I'd like to start this update post by thanking every single person who is supporting Nalore! Our Discord has been absolutely popping and the amount of support that has been flooding in from every communication channel in the RSPS community has been astounding. That only motivates us further to get this project to the shining example we know it'll be. Without further ado, we have a list of updates we'd like to share with you!
- Spent time converting the pouch/scroll creation interface configurations
- Converted the Summoning tab buttons, configurations
- Converted the BoB storage interface configurations
- Fixed up some CS2 scripts to enable/disable the Summoning tab button (hide/unhide)
- Pets no longer call the Summoning tab, and are no longer affected by hunger (but pets that can grow will continue to do so)
- Ensured that Summoning specials work across all familiars
- Started working on support for the Summoning Orb. You will be able to toggle between the Special Attack/Summoning Orbs when a familiar is active, and the game will default back to the Special Attack orb when you do not have a familiar out
- We plan on restricting Summoning to non-OSRS content only, so for example using familiars within raids will not be possible. This is still in discussion as far as balancing goes, but we'd love to hear your feedback!
OSRS Item/Model Support
- Added support for OSRS items, whilst maintaining RS2 support
- Added a new archive for OSRS models, allowing us to call upon them at anytime we wish within the client
- Spent time working on basic repositioning of the OSRS items on the character models. This still needs some fine-tuning, but with a simple algorithim I was able to get nearly all the items positioned correctly
- Important to note that now that we have proper OSRS model support, we'll be able to get OSRS maps, npcs, and objects figured out relatively quickly as opposed to the items. So keep tuned for some sneaky peeks of OSRS content soon!
Looks very nice so far best of luck guys!
Looks great, best of luck!
Good luck on this! Looks very unique and fun to play.
I've spent a little bit of time this afternoon working on player serialization and refactoring some systems. With this, I wrote a tool that allows us to easily pack in new varbits for saving variables - almost all of our player data will be saved like this. The js5 library contains a code generator build task which is run when building the shared library - this parses YAML files (at the moment it's just used for varps and varbits), and generates classes that allow the server to easily look up it's state by name. Here's an example on a varbit descriptor right now:
The codegen step:
The code generation step is done through a Gradle plugin that I wrote, which uses Jackson to parse the YAML descriptors and KotlinPoet to generate the descriptor classes, and append them to the library's classpath so that when it gets published to our Maven repository, the generated code is included with it. This means that our process for adding varbits looks roughly like so:
1. Create a YAML descriptor
2. Commit the descriptor
3. When a release is tagged, a cache is built by our CI from a clean 667 with the custom files packed on top of it, and the generated library is published.
The server can then easily access the varbits like so, without much need for the developer to touch any code:
Serialization is also now done through YAML in the development environments rather than being saved to a binary format.
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