August 30th Update:
After spending 3 months on the RedRune666 Scratch framework, I realized it would still take a while to get to a good production phase. Considering I'm going back to university in less than 2 weeks, I decided it's best that I transfer the content from RR666 over to a Matrix 667 base. There is still a lot of bad & old code in this base [the networking especially], so before the content is improved I'll be spending some time on the improval of previous shit code.
Also, I've been rethinking the PvP World idea, and I came to the conclusion that it would be best to keep everything on one world. But in order to maintain the "worldwide pvp" aspect, there will be a :
vp command which teleports you to a "pvp world", with city-wide pvp like on RS2010/RS2011.
A big deciding factor in this choice was clearly the amount of time required to get to the full release date. This means that the complete release for RedRune will be a lot sooner than expected. The beta has also been turned offline as a result of this [it will no longer serve as an indication of how the server will be]. There will be a new beta coming up once RedRune reaches that phase.
TL;DR: new base, 666 content being transported over to matrix667. faster release date.
Development blog:
8/30/17
Code:
+ Pulled a scratch 667 deob/cache/server
+ Removed tons of shit content & code from the 667 server release
+ Added real 667 js5 [several changes]
+ Added real 667 lobby login [rsa encryption]
+ Added real 667 lobby
+ Added real 667 world list
+ Added real 667 world login [rsa encryption]
+ Fixed a few things that would make the client crash on login bc of changes
+ Updated server with correct 667 xteas
+ Fixed tabs for resizable mode
+ Started on a plugin system [registration/list based plugins] [using java]
- Tested this implementation with equipment bonuses
+ Added item stats to equipment bonuses
- Fixed equipment bonuses interface not being able to unequip armour
- Added player render emote config
+ Refactored server/client significantly
- Removed 'LogicPacket' usage (the fuck was this for)
- Added outgoing packet queuing
+ Added client zooming [shift + scroll to zoom]
+ Added new route finding [mgi's]
- Implemented into npc route events
[also made the player face the npc until the event is over]
+ Added 'nothing interesting happens...' if we couldn't find anything to do at the end of an interaction