Thread: Any 687-708 caches

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  1. #11  
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    Quote Originally Posted by Major View Post
    My bad, I somehow read this thread as 678-708. I scoured everything I have and I only have 685 and then 711 (I think Displee used the ones I uploaded years ago so that would make sense), you might have to dump the data from item 711
    I indeed did a few years ago. I archived almost everything I could find on rune-server and runelocus for 317 - 742 (only pure stuff), including your awesome xteas which can all be found here: https://www.rune-server.ee/runescape...508-742-a.html

    Though in the time of Matrix 667 I did had a 704 cache but not sure where I put that one.
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  2. #12  
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    Quote Originally Posted by Admiral Slee View Post
    I indeed did a few years ago. I archived almost everything I could find on rune-server and runelocus for 317 - 742 (only pure stuff), including your awesome xteas which can all be found here: https://www.rune-server.ee/runescape...508-742-a.html

    Though in the time of Matrix 667 I did had a 704 cache but not sure where I put that one.
    704 would be the perfect cache since it might contain the information I need. I am just hoping they didn't add those variables post-armor-rework, otherwise I just gotta go through and change the values for myself.
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  3. #13  


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    Quote Originally Posted by Makar View Post
    I can't dump from 711 because what I am looking for are the wearPos2 and wearPos3 values for the old armor looks so that I can automatically hide beard/arms/torso/etc for them from the cache without having some cancerous Matrix-esque:

    if (helmName.contains("dharok"))
    hideBeard = false;

    LOL
    And these aren't in 711? How does that revision accomplish the feature you're describing?
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  4. #14  
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    Quote Originally Posted by Major View Post
    And these aren't in 711? How does that revision accomplish the feature you're describing?
    The armor graphical rework was in 709 so no.
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  5. #15  
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    Quote Originally Posted by Major View Post
    And these aren't in 711? How does that revision accomplish the feature you're describing?
    basically makar suspects that these new opcodes might have been added just before armor rework in 709 (which if you ask me is a justified expectation considering a lot of data was added around 668+ ish)
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  6. #16  


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    Quote Originally Posted by Makar View Post
    The armor graphical rework was in 709 so no.
    Quote Originally Posted by Savions View Post
    basically makar suspects that these new opcodes might have been added just before armor rework in 709 (which if you ask me is a justified expectation considering a lot of data was added around 668+ ish)
    I don't know what the armour rework is, but what I'm trying to get at is - how does 709 (and later versions) solve this issue? i.e. what did the armour rework do to make this cache data redundant
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  7. #17  
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    Quote Originally Posted by Major View Post
    I don't know what the armour rework is, but what I'm trying to get at is - how does 709 (and later versions) solve this issue? i.e. what did the armour rework do to make this cache data redundant
    armor models were changed which means some items have different equip types than they used to have before. for example dragon chainbody pre-update had an equiptype that didn't hide arms, while the new dragon chainbody had sleeves aswell, the same thing applies with a lot of helms who used to be either covering hair or not, and not doing the same post rework

    now this specific equip type opcode i'm talking about was for sure not added pre 667, while the armor update happened post 708, so makar is trying to figure out whether the new opcode was added post-armor update or not. if it was added in a revision < 708, then we can read the equip types from cache for all old items and actually make sure arms or hair dont get randomly hidden/shown on items (which breaks appearance rendering btw)

    example (notice how we hide arms in the reworked model):

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  9. #18  
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    Quote Originally Posted by Major View Post
    I don't know what the armour rework is, but what I'm trying to get at is - how does 709 (and later versions) solve this issue? i.e. what did the armour rework do to make this cache data redundant
    Me want fix this automatically:

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  10. #19  
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    bump... gotta fix those ugly hair styles...
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