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RuneVista is just a little project I started recently so I'd have a little something to do between work and class. It's based off of the 377 revision (not 317 loading 377...) and will not be a remake, nor will it attempt to emulate any higher revision content, blah blah. The server base is Hyperion, though changed quite a bit to my liking. I was going to write up my own but... Not enough time so, easier to just rework what's done than to make everything over. Plus I still find Hyperion to be pretty good, so...
For a lot of it, the skill content will be relatively the same but with some changes to my liking... Such as chances to get multiple ores from rocks, failure to get any ores from rocks, simply getting chunks of rock instead of any ore, etc... Basically the same kind of concept with other skills. Based off of RuneScape, but with little changes and additions here and there to spice it up a little.
As for quests and miscellaneous content... I may make that entirely different. Currently I like the idea of warring gods (such as in RS3 currently), so I plan to base a lot of stuff around that with new NPCs, items, quests, etc. Aside from that, I may implement some quests that are similar to RS quests, but probably not exact copies.
New content will be packed into the cache like it was meant to be. While I don't have a whole lot of knowledge of the 377 cache anymore, I can still repack the basic things I need. After awhile I may take some time out to focus on a map creator/editor for new locations... But until then, 377 locations only. As for interfaces, I plan to use Lin's interface editor. There is one major thing (to me) that is bad about it, so I may just make and release my own sometime soon, or whenever I find the need for new and/or edited interfaces.
The website will be of my own making, not a vBulletin/SMF/etc. I am using JSP and Java for the back-end. The website will look a lot like the old RuneScape site from 2006 when 377 was around, though it will also have differences and not be an exact copy.
Core
- Clipping system
- Server-sided pathfinding
- SQL-based character saving
Combat
- Mob-based combat, fully supporting PvP, PvN, and NvN
- Melee
- Magic
- Ranged
- NPC Aggression
- Following
Skills
Prayer
- Prayer Bonuses/Effects
Woodcutting
- Basic Woodcutting
- Tree/stump replacing and all that
Firemaking
- Basic Firemaking
- Drops the log on the ground (creating a ground item) until you manage to light it
- Chain-lighting
- Clipping
- Replacing fire object with ashes
Mining
- Basic Mining
- Rock/empty rock replacing and all that
Fletching
- Basic Knife Fletching
- Bow-Stringing
Fishing
- Net/Rod/Fly/Cage/Harpoon Fishing
Dialogue
- Basic Dialogue System
- Player Dialogue
- NPC Dialogue, supporting both static and dynamic NPCs
- Chaining
- Dialogue Options
- Item Dialogue Options (ie Knife Fletching)
Quests
- Quest Handling System
- Quest Implementations
- Divine Intervention
Website
- Core and Database Handling
- Account
- Account Creation
- Login Sessions
- Login Page
- Logout Page
- Session Handling
- Services
- News
- Forum
- Basic Forum
- Main Forum Area
- Viewing Individual Forums (and the threads in them)
- Viewing Individual Threads (and the posts in them)
- Posting New Threads
- Replying to Threads
- Editing Posts

Login screen:
Beginnings of my combat system, watching some knights battle:
Woodcutting:
Firemaking:
Account Creation:
Skill Tab Tooltips:
Full Temple Knight Armours (Initiate, Proselyte, Acolyte, Partisan, Commander):
Combat System Improvements:
Skill Guides:
Dynamic NPC Appearance & Equipment:
Quest System & Initial Quest: Divine Intervention:
Mining:
Combat Video:
Data Orbs:
Magic Combat Base:
Fishies:

Good luck!
I like the way you're doing it to your liking and not the original![]()

Started changing some things with interfaces, like adding yellow tooltips to the skill tab:
EDIT:
Ah, and the armour I'm wearing. Always hated how Jagex never added the rest of the Temple Knight armours, so I did it. Also added black knight armour that looks like what the black knights wear, and commander armours for white/black knights. Commander NPCs are currently in the works that will be used to join Saradomin and Zamorak respectively.
![]()

Thank ya!
Did quite a bit with combat tonight due to insomnia. Got rid of a few pathing problems and improved NPCs aggroing to other NPCs a bit. NPCs will now choose a random NPC near them to attack (if from a rival God) instead of just the first one on the list. As well, got rid of a little problems I had where two NPCs aggro'd to each other at the same time, and started dancing around each other while fighting... Come on now, this isn't a high school musical guys. Jeez.
I'll get a video of these guys beating the shit out of each other tomorrow or sometime soon I guess.
EDIT:
To be a little more descriptive about how NPCs work in combat...
I've given NPCs actual equipment, based off of what they're wearing. Ie, white knights get white armour and a white 2h... Black knights get black armour and a black longsword, etc... I have set their combat level to be their strength level in the combat hit calculations, as well. So basically, NPC hits are calculated almost exactly the same as a players... With prayer bonuses, equipment bonuses, strength level, etc.
Another little thing... If their weapon has more than one animation, their attack animation will be randomly chosen from any of the possibly animations for that weapon.
Code:public final class WhiteKnight extends NPC { Random random = new Random(); public WhiteKnight(CacheNPCDefinition definition) { super(definition); } @Override public void setSkills() { Skills skills = getSkills(); skills.setCombatLevel(36); skills.setLevels(Skill.HITPOINTS, 52); } @Override public void setEquipment() { Container equipment = getEquipment(); int[][] equips = new int[][] { // White 2h Sword { Equipment.SLOT_WEAPON, 6609 }, // White Platebody { Equipment.SLOT_CHEST, 6617 }, // White Boots { Equipment.SLOT_BOOTS, 6619 }, // White Full Helm { Equipment.SLOT_HELM, 6623 }, // White Platelegs { Equipment.SLOT_BOTTOMS, 6625 }, // White Gloves { Equipment.SLOT_GLOVES, 6629 } }; for(int[] equip : equips) { equipment.set(equip[0], new Item(equip[1], 1)); } setEquippedWeapon(WeaponDefinition.forId(6609)); } }

This project needs more recognition! Good job on the updates.
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