Thread: NBX - Breathing new life in to PvP

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  1. #1 NBX - Breathing new life in to PvP 
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    Oh hey, didn't see you there. Well, now that you're listening, here's my story. A few years ago I obtained a source of one of the previous #1 Pvp rsps', which also happens to be my all time favourite rsps, on a really sketchy looking forum. But, it was legit. Every time I look back, all I can remember are good times. When I think of a good private server (community and amount of fun had playing), I think of this server. It had my favourite parts of PVP (Fun PvP for items and a surprisingly okay switching and combat system, and korasi. i was obsessed with that item.) and my favourite parts of MTX (no pay to win, you could only buy specific cosmetics, donator rank didnt grant any bonuses that players didnt have other than yell and custom title) that the other servers seemed to lack.

    That combined with my more recently increased confidence in server-sided programming (non renamed deobbed clients are nuts) is driving me to pursue this project, and maybe in the future, host this for others to play or release it for others to use themselves.

    Most of the server-sided things I will do is enhancing the back end by removing the bad practise code (like huge if blocks) and replacing it with more intuitive (but not too good, im not knowledgeable enough for some things) code such as my Item on Item handler. I'm also converting the source to kotlin class by class, rewriting the code as much as I can in a shorter more concise (and hopefully more performant) way while also extending functionality. One example of a full rewrite that massively extends the flexibility of a class is my Item with Attributes. This one was a double whammy. I got a full rewrite as well as no required changes to the code that accessed the Item class.

    I am making a lot of seemingly insignificant changes (made possible by RSCEdit), such as changing the stack sizes of some items, slightly changing the colors of items to be brighter or darker, slightly changing the rotation and offset of inventory models, slightly changing the names of items npcs and objects, and replacing currently existing but garbage (as in null or never going to be considered to be of use) items with custom non-wieldables. No need to add any more item definitions when theres already so many unused ones I can use.
    One example is White Dye! You can dye stuff white with it. Not too exciting, but it replaces some random potion that will never saw the light of day in runescape aside from that 1 quest you already forgot about.

    Spoiler for image:
    Attached image


    With NBX I am also rebalancing a lot of different categories of items 1 by 1. This is to mix up the combat so you don't strive for BIS, but rather you strive for items that more suit your play style. Current rebalance documents

    CURRENT CHANGES
    Spoiler for prog:

    FINISHED
    Replaced old drop tables with a much more intuitive, maintainable and flexible solution.
    Replaced old Rights system with a much more maintainable and flexible solution.
    Replaced old Commands system with a much more intuitive, maintainable, extensible and flexible solution.
    Void, Culi gloves, God books, God capes, Fire cape are all note-able.]
    Added Barrows Gauntlets, Imbued Heart, special Keys (derived from OSRS bank keys) and special caskets
    Reworked skill regeneration\decay system to be much more intuitive and flexible.
    Added Effects system to more flexibly apply stat boosts and reductions.
    Reworked base Item class to support arbitrary attributes
    Rewrote item on item handling to be more intuitive, maintainable, flexible and extensible.
    Rewrote Equip handling and checking for required stats - That fixed a few nasty dupe\destruction bugs.
    Rewrote stats for all Enchanted\Imbued rings, all Amulets with stats, all culineromancer gloves, all metal gauntlets.
    Balance changes to more properly balance combat while minimizing the reward of toxic gameplay (ragging and rushing)

    NEED WORK
    Combat following
    Curses
    Combat formula
    Animation rushing
    Additional Out-of-revision items
    Edgeville progress
    Multiprocessing
    Code cleanup

    [COLOR="#FF0000]NOT STARTED
    Particle effects
    Sounds
    Networking
    Unfucking dementhium
    [/COLOR]


    A flavor change I am making is slowly customizing the map, starting with the target areas of activtiy (through the cache, not spawning a bunch of items on region load lol). It won't be massively different than what you already know, hell you might not even see the differences, but each change has a small lore to it

    Spoiler for Lore:


    Spoiler for Lexicon:

    Boran - baʊ ræn
    Breani - [breɪ Awni]


    Spoiler for The not so Grand Exchange:

    The not so Grand Exchange. After the Varrock bank was robbed and a massive amount of uninsured personal belongings were stolen and the news got out, the middle class people of Varrock held a massive riot at the Grand Exchange. Everything was left in shambles. Just mere hours ago, everyone was able to hold their own in terms of economic welfare. They could provide for their families and themselves, with some to spare for small luxuries. Now they are broke. Varrock bank was too greedy and kept all of their gold and items to themselves rather than insuring their customers. Varrock construction co. has since cleaned up the aftermath of the riot as well as tore down what was remaining. No need to keep a ghost town up. The Varrockian monarchy has since been overthrown by an activist group named "The Varrockian People". They picked quite a clever name, as it refers to everyone in Varrock. A phrase used to unite rather than divide. They aren't the most skilled of workers, but they get stuff done quick. Since their inception they have; Reformed the Varrock banks, requiring anything and everything belonging to customers to be gold-insured at 85% of the 30-day average street price. The Varrockian People have also decided to open a new trade route with a neighbouring town in order to more quickly aid the rejuvenation of The Varrockian Peoples' economy.

    Grand exchange grounds (very wip)
    Attached image

    Varrock -> Edgeville trade route opening. A little work to be done.
    Attached image

    Varrock Bank Rennovation - The basics are the same, but some stuff had to be sold off and demolished in order to keep the bank afloat. When The Varrockian People took over, they added a more secure door in the lobby as well as removed the windows from behind the Storage Chests.
    Attached image

    Varrock Square - A few stalls have closed down due to bankruptcy, but somehow that damned gypsy is still in business...
    Attached image

    Shoppe Keep - The shops have been re organized due to new staffing
    Attached image
    Attached image
    Attached image
    Attached image

    Homeless situation - As of yet, the homelessness situation in Varrock hasn't improved much. This was once the home of a homeless family, but the children have since moved out to try and find success elsewhere. They have yet to be heard from, but the parents are hopeful. Their kids have always been resourceful and have made intelligent decisions. They have since started to try and organize their lives a little bit more, but they still scavenge and beg by day and have long talks about what could have been and what could still be over their scraps at the table. They feel as though someone is watching over them, though, as their home is held together by some sort of miracle. Their upholstery, not so much. They even lost some during The not so Grand Exchange riot, so they have to share a single bed most nights. They have eachother, and thats enough of a reason to keep going, though.
    Attached image

    The Gates - The once seemingly protective gates of Varrock have been demolished, though the structure housing them still stands. It still provides a sense of security, yet a promise of freedom and adventure with the allure of the outside staring you down through the arch.





    Spoiler for On the Edgeville lore:

    On the Edgeville. Before the Varrock riots, Edgeville was quite a peaceful place despite being in such close proximity to the ever so daunting wilderness. It may not look like it, but Edgeville is sprawling with trade. The new governor of Edgeville is quite pleased with the economic boom, but also very irked. The Varrockain People opened a new trade route on a whim, so they haven't had much time to prepare and build new buildings to house all this activity, but on the flip side they haven't had this much of an economy boost in decades. They had to clear out their only barnhouse and repurpose it as a trading hub. He longed for the solidarity of Edgeville and The Barbarians. Those were more peaceful times. Now, The Barbarians are a pleasant people, at least once you get past all the yelling and axe marks in your dining table. They provide quite a hearty amount of seafood and ores, so food is plentiful and building materials are strong, but there's more to be had out there other than Salmon and Steel. But these great times did not come without tragedy. Ever since The not so Grand Exchange, the people of Edgeville have been in despair. The previous governor of Edgeville's only child, Breani, lived in Varrock as a Tailor. She was reaching great heights under the Thimble of Thessalia. During the day of The not so Grand Exchange riot, Breani was depositing items for the Grand Exchange clerk to sell. The riot happened so quickly, and it was so violent. According to one of the surviving clerks, hundreds of people flooded in from both of the Grand Exchange's entrances leaving nowhere for people to run. As people started getting trampled, one quick thinker found a way under one of the bordering walls of the Grand Exchange. Breani caught on and tried to go follow, but a rabid rioter had caught up and knocked her out. She bled to death while unconscious. Upon receiving this news a week later when Breani was identified, the widower governor of Edgeville went down by the River Edge and slit his own throat. But not before already releasing some of his most prized possesions unto the raging waters, evidenced by an artists sketch of Breani found water-torn and stuck to the River Edge's bridge.

    Boran's Memorial - Cannot be walked on - The seeds of the memorial flowers have slowly spread across edgeville
    Attached image

    Barnhouse - You can see one of Boran's flowers blooming outside the north entrance.
    Attached image


    Spoiler for Removing the Edge lore (Oct 1, 2018):

    Edgeville has been getting too much business for their measly village to support. The leaders of Edgeville got together with the leaders of Varrock to discuss, and they both decided it was a good idea to doze Edgeville and rebuild it with more rooms and buildings, as well as an increased water supply to quench the thirst of the influx of adventurers coming in. It's not a cheap project, and it's definitely not a quick one. Well, it could be if the contractors weren't so lazy... Faladorians, am I right? Unfortunately, the contractors have been missing for a week. What happened to them? No idea. At least they got the pond done for the come-and-goers, although Edgeville will have to ask the Varrockian People for some help in providing some form of semi-temporary lodging and some lumber to keep the adventurers warm.

    Attached image




    MOST RECENT UPDATE
    Spoiler for most recent update:

    Quote Originally Posted by CyberShades View Post
    when released?
    Right now I'm not sure if I even will release as a server for others to play.
    The plan right now is just to work on this while I learn more and more about programming, if I get it in to a good state I will either host it for others to play or release it for educational purposes!
    I'm slowly updating NBX with a lot of things you can find in my recent post history, some of which are great tools that I created in such a way that its much easier to pick up and use than some other gui-less tools.

    2019/01/17

    Public test is on the horizon, I have a a lot of networking issues and a bit of performance issues.

    UPDATE
    • I will be releasing the next 2 listed updates soonish, I just have to strip them down and remove info about other things I want to release.
    • Laid the foundation for a new way of handling Rights (now called Ranks)
      • Ranks are now handled much better internally using Classes rather than just 1 number.
      • Ranks now have a chat icon connected to them. This allows you to easily change chat icons for ranks, as well as minimizes icon mistakes for thins like yells.
      • Ranks are NOT stored in the players save, they are based on Username for Staff and Amount Donated (stored in separate server) for Donator.
      • Seamless Rank creation
    • Laid the foundation for a new way of handling Commands (now called actions)
      • Actions can have multiple names without creating extra instances of the Action for each name
      • Actions are executed in the context of a Player.
      • Actions can be restricted to Donator AND Staff ranks at the same time.
      • Actions are first class citizens (lambdas).
      • Actions can take anywhere from 0 to 22 parameters of any type!
      • If there are multiple actions that match the given action name in ActionMap, the first action which exactly matches the given parameters (parameter amount and parameter types) will be used.
    • Drop Tables server sided all converted to the latest version of DropTable!
      • Limited tester feedback has provided that the permanently enabled tables (food and ammo) are lacking, amounts have been upped a bit and some juicy uber rare brackets have been added.


    Spoiler for images:

    How actions look
    Attached image

    How actions are called
    Attached image

    ActionMap
    Attached image

    Last edited by nbness2; 01-18-2019 at 10:25 AM. Reason: Updated Actions and Ranks
    KT/JAVA - NBX 637 - HERE!
    KT - Drop table 4: Flexible, Powerful - HERE!
    KT - Command: Simplify writing commands - HERE
    KT - NbUtil: Make your kotlin easier - HERE
    KT - Hopping Islands: From Java to Kotlin - P1 - P2 - P3 - P4 - P5
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  2. #2  
    Registered Member Vare's Avatar
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    It was really interesting to read the whole post, i'll be following this good luck
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  3. #3  
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    Great introduction post! I'm glad to see new developers show passion and humility in the face of learning and knowledge development. I'll keep an eye on this project, it seems like you are developing and employing fresh ideas, something this space desperately needs!

    If you ever need help with client development, feel free to give me a shout.
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    I like where you are going with this, but you are going to have to do a lot, and I mean A LOT of work in order for it to be unique and/or exciting to play. Just removing some objects/npcs from a map is not going to be enough. If you want to replace something or do something about a certain area then you should either create a full map that looks nothing like the old one (E.g. new grand exchange compared to old one) or at least give it a different structure. Also, I highly doubt that the item forging idea you have going on is going to be popular amongst the players. Using one item on another to create a new weapon/armor might sound cool in theory, but when you apply it to reality then it just feels like a really sloppy and beginner-level coding. It's not 2010-2012 anymore and as content has grown more advanced on RS/OSRS, so has the expectations of the players.

    I wish you best of luck, but I am personally not really excited about anything that has been mentioned on this thread.
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  5. #5  
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    Quote Originally Posted by SilverNova View Post
    I like where you are going with this, but you are going to have to do a lot, and I mean A LOT of work in order for it to be unique and/or exciting to play. Just removing some objects/npcs from a map is not going to be enough. If you want to replace something or do something about a certain area then you should either create a full map that looks nothing like the old one (E.g. new grand exchange compared to old one) or at least give it a different structure. Also, I highly doubt that the item forging idea you have going on is going to be popular amongst the players. Using one item on another to create a new weapon/armor might sound cool in theory, but when you apply it to reality then it just feels like a really sloppy and beginner-level coding. It's not 2010-2012 anymore and as content has grown more advanced on RS/OSRS, so has the expectations of the players.

    I wish you best of luck, but I am personally not really excited about anything that has been mentioned on this thread.
    What a nice motivational speech.
    ot glhf bby
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    Best of luck, some interesting paragraphs. Curious which base you 'stumbled' upon.
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    Quote Originally Posted by SilverNova View Post
    I like where you are going with this, but you are going to have to do a lot, and I mean A LOT of work in order for it to be unique and/or exciting to play. Just removing some objects/npcs from a map is not going to be enough. If you want to replace something or do something about a certain area then you should either create a full map that looks nothing like the old one (E.g. new grand exchange compared to old one) or at least give it a different structure. Also, I highly doubt that the item forging idea you have going on is going to be popular amongst the players. Using one item on another to create a new weapon/armor might sound cool in theory, but when you apply it to reality then it just feels like a really sloppy and beginner-level coding. It's not 2010-2012 anymore and as content has grown more advanced on RS/OSRS, so has the expectations of the players.

    I wish you best of luck, but I am personally not really excited about anything that has been mentioned on this thread.
    Catch-22?? Rookie developers shouldn't waste their time learning because the scene is too advanced now. Your logic is twisted once again, and discouraging this man based on your viewpoint of 'the scene is too advanced' is not only over critical but a poor judgment based on your own experience with development.

    I mean, I would agree with you if someone who had more knowledge was coming in hot with the ideas perpetrated on this project, but jesus christ don't discourage someone who is excited about actually developing their skillset. Don't add to the toxicity that some developers spew, because unlike you, at least he's trying to do something useful in this space.
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    I've seen you around the R-S discord and you seem like a cool guy. I'd like to see something enjoyable come out of a 614 so best of luck with this project. Also, don't let someone who cannot code discourage you or define what the ideal "RSPS" should be. I'll be sticking around to see this grow
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    Quote Originally Posted by chaflie View Post
    Catch-22?? Rookie developers shouldn't waste their time learning because the scene is too advanced now. Your logic is twisted once again, and discouraging this man based on your viewpoint of 'the scene is too advanced' is not only over critical but a poor judgment based on your own experience with development.

    I mean, I would agree with you if someone who had more knowledge was coming in hot with the ideas perpetrated on this project, but jesus christ don't discourage someone who is excited about actually developing their skillset. Don't add to the toxicity that some developers spew, because unlike you, at least he's trying to do something useful in this space.
    Oh no, I am all pro his project. I'm glad that we are getting more developers, especially ones that are not already professionals. His code doesn't even have to be advanced stuff. Like, if he has managed to edit maps for a 614/637, he might as well spend more time towards perfecting it. That's what I was hinting at, if I didn't make it clear. I'm not saying that he is a bad developer because he can not code advanced mechanics. What I'm saying, is that he should try to perfect the content that he actually wants to show off.

    For example, some flowers in a 3x3 area isn't impressive, and I doubt that anyone would even think of it as a burial. Just as some randomly placed flowers. Would be better if he would at least tombstones there, maybe fence in the area and add a sign. Nothing super difficult. But you cant add one flower and put a lot of lore behind it, hoping that everyone will understand and think the way that the developer thought.
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    Quote Originally Posted by SilverNova View Post
    Oh no, I am all pro his project. I'm glad that we are getting more developers, especially ones that are not already professionals. His code doesn't even have to be advanced stuff. Like, if he has managed to edit maps for a 614/637, he might as well spend more time towards perfecting it. That's what I was hinting at, if I didn't make it clear. I'm not saying that he is a bad developer because he can not code advanced mechanics. What I'm saying, is that he should try to perfect the content that he actually wants to show off.

    For example, some flowers in a 3x3 area isn't impressive, and I doubt that anyone would even think of it as a burial. Just as some randomly placed flowers. Would be better if he would at least tombstones there, maybe fence in the area and add a sign. Nothing super difficult. But you cant add one flower and put a lot of lore behind it, hoping that everyone will understand and think the way that the developer thought.
    We're developers, not game designers. The focus shouldn't be on perfecting that kind of stuff (yet).
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