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To be honest, I don't feel like I'm wasting my time. I do this stuff as a hobby rather than a profession, so any time spent learning and executing new knowledge is just for entertainment purposes. Obviously depending on certain circumstances, my project(s) will either make it out of the project zone, and spend a month or two online before I realize that I'm in no way shape or form committed, knowledgeable, or financially prepared to market my products. So, it remains a hobby. However, with the current outlook of events with this current iteration of Entrana, I have full belief that we can, we will, and we are building, executing, and maintaining a plan that revolves around entertaining game play, perfected aesthetics & engines, and marketing.
But seriously at the end of the day, it's for entertainment and a way to pass the time along. The amount of projects that I dig myself into is irrelevant.
My updates today consist of a couple of packet conversions, which now means we have (almost) every packet handled perfectly, both incoming and outgoing. These include various options related to items and objects, as well as support for ground items, ground objects, and their various interactions. Tomorrow after work I plan on finishing up the packets for projectiles, fixing up the friends list and private messaging, and then hopefully tackle the rewrite of player loading and saving to better suit our needs.
brilliant stuff as always and great reply
This time things will work differently around here, if this doesn't launch I'll set the entire development teams rep to -5k on here lol
Try with this project and don't stop after a month/two, I get it that you're doing this as a hobby but It's kind of annoying for a supporter like me to keep track of these threads then finding out that the team disbanded/gave up etc ...
I don't care how long it takes just stick to this so I can support it the best way I can
Good luck guys, don't lose hope on this one
Hey pal,
Thanks for supporting us, I know you've been a supporter of us in the past. Just wanted to say thanks and to let you know we are serious about this one!
There's new information on our Discord regarding the private beta that we will be hosting ON September 1st, so be sure to come check it out and get yourself a chance to join!
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530 maps, NPC's
First off, apologies for the lack of the update post(s) yesterday! We had been focused on working out why we were having map issues, and finally after a ton of trial and error, Dread was able to come up with an effective map tool that will work with our current infrastructure. We noticed maps were broken when I attempted to get into God Wars and was met with a sick blank, dead map that crashed my client. This was prompted after I decided the best way to maintain a good "HD/LD" mix was to use 530 NPC's up until a certain point and then use OSRS NPC's in a separate index. We chose to keep 530 npc's as all of our configuration (spawns, npc config) are built for 530 NPC ID's and it would just cause a headache trying to convert that data to the new OSRS NPC id's, so we figured we could inject OSRS npc's where we needed (for example, bosses, or new mobs) and configure them when needed as well.
So without further ado, here's a neat picture of God Wars finally working!
Good luck, lets hope this one will get finished aswell.
Updates are looking great. Good job Charlie
Private Beta,
HD Player models,
Ground item visibility
Another quiet night for development as we just entered our first private beta! This beta is designed for our management team to get online and check out our current content, get back to the development team on bugs, and start preparing a plan for the server's design. I've included some media of how that's going so far!
Meanwhile I found some time to start working on HD player models when using HD. This will be a toggleable feature allowing you to go "full HD" or keep using OSRS player models. The choice is up to you!
Also included in this media gallery is a new system for ground item visibility. Featured in that image is a highlight for stackable items and a handy indication of how many of that item are on the ground. This system will be expanded and allow you to customize what's highlighted, and when you want the highlights.
The latter of the week is always a bit hectic for time due to work commitments, but I've managed to churn out a couple updates. The first being projectiles, now all work properly, with the correct delay and slopes. The second is the completion of trading, meaning we are now one step closer to being able to get stuck into producing content!
In other news, we've recently hired Quacked as a Graphic Designer and Front-end Web Developer! We look forward to working closely with him to bring a gorgeous aesthetic for our website and forum. The next big update from me should come over the next few days, as I work on rewriting the database systems and interactions, and add support for metrics and monitoring. We'll be developing a Grafana stack including Prometheus and a custom data source for retrieving the statistic from the game world(s), and will allow us to have a nice central dashboard to view server resource consumption and network load, as well as various statistics for the game world, such as unique logins over time, acquisition of wealth, and so on.
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