Thread: Beginner needs help- How do 317s load up 377 and later content?

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  1. #1 Beginner needs help- How do 317s load up 377 and later content? 
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    I just started to learn about rsps development and I have a blank/cleaned out PI source and Delta source.

    My question is, how would I load later models like full out spellbook (no scrolling), perfect veng, godswords, etc.

    Please let me know if I am not clear on question.

    Thank You.
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  2. #2  
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    Usually the aesthetics of the game (models and maps) are stored in a collection of files called the cache. People mainly use 317 revision because of the sheer amount of resources and information available for this client and its protocol.

    Now when people have 317s loading higher revision data it's usually a matter of taking a cache from a later revision (377, 474, 600+ etc) and extracting or "dumping" the model files and map files from the cache and then importing and replacing their old files with the new. Now there's a catch here... Depending on how the newer revision's file formats are there may be a need to do some actual editing to the client's source. Such as adjusting the parts of the code that read the model formats and calculations for how things are rendered (model headers?) I really don't know too much about that though, I'm sure someone else can chime in.

    For spell books that can also be found in the caches but they are listed as sprites and not models, and you'll need to dump the interface data or recreate them (pretty easy as it seems just familiarize yourself with RSInterface.java in your client and look at the Tutorials/snippets section to get an idea on what people are doing.)


    I'm not a guru; I wasn't fortunate enough to be active during the glory days when alot of the people who know as much as they do about the client, gained their knowledge and it was shared and studied openly but I have a laymans' knowledge when it come to the general idea of the much simpler things.


    Regards.
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  3. #3  
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    So essentially they download for example a deltascape server and source, and a cache from some other source and replace everything in delta with new cache?
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  4. #4  
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    Quote Originally Posted by icy rain View Post
    So essentially they download for example a deltascape server and source, and a cache from some other source and replace everything in delta with new cache?
    Essentially yeah, but maybe they just replace the models and certain maps. They still need to compensate for the fact that inside their client's cache the "itemconfigurations" might not have all the new items they want to add, and just adding the newer models and textures won't be enough.

    So if you have an itemDefinitions editor for the client, [the server is a different, easier to add itemDefinitions file that is responsible for the weapon attack bonuses], with the client editor you could add new entries to the cache's item config telling it the weapon name you're adding, the examine info, the model ids and if the weapon is members only.

    Usually there is two models, one is the model shown when a item has been dropped or placed on the game floor, and the other as how it looks as you wear it. I guess there's actually three if you take into count that some models have a duplicate of the worn model that is specifically for either a male or female game character due to the size of the player anatomy.



    If you don't have a itemDefinition tool you can do what they call "hard coding" which is going into your client's source and modifying the files:


    * When the game client is starting it up there's a void in the loader to unpack the cache and read all the itemConfigs, objectConfigs, NPC Configs, and Map Data. By going into the respective class files you can add your own hard coded entries on top of this to either override what the client reads from the cache, or just to add your own additions of weapons and npcs to the client. *


    itemDef.java - the itemDefinitions, in this file you can add items to the client and tell the client what models you want it to use. This is how people add their customs.
    objectDef.java - the objectDefinitions is the same as itemDefinitions but it works for objects instead.
    entityDef.java - the entity or NPC definitions file. This file and itemDef is probably the only two files you will be modifying if you are adding newer revision data to your client, because you'd probably be interested in adding the newer weapons, and npcs to your server. Adding a custom npc or replicating one another cache is as easy as defining the name, examine, models and combat level of the beast. The models can be found in one of the config files from the cache just like with items.

    After adding all of these the rest of the configuration is server side, assigning the bonuses and level requirements. Even for npcs you'll need to adjust their difficulty and stats as you see fit, the client's editing to give a npc a combat level has no effect on this. Infact I think there's a packet you can send to a client that can modify a npc's combat level and models.
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  5. #5  
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    im starting to learn and i found out you have to add the int in itemdef.java and put the models into the correct folder. But i cannot add the ints, i think the source i have has some kind of format coding i cannot read.

    Do you have skype or teamview you can help me with in your spare time? Please

    Thanks
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  6. #6  
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    just look up galkons index repacking.
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