Thread: GlitchScape 742 - The introduction

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  1. #41  
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    R-S Admin Response  December 11th 2015

    • Finally got additional indexes loading...:

      If anyone knows how to make them load during the loading screen, pm me.

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  3. #42  
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    R-S Admin Response  December 16th 2015

    • Added 6 indexes for:
      • 667 models
      • 838 models
      • 667 items
      • 838 items
      • 838 texture defs
      • 838 textures
    • Created an old items look command that works flawlessly.
    • Made items that had an higher id than the 742 load in the 838 index.
    • All the models (667/742/838) obviously have textures working.




    Tomorrow I will:
    • Add 838 animations, graphics, npcs, objects.
    • Fix offset on 742 animations when wielding weapons (lol legacy still has that bug on RS).
    • If I still have time after that, maps.
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  5. #43  
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    Nice, looking great clem585
    Loyalty_





    Quote Originally Posted by Falconpunch View Post
    Player.java buddy. find init() or something like that and find where it adds the starter and do what someone mentioned above (Although an int is 4 scrublords)
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    Deathlypvpz Founder

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    "manually writing code for every individual door and ladder"

    Switch?...
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    One of the only projects where I can say I am very excited to see this. It's actually obvious you are putting a lot of effort into it. Good going Clem!
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  8. #46  
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    Quote Originally Posted by hack3r View Post
    "manually writing code for every individual door and ladder"

    Switch?...
    enum but could've done a switch case for x too. It was probably just worded weirdly.

    Quote Originally Posted by Loyalty_ View Post
    Nice, looking great clem585
    Quote Originally Posted by Sammi View Post
    One of the only projects where I can say I am very excited to see this. It's actually obvious you are putting a lot of effort into it. Good going Clem!
    Thanks!

    R-S Admin Response  December 17th 2015

    • Fixed a bug with custom particles so each player really does appear to have their own:
    • Added old models for "skin" models (the ones the client use when you don't have any armor)

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  9. #47  
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    Quote Originally Posted by hack3r View Post
    "manually writing code for every individual door and ladder"

    Switch?...
    This way it's literally impossible to have any "accidental" noclips.
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    Quote Originally Posted by Patyosaurs View Post
    This way it's literally impossible to have any "accidental" noclips.
    That's really inefficient and makes no sense. All you have to do is literally load the map data you need from the cache and clip the whole map that way. How can you have accidental no-clipping, when it's how it's supposed to be done?

    Code:
    	/**
    	 * Gets and returns the landscape archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getLandscapeArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("l" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the landscape container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getLandscapeContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}
    
    	/**
    	 * Gets and returns the map archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getMapArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("m" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the map container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getMapContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}

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  11. #49  
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    Quote Originally Posted by _jordan View Post
    That's really inefficient and makes no sense. All you have to do is literally load the map data you need from the cache and clip the whole map that way. How can you have accidental no-clipping, when it's how it's supposed to be done?

    Code:
    	/**
    	 * Gets and returns the landscape archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getLandscapeArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("l" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the landscape container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getLandscapeContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}
    
    	/**
    	 * Gets and returns the map archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getMapArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("m" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the map container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getMapContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}
    ty for posting irrelevant code that has nothing to do with what you just said

    however; you do make a point, perhaps you can post a landscape decoder instead? i'm sure that would be more helpful
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  13. #50  
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    Quote Originally Posted by _jordan View Post
    That's really inefficient and makes no sense. All you have to do is literally load the map data you need from the cache and clip the whole map that way. How can you have accidental no-clipping, when it's how it's supposed to be done?

    Code:
    	/**
    	 * Gets and returns the landscape archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getLandscapeArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("l" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the landscape container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getLandscapeContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}
    
    	/**
    	 * Gets and returns the map archive data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The archive data.
    	 */
    	private int getMapArchiveData(Region region) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getArchiveId("m" + ((region.getRegionX() >> 3) / 8) + "_" + ((region.getRegionY() >> 3) / 8));
    	}
    
    	/**
    	 * Gets and returns the map container data for the requested {@link Region}.
    	 * 
    	 * @param region The {@link Region} to get the data from.
    	 * @return The container data.
    	 */
    	private byte[] getMapContainerData(Region region, int archive) {
    		return Cache.getStore().getIndexes()[CacheContainer.LANDSCAPE_INDEX.getContainerId()].getFile(archive, 0);
    	}
    He doesn't mean that type of noclip. He means the type of noclip like the edgeville's ladder that puts you on the wrong part of f1 so you can walk around in the sky.
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