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  1. #21  
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    Refactor a 530 and replace the scripting system with something more easier to understand.
    317 Could be left to rot around as 530 in sd mode and 317 char models is the same thing effectively.
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  2. #22  
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    not sure if it has been done already i have not really been keeping up with other's work and what not. we should start thinking about replacing the rendering system in the 317 client if we are going to continue using it. i know there have been large problems with framerates on resizable clients mostly in part due to the software rendering used in the 317 client. i use to advocate the switch to new engine client's if everyone was just going to put new engine features in, but after playing around with the new engine client's i came back to 317 simply because (as we have discussed before old friend) it's what i have used for almost a decade. i also as also discussed keep on writing/rewriting/implementing a user interface component system around the 317 client. as new engine client's handle the ui as well as 'RSInterface's' in a completely different way it would take me a long time to research and learn this new system, and with full time work and what not right now that is not feasible for myself.

    this would probably be a rather large and time consuming project and would require a community effort and continuous development. as you said in your original post there has been major progress in the move away from unrefactored clients (remember class30_sub2_sub1_sub1 for RGBImage's haha), which has definitely had a significant impact on rs2#317 client development.
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  3. #23  
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    1. OS - Client Refactored
    2. 530 - Client Refactored
    3. Tools
    • OS - Tools
    • Sounds.dat packer/repacker
    • Better cache editor

    4. Walkthroughs on how to do make things for newcomers.
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  4. #24  
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    MITB with OpenGL rendering
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  6. #25  
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    more customize-able (customizability?).

    i believe we need more of an ability to separate ourselves from RuneScape and create and implement our own ideas
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  7. #26  
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    I'd like to see you release some tutorials on memory management and release ways to implement newer revision content without blowing up 50mB on animations
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  8. #27  
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    Quote Originally Posted by Nick_ View Post
    I'd like to see you release some tutorials on memory management and release ways to implement newer revision content without blowing up 50mB on animations
    this.
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  9. #28  
    Bossman

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    Guides. I personally have not a single clue as to how clients work (probably because I decide not to delve into them) and the world of the mystical beast that is the cache and how to edit/load it goes way over my head.
    If you could start slowly releasing guides on how the client works and how the client is integrated with the cache and how things like OpenGL and DirectX 11 work with the client, I would love to learn it and it would be amazing to understand how it all works.

    I for one know that if guides were released on how to PROPERLY manage and customize clients (even your original release), we would start to see lots more interesting things coming from the community, hopefully slightly reviving it too.

    I love your work Galkon and in some aspects aspire to be like you (^.^) Whatever you decide to do and/or release I am sure it will be amazing and will be used for the following years like all your other awesome work.
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  11. #29  
    Retired. Stop PMing me.


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    Thank you everyone for the feedback.

    I myself have also not moved to a higher revision because of the lack of refactored clients (well refactored, full refactoring, documentation, etc. it's all scarce). It's something maybe I would be willing to try, but I'm not sure.

    I agree we are maxing out on the capabilities of 317. Porting the 508/530 HD to a 317 would be great, moving to the new cache engine would be cool too. I like 317 because of the simplicity, it definitely isn't the best to use for performance but it's really easy to understand, especially for beginners.

    I do not know much about open gl, let alone things such as texture mapping, lighting/shading, etc. If I had the time I'd like to learn, it depends on where I'm at this summer but I would like to stimulate the rsps community a bit more.
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  13. #30  
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    Quote Originally Posted by Galkon View Post
    I wasn't sure where else to post this or what to title it, so I'll start out.

    It's been many many years since my last contribution to RSPS, my last ones being "Galkon's Refactored", a pimped-out rendition of MITB, initially intended to eliminate "non-refactored" clients - which was successful.

    I am now wondering, what contributions would you like to see from users such as myself, in the 317 era of RS? There are so many things released, so many thing available currently. So what is it exactly is needed at this point to push RSPS forward further? Because so many clients I see are still just, unfortunately, really bad.

    If a new refactored base was released, what would you like to see in it? What other features and ideas can you think of would bring back the client/317 scene a little?
    "Galkon's Refactored" wasn't famous for it's refactoring. I'm sorry to tell you this, but the naming absolutely sucked. Not clienthax/peter sucked, atleast most of it's naming followed Java conventions, but honestly it was only a bit more refactored than MITB.

    If you were to make a new client, use Major's fully (I think?) refactored client, and then add onto that the modern shit which people like, such as the ability to load 700+ shit (and all before that).

    On top of that, the following features:
    - Depth buffering
    - Fog
    - Texturing (efficiently done)
    - Tweening
    And all the other shit.

    Quote Originally Posted by Totty View Post
    An HTML5 Client
    JavaScript running on a webbrowser is incapable of performing with RS software rendering, and that's only the tip of the iceberg. There's a whole plethora of issues, a few I can think of off the top of my head:
    - No sockets (websockets would be terrible)
    - No threading (webworkers messaging is too inefficient)
    - No CRC? (you'd end up with a slow implementation)
    - No RandomAccessFile
    - No AWT
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