Thread: [Onyx] Vorkath Boss - Dragon Slayer2 ;)

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  1. #21  
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    Good job, that was quick haha
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    Quote Originally Posted by trees View Post
    Gfx are easy, i got a gfx viewer for that. It's accessing the area that sucks because i own a bought acc, has no quests. rip so thanks for location
    There's another way of finding most of the areas in the game with ease. Since XTEAs are all perfectly available through sources such as RuneLite, you can get them within a very short time after the release of the update. With that being said, you are able to then load all the OSRS maps up. Now you have a massive collection of close to two and a half million game objects; loop through them and print out the coordinates for the objects that have been just recently added (For example, in the case of vorkath - it's basically objects from 32000 to like 32500 iirc). Print the coordinates out and you have access to every single DS2 location in the game. This works for every single update OSRS produces that contains a new piece of map.

    Anyways, moving on to the Vorkath itself. You've managed to replicate most of it, Alex, however I did notice some inconsistencies/minor errors. The acid pools attack looks quite off for instance, there's a massive delay between the pool appearing and the projectile finishing flying. The pool should appear after the projectile finishes flying, IIRC all the pools appear instantly on OSRS therefore you'll need to adjust the projectile speed to match the times.
    Another issue I found was the spitfire phase, where it continually keeps spitting fireballs at the target. I noticed you kept replaying a wrong animation instead of using the true one which keeps the dragon practically still throughout the entire fight. Since OSRS doesn't support the render animation mask (718 does), I'm fairly confident in saying you have the wrong animation.
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    Quote Originally Posted by Kris View Post
    There's another way of finding most of the areas in the game with ease. Since XTEAs are all perfectly available through sources such as RuneLite, you can get them within a very short time after the release of the update. With that being said, you are able to then load all the OSRS maps up. Now you have a massive collection of close to two and a half million game objects; loop through them and print out the coordinates for the objects that have been just recently added (For example, in the case of vorkath - it's basically objects from 32000 to like 32500 iirc). Print the coordinates out and you have access to every single DS2 location in the game. This works for every single update OSRS produces that contains a new piece of map.

    Anyways, moving on to the Vorkath itself. You've managed to replicate most of it, Alex, however I did notice some inconsistencies/minor errors. The acid pools attack looks quite off for instance, there's a massive delay between the pool appearing and the projectile finishing flying. The pool should appear after the projectile finishes flying, IIRC all the pools appear instantly on OSRS therefore you'll need to adjust the projectile speed to match the times.
    Another issue I found was the spitfire phase, where it continually keeps spitting fireballs at the target. I noticed you kept replaying a wrong animation instead of using the true one which keeps the dragon practically still throughout the entire fight. Since OSRS doesn't support the render animation mask (718 does), I'm fairly confident in saying you have the wrong animation.

    Thats what I did . And no actually I implemented osrs animations. That stand animation is same as osrs. But wait, in osrs doesnt it keep replying fire breath animation while it does the bombing? Im sure it did, if not will fix it (basicall not a bug with stand animation but added in purpose during the bombing). And yeah im aware for projectile time. Just laziness tbh. If I calc speed based on distance then it will match same time 4 all of the projectiles and issue solved .
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    Quote Originally Posted by dragonkk View Post
    Thats what I did . And no actually I implemented osrs animations. That stand animation is same as osrs. But wait, in osrs doesnt it keep replying fire breath animation while it does the bombing? Im sure it did.
    Kind of. In OSRS, it plays one animation throughout the entire attack, it's one long ass animation not a constant replay of an animation (as you did), just lowers the smoothness if you replay another animation. You can compare yours with OSRS and you'll see the small difference.
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    Quote Originally Posted by Kris View Post
    Kind of. In OSRS, it plays one animation throughout the entire attack, it's one long ass animation not a constant replay of an animation (as you did), just lowers the smoothness if you replay another animation. You can compare yours with OSRS and you'll see the small difference.
    Ah. Must have mistaken that animation then. Thanks. Will try to find it and switch the animation 4 that phase. And this is one of reasons I posted video here . Issue with releasing bosses so fast is room for mistake due to lack of information. Thanks 4 feedback.
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  8. #26  
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    Quote Originally Posted by dragonkk View Post


    Enjoy . Still within a week from osrs. And don't ask me why he didn't use crumble undead on zombie, nor salve amulet, nor weakness and did it the hard way ". But yes all the attacks/rotaton/weaknesses are fully coded.
    Looks epic well done, your work always amazes me.
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    Looks amazing, good job
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    Quote Originally Posted by dragonkk View Post
    Not done properly lol. Thats not even the same map let alone proper mechanisms, instancing, starting cutscene, etc... Even I can spawn a boss throw some random mechanisms in 1hour max, add only 1/10 of its drop table and done. But would that count? But then again in terms of time 4 days is easily possible indeed. Boss itself only takes half day max to perfectly code, I'd have done it way quicker if not for fact I had to expand map and add myth guild on custom coordinates (still connected to normal map), fix some models due to not being zbuffering compatible, and fact I was busy whole weekend and had no time and also had to work on a side project a few days during the week.
    you're an idiot if you think i couldn't get the things you described to work lmao, the boss was tailored for pvp
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    Looks good but horrible music
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