This actually looks like a quality server, I'm praying that this project gets released.
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This actually looks like a quality server, I'm praying that this project gets released.
Bump! Our discord and forums are growing, and we've been digging into more client work. I'm working slowly on a list of things that I started but never completed and I'm preparing to transfer it over to our main client (I've been using a dummy client to work on in-game stuff.), so I'll have some more visual goodness for you soon!
In the meantime, join our forums at Entrana, vote in our current experience rate poll, and join the Discord community chat at Entrana Discord Server
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I had a bit of a long day at work today so I wanted to do something quick and simple to keep progress rolling. Introducing Entity health overlays! We all know how these work, but it was a lot of fun working on making this possible for Entrana without looking at other people's code. It was tricky at first but I realized my NPC updating wasn't sending the exact information I wanted, so with some editing I was able to get the values I needed.
I'd say it looks pretty good in HD!
- HD Object, NPC Models
- Further improving on our High Definition mode, I spent some time replacing all known and similar object & npc models between the OSRS rev. 1 & 530 cache to bring more life and depth to your screen when playing in HD.
- As you can see from the top pictures, the textures on the models play a significant role in immersion in the game world. Previously, this model would look gray and uninteresting, and truly looked out of place. This was consistent across the game world, and had jarring impacts on how you perceive the high definition mode.
- The great news is that this still doesn't affect our Oldschool RuneScape detail mode, meaning all models will still look exactly like OSRS when you play in Standard Detail!
Looks awesome, goodluck mate.
The increased render distance looks nice but have you tested the performance at all? Also noticed you have the orbs on the ui in some photos and not in others, is that a glitch ro some sort of toggle option.
Hey Cjay, thanks for checking in.
Performance wise, not a huge difference. I'm running a terrible Intel i5-2410m processor with Intel HD 3000 IGU, and I think I lost about 5 frames/per second. Obviously for those with more modern machines, the performance will be negligible. I don't expect anyone with a lower machine than mine to utilize the render distance (which will have an option to increase/decrease in our settings menu) increase, so at the end of the day, it's a nice addition that can be used by most people.
As far as the orbs and everything go, you're looking at pictures of our main client compared to our test client (test client being the one I've been posting updates on). Our main client is hooked up and ready to go for our main server which uses authentication, lobby decoding, etc, and the test client just connects to the dummy hyperion server. The test client is missing some features that are shown in the main client's UI. I've been tracking my code on the test client and can just move all recent updates to the main client when we move onto the game world server.
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