Thread: [562] Project X - Unnamed

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  1. #1 [562] Project X - Unnamed 
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    Introduction
    I've given up on the 700+ revisions, mainly because they're slowly starting to die out. It'll take awhile before they'll become popular again. So therefore, I've decided to start up this 562 revision project on my own. It's currently nowhere near release-ready, I'll slowly be implementing skills and proper combat day after day. On the upside, I've got no job or school to worry about, so updates should be coming very frequently. Anyways, without any further ado, let's move on to the more interesting parts.



    The future of this project
    It's hard to tell where this project will take me, however I will not be giving up easily on this, so don't expect to see this thread to become inactive or anything. I'll start focusing on implementing some of the skills as a start, which I already have done. A little down the road, I'll probably work on combat too. However as of right now, I'm more focused on identifying the necessary packets, because there's no future in this server if I don't get this out of the way, obviously.



    Development team
    Attached imageEldritch/Kris - Owner, developer
    Attached imageDavid - Developer
    Attached imageImJakeX/Jake - Web developer
    Attached imageMemeStar/Matt - Community manager



    Current features

    Skills
    Representative icon
    Attached image
    All hatchets All trees (Includes special trees and jungle, because why not?) Stumps - Half of them are defined, difficult to find the correct ones.
    All allotments. All herbs. All trees. All flowers. All fruit bushes All fruit trees. All hops. Compost creation. Watering. Curing Diseases for all patches. Saving upon logout. Composting. Harvesting
    Pyramid Plunder Pickpocketing Stealing from stalls (if guards are nearby, they may spot you.
    Ectofuntus (Includes automatic ectofuntus) Burying bones POH gilded altars with incense burners
    All 77 familiars can be spawned, they all have proper requirements to spawn. All 77 pouches are infusable. All 77 scrolls are infusable. 9/77 Combat scripts written. All 77 familiars have proper combat animations, health and maximum hit. Summoning tab semi-functioning. None of the familiars have combat stats yet.
    All rocks are mineable. All rocks are prospectable. All rocks have their appropriate depleted rock IDs with correct shades and colours.
    All tasks can be assigned to players. Slayer rewards interface fully functioning, with all fail-checks added in. Permanently cancelling of slayer tasks. Respective masters can be contacted through Lunar spell 'NPC contact', eliminating the need to actually go to the masters. All slayer tasks have tips, which you can aquire from your slayer master, telling you the location as well as their weaknesses. None of the slayer monsters currently have requirements to be killed (Level wise, as well as item-wise).
    Agility shortcuts. Barbarian outpost agility courses. Still yet to make some of them smoother. Gnome agility courses - Including advanced. Made movement and animations very smooth. Brimhaven agility course - Found most animations associated with it, already wrote most of the object-actions regarding it too. Yet to add the fail-factor to them.
    All bows are fletchable. All crossbows are fletchable. All arrows, including special ogre arrows, as well as brutal arrows are fletchable. All bolts are fletchable. All darts are fletchable. All gems are cuttable. All special options added, E.G. mithril grapples and other unique, yet somewhat necessary items. Proper dialogue for fletching (Allows selecting what and how many). Proper messages and requirements for all of the possible items (Requirements: Some things cannot be done in higher amounts than ten; Messages: Different messages describing item fletched).
    Fishes are defined (Includes special fish such as Tai Bwo Wannai fish as well as rainbow fish and other specials). All spots necessary are defined and have their correct options, as they should. Fishing spots have the possibility of depleting (Respawning after awhile). Summoning familiar bonuses added in. Replica RS. Travelled around the world and added in ALL fishing spots where they exist in RuneScape, except for dungeons. Chance of catching a big fish (E.G. Big swordfish - for construction purposes - Very rare (1/2500)). Barbarian fishing (Leaping fish) - Includes proper experience distribution (including strength and agility) as well a proper check for possible bait (5 possible bait, checks for them in the same order as in RS). Bare-handed fishing properly functioning. Bare-handed fishing has been synchronized with the proper animations, so if your character will have their hand bitten by a swordfish, a short time after you'll receive a notification that you've caught a swordfish as well as the appropriate fish, of course. Character will occasionally clean themselves too, while bare-handed fishing, during which they will not receive fish.
    All logs defined (including coloured ones). Proper animations, sounds as well as no no-clipping whatsoever, characters stops when lighting them logs. Logs can be lit in different possible combinations (item-on-item in inventory; Tinderbox on ground item (granted they're logs); Rght click "Light" option on logs whilst on the ground..
    All regular potions defined. All potions have their effects. Barbarian potions not defined yet. Potions can be emptied as well as decanted into larger doses, if applicable.
    Weaving. Leather-and other types of armour crafting. Leather and hides tanning. Spinning. Pottery. Glassblowing. Pyre ships. Jewellery smelting/crafting. Battlestaff crafting (Missing animations only). Random objects such as sextants.
    Smelting of ores with proper requirements; Ring of forging also included. Can smith all the bars into different items. Miscellaneous objects, such as spirit shields, godsword shards & dragonfire shield smithing.
    Certain entities can only be cooked on certain objects. Majority of different entities can be cooked, couldn't be bothered with adding all of them in. Stopped at about half of the special ones. Special boosts such as the stove in Lumbridge castle & other special items, e.g. cooking gauntlets.
    All objects now constructable (Yes, all). Different house themes selectable. Dungeons & upper floors constructable. A ton of the objects within houses can be operated. Menagerie functioning with the possibility of storing pets into them, after which they'll walk around the house if not in build mode. Butler servants.
    Every single spell in the game fully functioning (Yes, all of them - With proper animations, too). All spellbooks usable (Regular, ancients, lunars). Proper projectiles. Multicasting.
    Proper projectiles. Poisoned ammunition has the possibility of actually poisoning your target. All special weaponry/ammunition functioning well, including things such as chinchompas (multi-hitting).
    All runes craftable (Including combination runes). Perfected runes multiplication at certain levels. Mysterious ruins can only be entered by using the talisman on the ruins, or by wearing a tiara or talisman staff (During which the enter option reveals itself). Combination runes have a chance of failing. You can only make certain runes using rune essence, whereas pure essence allows all.
    Tracking. Net trapping. Box trapping. Pitfall trapping. Deadfall trapping. Magical imp boxes. Falconry. Bird snaring. Butterfly netting. Rabbit snaring.


    Other features
    Representative icon Barrows has most of the base functioning right now. Lacking the interfaces between rooms though for now. Includes drops by kills. For every brother you kill, you unlock all of their equipment pieces in the rewards. Therefore, the more kills you do, the higher chance of a barrows reward. Ring of wealth effect included in barrows (Giving extra rewards when wearing one during looting phase).
    Fight caves are complete now. All 63 waves included. All NPCs have combat stats, scripts & definitions equivalent to RS (Tried replicating as much as I could). Logging out during the minigame doesn't reset process (Besides your current wave, of course). Minigame functions almost like it did in RS back in the day.
    Jobs system. Base has been started, a few jobs have been completed (Woodcutting, Crafting). Speak to the respective NPCs in order to get a job. Jobs include gathering different items and bringing them to the respective NPCs. For each job you do, you'll be rewarded with a certain amount of cash, depending on the difficulty of the job. May include furthermore rewards along the line, however this feature is mainly for starters.
    Quests system has been finished (Blank system though). One quest entry has been added, the Imp Catcher quest. Will be adding more quests further along. Planning on getting at least most of the quests functioning. Time will show how this'll go though.


    Media - NOTE: Long gifs included

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  2. #2  
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    Good luck man! Ill be supporting every step of the way
    Check out my remake here:
    Incite
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  4. #3  
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    Already looking very nice... and developer is very good. This is very promising.
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  6. #4  
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    Goodluck with your server!
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  8. #5  
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    Goodluck on this, ps picking up items should reset woodcutting
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  10. #6  
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    Good luck buddy!
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  12. #7  
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    Quote Originally Posted by Bracket View Post
    Goodluck on this, ps picking up items should reset woodcutting
    It does. I immidiately clicked on the tree again afterwards (There's a small delay when stopping an action, so it doesn't instantaneously stop it), so it looked pretty smooth >.>
    Anyways, thank you all. Looking forward to working on this project
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  13. #8  
    Registered Member Frost's Avatar
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    Goodluck!
    This looks interesting
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  15. #9  
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    Can't wait for this, finally something other than OSRS
    founder of hdos

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  17. #10  
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    Quote Originally Posted by Frost View Post
    Goodluck!
    This looks interesting
    Thank you .

    Quote Originally Posted by Superman_ View Post
    Can't wait for this, finally something other than OSRS
    Yeah, I feel you. Trying to get as much done day after day.

    Attached image
    Started working on Summoning.
    So far, I've managed to add:
    • Familiar spawning with proper requirements.
    • All 77 pouches have been defined and are now infusable.
    • All 77 scrolls have been defined and are now infusable.
    • All familiars are spawnable.
    • Nine familiars have a combat script written. I will continue to do this for every single familiar there is, just for the heck of it .

    To be continued...
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