[Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
Spoiler for v1.1:
[Only registered and activated users can see links. ]
Player updating, auto world, no movement and no multiplayer.
Spoiler for v1.0:
Index_gl is NOT working as for now, don't know yet why. (probably .dat4 related.) Libs come only in windows x32. I'll be looking for x64/linux/mac in mitb/oldrs.
Currently missing player updating and packet decoders, will update after i manage to learn the base a bit better.
This is the ORIGINAL ScapeEmulator, with NO bugfixes, no new features, no new nothing. Original ScapeEmulator. Auto-login protocol (protocol id in 592: 24) is NOT converted. Rest are.
Login Region packet bit-block encoding is basic, and so incomplete that it only sends raw data. Player updating has NOT been started.
EDIT:
Spoiler for Auto World converted:
Code:
package net.scapeemulator.game.net.auto;
import io.netty.buffer.ByteBuf;
import io.netty.buffer.MessageBuf;
import io.netty.channel.ChannelHandlerContext;
import io.netty.handler.codec.ByteToMessageDecoder;
import net.scapeemulator.util.Base37Utils;
import net.scapeemulator.util.ByteBufUtils;
import net.scapeemulator.util.crypto.RsaKeySet;
import java.io.IOException;
public final class AutoLoginDecoder extends ByteToMessageDecoder {
public enum State {
READ_SIZE, READ_PAYLOAD;
}
private State state = State.READ_SIZE;
private int size;
private int version;
@Override
public void decode(ChannelHandlerContext ctx, ByteBuf buf, MessageBuf<Object> out) throws IOException {
if (state == State.READ_SIZE) {
if (!buf.isReadable() && buf.readableBytes() < 3)
return;
state = State.READ_PAYLOAD;
size = buf.readUnsignedByte() - 2;
version = buf.readUnsignedShort();
}
if (state == State.READ_PAYLOAD) {
if (buf.readableBytes() < size)
return;
int encryptedSize = buf.readUnsignedByte();
if (encryptedSize != size - 1)
throw new IOException("Encrypted size mismatch.");
ByteBuf secureBuffer = ByteBufUtils.rsa(buf.readBytes(encryptedSize), RsaKeySet.MODULUS,
RsaKeySet.PRIVATE_KEY);
int encryptedType = secureBuffer.readUnsignedByte();
if (encryptedType != 10)
throw new IOException("Invalid encrypted block type.");
secureBuffer.readUnsignedInt();
String username = Base37Utils.decodeBase37(secureBuffer.readLong());
secureBuffer.readInt();
String password = ByteBufUtils.readString(secureBuffer);
secureBuffer.readInt();
out.add(new AutoLoginRequest(version, username, password));
}
}
}
Also go to HandshakeMessage, and change SERVICE_AUTO_LOGIN to 24.
[Only registered and activated users can see links. ]
[Only registered and activated users can see links. ]
This thread will be the one i keep and update.
I'm back.
ScapeEmulator #592 Convert [Only registered and activated users can see links. ]/[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
I'm back.
ScapeEmulator #592 Convert [Only registered and activated users can see links. ]/[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
thanks for the release! Btw idk why but there seems to be an error on the model 7:6589 out of date for every cache, not just this one
Version. File Format version is 65535 (-1 for models) and on the ref table it's 65536.
Fun part: it only affects us, not the client.
I'm back.
ScapeEmulator #592 Convert [Only registered and activated users can see links. ]/[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
I'll lurk for these in displees cache archive tomorrow. Link for memory: [Only registered and activated users can see links. ]
614 was updated. So chances for getting them are small.
I'm back.
ScapeEmulator #592 Convert [Only registered and activated users can see links. ]/[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
Is the 99.95% completed cache percentage including the decrypted maps or no?
A few maps are missing. I'll make a tool for validating how many files can't be decrypted. It has 1170 should-work-all xtea keysets so a lot of maps included. I'll also try to look for those maps and see if they only were re-encrypted and another can be used.
That percentage is only the clients calculation of cache completion.
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have you finished implementing the new player updating procedure?
It's on the edge of completion. I have a POC running on only one loop, rather than the common 4 loops, and i also have a non-cached location model almost designed. If i have the time tomorrow i'll start implementing it. It's not far for a breakthrough for it in this.
I'm back.
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