Thread: RuneRebels 2006 Remake - Online Since 2012 - RESIZABLE - 5 Worlds - No Pay To Win!

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  1. #31  
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    you should make a world with faster xp rates then i can see players coming...
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  2. #32  
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    Quote Originally Posted by illusion View Post
    you should make a world with faster xp rates then i can see players coming...

    Owners confirmed this with me but I'm not sure when it'll happen. But that's what I told them. A faster xp world = more players by far.

    If they see your comment then they may rush it out faster.

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    Open-Source 2011 Remake

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  3. #33 RuneRebels: The Grand Tree! (2.18) 
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    The gang was still relaxing and kicking it on the farm, enjoying the simple life. As they stay in lounge chairs near the edges of the field, they noticed Postie Pete approaching the farm. "Mail call!" he yelled as he put a very crumbled up letter in the mailbox. "Yo, who could be sending us mail here?" said Bill. "No clue" replied Alex. "Probably spam email, I would just throw it in the fire" continued Alex as Bill uncrumpled the letter. "Oh my god, it's from Onur" said Bill as he handed the letter to Alex. Alex began to read the letter outloud... "Hey guys, I got myself into some trouble and am currently stuck in Seers village picking flax as an indentured servant. Please come rescue me, this guy I work for is a real jerk.", he finished. "Oh crap, we better go save him!" said Bill as he grabbed his signature blue shorts from his room. They quickly teleported to Seers village and ran down to the flax fields, where they found Onur picking flax while wearing what appears to be rags. "Oh my god, I have never been so happy to see you guys in my entire life!" exclaimed Onur as he gave Alex a big old slap on the back. "It's good to have you back man!" said Bill as they teleported away. After some rest back at the farm, the crew started to discuss their next big move. Bill had been working on a huge operation a few months ago at the Grand Tree, so the team decided to head back there and finish the job.




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    Hello players! After our previous quality of life updates, we are back to grinding on game content, along with the engine and tools enhancements to make it happen! We are extremely happy to bring you another quest that has been in development for quite a long time, The Grand Tree. We are actively working through all the quests that we have in the pipeline but weren't completed due to missing data or engine features, and will be bringing you more soon!

    - Attached image The RuneRebels Dev Team



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    Added The Grand Tree Quest!

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    Engine:
    Added ItemPlacedOnObjectEvent.
    Added fields for turn 180 degrees, turn 90 degrees counter clockwise, and 90 degrees clockwise in combat_weapons.
    Fixed crash in CommandFriendMenuAction found while fuzzing.
    Added validation of chat mode values.
    Added support for changing the despawn time of items.
    Made massive improvements to the dialogue system to fix many bugs, such as cutscenes stalling when all the steps were executed in one game tick.

    Commands:
    Add ability to use npc names with ::ns.

    Crafting:
    Fixed a crash found by fuzzing.

    Tools:
    Added ability to export dialogue from quests.

    Members:
    Added the Gnome Gliders!

    Npc Behavior:
    Disabled incorrect aggressiveness for Mounted terrorbird gnome.
    Hopefully fixed ducks swimming onto land!

    Random Events:
    Fixed pickaxe and axe heads from flying into unwalkable tiles.

    Tutorial Island:
    Fixed a bug where the tutorial island plugin's listener for clicking on the flashing tab icons didn't check the player's tutorial status, which could result in players being sent back to various parts of the island if invalid data was sent to the server.

    Quests:
    Added reset despawn timer event / action.



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    Code:
    Marshmallow's summary for the Cyclone release:
    
    Game Engine:
    RuneScape Blitz: merge 82 commits into master
    
    Libraries:
    Blitz API: merge 17 commits into master
    Core AllGoFree: merge 2 commits into master
    
    Plugins:
    Commands: merge 7 commits into master
    Core 317 Clipping: merge 1 commit into master
    Core Engine: merge 45 commits into master
    Documentation: merge 6 commits into master
    FreeToPlay: merge 1 commit into master
    IoSessionLogger: merge 1 commit into master
    Members: merge 19 commits into master
    NpcDrops: merge 1 commit into master
    ObjectScripts: merge 1 commit into master
    QuestScripts: merge 6 commits into master
    Quests: merge 2 commits into master
    RuneRebels: merge 8 commits into master
    
    Data:
    Quest Data: merge 47 commits into master
    
    Clients:
    AllGoFree RS Client: merge 3 commits into master
    
    Utilities:
    AllGoFree Tools: merge 3 commits into master
    
    
    Total: 252 commits
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  4. #34  
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    As many people, I'm still awaiting the faster xp rate worlds before I can bare playing.

    If the faster (15x or 25x) worlds as discussed previously came along, I myself as-well as a handful of friends alone, not to mention many others from Rune-Server and other sources would play and the server would flourish decently with a playerbase.

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  5. #35  
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    Quote Originally Posted by _Sia_ View Post
    As many people, I'm still awaiting the faster xp rate worlds before I can bare playing.

    If the faster (15x or 25x) worlds as discussed previously came along, I myself as-well as a handful of friends alone, not to mention many others from Rune-Server and other sources would play and the server would flourish decently with a playerbase.
    I agree. Thanks for the bumps too. We've just recently set up a scheduled system where all the devs have a voice chat meeting once a week about what to do next (and then we do deving throughout the week) I'll bring this up again and try to expedite it to get the new rates out faster
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  6. #36  
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    Quote Originally Posted by runefreak10 View Post
    I agree. Thanks for the bumps too. We've just recently set up a scheduled system where all the devs have a voice chat meeting once a week about what to do next (and then we do deving throughout the week) I'll bring this up again and try to expedite it to get the new rates out faster
    Thanks.

    Content updates are a good thing, as always, but the current playerbase that exists is 1-2 online average and most i understand have played and hoped for/suggested numerous content updates, and they want that and devs want to give them that, but i.e like Grand Tree quest being added, yeah the few that actually log in appreciate it, but half the currently active players aren't even gonna rush to do the quest, so that's like 2-5 players that will.

    But if you have faster xp rate world(s), tens of dozens of new people would play and would not only enjoy the content updates, but help the community grow even larger and have more suggestions of what's next to be added rather than just what the few current players keep begging for to be added. (Some of what current players want should be added too ofc, don't just cater to newcomers)

    But what good is all that hard work for 2-5 to enjoy it when tens or hundreds could? Not to mention faster rates = more players = more bug testing/reporting = a better quality game for not only dedicated/longterm players, but EVERYONE.

    I'll begin playing again when these world(s) come out.

    I couldn't even handle the double xp at the current rate when the events last happened. ): I tried to cause I enjoy the server, but it was too slow. I'm not 14 anymore; I work fulltime + a lot of overtime, so when I get to play, I don't wanna spend the hour or two I get every few days to actually hop on, grinding out 40atk for a rune scim for 2 weeks, then another week of only being able to hop on for a few hrs every few days trying to get a rune scim. I'd rather knock out goals slightly faster, otherwise at my able-to-play-time and the current xp rate, it'll take me 25 years to max, alondside MANY other people that wanna play but are waiting on faster xp.

    (I'm well past 40 attack and a rune scim...was just an example lol)

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  7. #37 RuneRebels: THE BIGGEST UPDATE EVER (2.19) - New drop system, three new quests! 
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    After Bill's grand adventure through the Grand Tree, he felt emboldened to continue exploring the rest of RuneRebels. "Dude, I've been on the farm for too long man. I gotta get back out into the field and do some awesome stuff" he said as Alex continued to chew on a piece of wheat. "Hey you do you man!" Alex replied as Bill walked off into the sunlight. Bill set out on an epic quest across the entire RuneRebels universe, fighting all sorts of powerful monsters and enemies. Along this quest, he noticed that the loot he obtained from these monsters wasn't exactly right, so he spent the next two weeks studying at Magic Guild creating a powerful spell to correct all the imbalances he had discovered. The work paid off, and all the monsters in the universe now correctly rewarded the inhabitants for having the courage to take them on. After a now slightly grayer bearded Bill left the Magic Guild, he walked over Taverley to both a Witch that had stolen one of his precious quest scrolls. After getting his scrolls back and helping a small boy retrieve his ball from the Witch's Garden, Bill took a stroll over to enjoy the view at Baxtorian Falls...

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    Hello players! We are super excited to release the biggest update in RuneRebels history. Not only have we fixed a massive amounts of bugs across various parts of the game, but Bill has completely re-done the drop tables for every single Npc in the game. This is all powered by a brand new drop system that allows us to perfectly emulate drops, and we hope that you enjoy killing all of the monsters in the game! If you notice any Npcs that are missing drops, please let us know and we will fix them as soon as possible.

    In addition to the entire new drop system, we have three new quests for you to enjoy! We are working to finish, polish, and release many of the quests we have in our backlog that were started but not finished, and we are happy to release Witch's House, Tree Gnome Village, and the Waterfall Quest! There has been a ton of work on these quests, with much of the initial work being done years ago. We can't wait for everyone to try these quests, and we have more coming up soon!

    - Attached image The RuneRebels Dev Team




    Here is a list of all of the new drop tables:

    Rare drop table
    Mega-rare drop table
    Gem drop table
    Herb drop table
    Allotment seed drop table
    General seed drop table
    Rare seed drop table
    Tree-herb seed drop table
    Uncommon seed drop table
    Talisman drop table

    With this new system, the npcs will now have a chance to roll for these tables which have their own set of different rates for their items.

    Here is a list of all of the features for the new drop tables:


    The Ring of Wealth finally has its effect on the Gem and Mega-rare table! It will now finally remove all of the "Nothing" rows from those tables, thus increasing your chances of about 16.8 times for the gem drop table, and about 8.5 times for the mega-rare drop table!
    The Gem drop table will drop its specified talisman depending on where the npc is located. The Nature talisman is dropped by npcs above ground. The Chaos talisman is dropped by npcs underground.
    The Rare drop table has a chance of hitting the Gem drop table and Mega-rare drop table. Legends Quest is not required to access the Mega-rare drop table through this table
    The Gem drop table has a chance of hitting the Mega-rare drop table, but only if Legends Quest is complete (we'll get on that )
    If the player hits the Mega-rare drop table through the Gem drop table, it is replaced with the talisman
    The npc's combat level determines which General seed drop table will be hit
    All of the proper npcs will have a chance of dropping multiple herbs at once should they hit the Herb drop table, such as Chaos druids, Turoths, Aberrant spectres, and Dark Beasts (again, we'll get on that )



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    Added the Witch's House quest!
    Added the Tree Gnome Village quest!
    Added the Waterfall quest!

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    Areas:
    Made Tzhaar city and Fight Pits multi combat.

    Bank:
    Fixed a bug where a false "You don't have enough inventory space" message was sent when a player attempted to withdraw more of a stackable item that was already in their inventory, while their inventory was full
    Added the bank full message.

    Engine:
    Added proper session resuming when a player loses connection, even when in combat!
    Added player combat armor blocking sounds and player damage sounds.
    Fixed a bug that let you use invisible ladders when using stairs at the same time.
    Fixed a bug where member's weapon names appeared in the attack tab on Free to play worlds.
    Fixed a bug where un-tradable items would disappear from the ground after only 1 minute instead of 2.
    Adjusted the death timing for both players and Npcs.
    Added ability to override Npc death speed in the database.
    Fixed the ability to load plugins on Java 9 or higher.
    Fixed a bug where clones of players didn't have their bonuses applied.
    Added logic to cancel repeating Blitz Errors so they don't spam the player.
    Added ability to auto-reboot for updates.
    Fixed a bug where the welcome screen would show in the Wilderness.
    Fixed a bug where the welcome screen wouldn't close when under attack.


    Client:
    Fixed a crash if you spam clicked the minimap during "Loading - please wait"

    Core 317 Clipping:
    Fixed a crash when running on Java 9 or higher.

    Commands:
    Added error messages to ::hop when it isn't possible to hop to the specified world.
    Added ::teleporttomusic command.

    Crafting:
    Added some missing crafting animations.
    Made creating Pot lids require One Small Favour quest.
    Removed the "How many would you like to make" prompt when cutting gems if you only have one gem in your inventory.
    Made dyeing capes give 2.5 crafting experience.

    Core Engine:
    Added pushing the odd looking wall in Edgeville dungeon.
    Fixed the side door leading out to the balcony at Castle Wars
    Add the ability to mark ladders as members only.
    Fixed a bug with the gate in Edgeville.
    Fixed a bug where softening clay didn't cancel the player's current action.
    Added logic to correctly hide the previous and next buttons on the first and last pages of books.
    Added the book page turn graphic.
    Fixed a crash in the Ring of Dueling code.
    Fixed a Blitz Error when attempting to use a ladder while standing on it.
    Added Mithril seeds.

    Item Spawns:
    Added two missing bolts spawns in the houses in Port Sarim.

    Free to Play:
    Fixed a bug where the ladder leading to the underground kitchen in Goblin Village was working in free-to-play worlds.
    Fixed a bug where the Edgeville dungeon wilderness gate worked in free-to-play worlds.
    Made the Edgeville dungeon wilderness area members only.
    Fixed a bug where Gertrude's Cat could be started in free-to-play worlds.
    Corrected the message you receive when clicking on members content in free-to-play worlds.
    Fixed a bug where players could use the gate in southeast Varrock where you start Family Crest in free-to-play worlds
    Made the southeast Varrock fenced off area member only
    Fixed a bug where battlestaves would show up in Zaff's staff shop in free-to-play worlds
    Fixed a bug where pet cats would show up on free-to-play worlds
    Added dialogue for when attempting to drop your pet cat in free-to-play mode
    Fixed a bug where your weapon name would still show on the combat tab instead of "Unarmed" if it was a members weapon and you were in a free-to-play world
    Added free-to-play flag activating in the client when entering free-to-play worlds, thus displaying members items as "Members Object"
    Remapped all of the possible free-to-play areas for more accuracy

    Tools:
    Added ability for ModifyPlayerSkill to use the player's current skill level.
    Added ability for ModifyPlayerSkill to show the player's block animation.
    Added ability to check if the player is wearing gloves.
    Added ability for ReplaceItems to modify the player's bank.
    Added ability to check if the player is wearing any equipment.

    Magic:
    Added sounds to all jewelry enchanting.
    Added sounds for superheat item.
    Added sound for bones-to-peaches.
    Added casting and hit sounds for confuse, weaken, curse, bind, snare, entangle, vulnerability, enfeeble, and stun.
    Added the sound for when a spell splashes.
    Fixed a bug where Low Level Alchemy gave the High Level Alchemy coin value.

    Npcs:
    Bill completely re-did the drop tables for every single Npc in the game to be almost perfectly accurate.
    Added animations and sounds to Knight of Ardougne, Paladin, Hero, Warrior woman, Thief, Farmer, and Barbarian.
    Fixed Greater demon stats being extremely low.
    Lowered magic defence into the negatives for the armored Barrows brothers.
    Greatly increased the strength bonus on Barrows brother.
    Added missing animations to Wormbrain in Dragon Slayer.
    Fixed a bug where players could attack Wormbrain with melee.
    Added prayer drain mechanic to Shadow spiders.

    Shops:
    Added the missing black dagger from the Varrock sword shop.
    Corrected some of Horvik's armour shop items.
    Corrected Lowe's archery shop items; removed the ranging armor as it didn't seem to be a thing in 2006, and greatly increased the arrow amounts.
    Corrected Thessalia's fine clothes shop item amounts, removed the random thread and needle from the shop.
    Corrected Gerrant's fishing shop amounts.
    Corrected Brian's battleaxe shop amounts.
    Corrected Wydin's food store amounts.
    Significantly increased Aubury's rune shop and Betty's rune shop amount to 5000 of each rune except chaos and deaths, which were increased to 250.

    Smithing:
    Fixed a crash when using Anvils.
    Added the correct dialogue when using gold or silver bar on an anvil.

    Ranged:
    Fixed a Blitz Error with the Crystal bow.



    Attached image
    Code:
    Marshmallow's summary for the Hurricane release:
    
    Game Engine:
    RuneScape Blitz: merge 444 commits into master
    
    Libraries:
    AllGoFree: merge 3 commits into master
    Arctic: merge 4 commits into master
    Blitz API: merge 59 commits into master
    Core AllGoFree: merge 20 commits into master
    
    Plugins:
    Agility: merge 29 commits into master
    AlexScape: merge 2 commits into master
    AmbientSounds: merge 306 commits into master
    Areas: merge 19 commits into master
    Bank: merge 16 commits into master
    Barrows: merge 1 commit into master
    Battlegrounds: merge 1 commit into master
    Bosses: merge 4 commits into master
    Classic: merge 1 commit into master
    Clue Scrolls: merge 1 commit into master
    Commands: merge 39 commits into master
    Cooking: merge 1 commit into master
    Core 317: merge 16 commits into master
    Core 317 Clipping: merge 5 commits into master
    Core 508: merge 1 commit into master
    Core 562: merge 1 commit into master
    Core 613: merge 1 commit into master
    Core Engine: merge 90 commits into master
    Crafting: merge 5 commits into master
    Documentation: merge 69 commits into master
    Emotes: merge 1 commit into master
    Farming: merge 15 commits into master
    Firemaking: merge 3 commits into master
    Fishing: merge 1 commit into master
    Fletching: merge 1 commit into master
    FoodAndDrink: merge 1 commit into master
    FreeToPlay: merge 22 commits into master
    Herblore: merge 1 commit into master
    ItemSpawns: merge 9 commits into master
    ItemWieldRequirements: merge 1 commit into master
    Magic: merge 91 commits into master
    Members: merge 20 commits into master
    Mining: merge 3 commits into master
    NpcDrops: merge 1628 commits into master
    ObjectScripts: merge 11 commits into master
    Prayer: merge 1 commit into master
    QuestScripts: merge 9 commits into master
    Quests: merge 7 commits into master
    Ranged: merge 8 commits into master
    RuneRebels: merge 43 commits into master
    Runecrafting: merge 3 commits into master
    Shops: merge 27 commits into master
    Slayer: merge 1 commit into master
    Smithing: merge 68 commits into master
    SpecialAttacks: merge 3 commits into master
    Summoning: merge 3 commits into master
    Thieving: merge 1 commit into master
    UniversalScape: merge 2 commits into master
    Wilderness: merge 1 commit into master
    Woodcutting: merge 4 commits into master
    
    Data:
    Quest Data: merge 163 commits into master
    
    Clients:
    AllGoFree RS Client: merge 8 commits into master
    
    Utilities:
    AllGoFree RS Cache: merge 2 commits into master
    AllGoFree Tools: merge 46 commits into master
    Marshmallow: merge 6 commits into master
    
    
    Total: 3352 commits
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  8. #38  
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    Glad to see you guys pushing out a lot in your updates, but still waiting on that faster xp rate world. Until then, this is dead content to everyone except like 10 or 15 players that play maybe an hour or two a week if even when it could be content that hundreds would play/use daily, which comes with faster xp rate worlds. :/

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  9. #39  
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    Quote Originally Posted by _Sia_ View Post
    Glad to see you guys pushing out a lot in your updates, but still waiting on that faster xp rate world. Until then, this is dead content to everyone except like 10 or 15 players that play maybe an hour or two a week if even when it could be content that hundreds would play/use daily, which comes with faster xp rate worlds. :/
    Lol but then by that logic, all developing ever done is dead content until you advertise or launch the higher rate server, then it's not. We'd rather have the content there and ready for people than launch advertising and higher rates with non-existent content. We would need at least some end game content for that, especially if the rates would be higher. Any development done will always set us up significantly better than where we were at for the higher rates and advertising. And our new drop system was a must before the higher rate servers are launched. It's one of the bigger things we've knocked off the list to get ready for the higher rates. It can't really be dead content if the people it's dead content for don't even know the game exists yet.
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  10. #40  
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    Quote Originally Posted by runefreak10 View Post
    Lol but then by that logic, all developing ever done is dead content until you advertise or launch the higher rate server, then it's not. We'd rather have the content there and ready for people than launch advertising and higher rates with non-existent content. We would need at least some end game content for that, especially if the rates would be higher. Any development done will always set us up significantly better than where we were at for the higher rates and advertising. And our new drop system was a must before the higher rate servers are launched. It's one of the bigger things we've knocked off the list to get ready for the higher rates. It can't really be dead content if the people it's dead content for don't even know the game exists yet.
    That's the thing about rsps though. Players of rsps are well aware that not all content is already existing and that's what they look forward to, content they already know but want to be added, it's just like real runescape/osrs has always been. People want content, Jagex works on it, the players wait, jagex releases it, the players are hyped and have some new content to mess around with, and while they wait on that content and the new content cycle to repeat, they grind/level up/money-make and so on.

    It's not necessarily dead content, as any content is content, and dead content is moretheless unused content such as how Stealing Creations minigame in RuneScape 3 is, it's there but nobody really plays it and it's hard to even get a single game going cause everyone is so caught up in other content with more reward for your time invested, but the content could be used by hundreds rather than a single handful or so as of right now was the point.

    It's not that they don't know the game exists, it's that a lot of them actually know of it's existence but refuse to play with the slow xp rate as of right now.

    I am well aware however that with faster experience rates comes faster reaching of end-game playing which requires a lot more end-game content. The drop rate update is surely a needed and worthwhile piece of content.

    I'll await more end-game content and hope for faster experience rates alongside many others and hopefully it comes in the next few months to half a year, then I'll gladly play and bring a lot of friends with me to this wonderful rsps.

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