Thread layout by: [Only registered and activated users can see links. ]
Our website and forum is currently under development.
[Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
It's been a long time ago since I did any RSPS programming at all, but I've recently been wanting to find time to make a OSRS pking server, so here we go.
I'm writing my own framework, but using [Only registered and activated users can see links. ] client. It's been changed a lot and I've also packed OSRS data into it.
So yeah, I'd like to welcome you to my project. Here you'll find updates posted once an hour from the most dedicated developers one can wish for.
I will be keeping you all up-to-date on what has been changed, so make sure to "subscribe" to the thread for future updates.
[Only registered and activated users can see links. ]
Spoiler for Updatelog(2)::
13th of October 2016
Bounty hunter development goes on.
Just finished adding a system. Players have exactly 180 seconds they can spend outside the wilderness before they lose their target.
Just finished this;
Need to finish the skulling system and then Bounty hunter should be finished!
Just finished the skull system!
Using my new definitions system to quickly add npcs into the game.
Currently working on the make-over mage.
Make-over mage finished
Finished npc packets (mage on npc, npc clicking and more)
Finished writing the dialogue system
Now I need to fix dialogue heads
14th of October 2016
Dialogue heads fixed, animations now properly works aswell.
Finishing up more and more dialogues and stuff atm.
Added NPC death system
Added NPC respawn system
Fixed an issue with the movement coordinator, making npcs move around, even during combat (this actually looked hilarious)
Our first killable NPC has been added to the game, it's a poor Rock crab!
Rock crabs have been finished.
Spent the last hour writing an npc-retreat system. Basically, when npcs get too far away from their spawn position, they will start to retreat.
16th of October 2016
After multiple hours, the teleportation system has finally been finished. The reason it took so long was because [Only registered and activated users can see links. ].
Currently writing the shop system. Basic system design has been written.
Checking an item's value has been finished so far.
Added infinite sprite
Buying items from shops 100% finished. Will now add a General store where players will be able to sell junk etc.
Shop system finished!
Item container based (should have no bugs/dupes), with proper restocking/destocking tasks.
Buying and selling works perfectly. Does not use loops, calculates amount you can actually buy/sell instead.
Spoiler for UpdateLog(1)::
1st of October 2016
- Downloaded Vencillio client, and started cleaning it out.
2nd of October 2016
- Started writing my own 317 protocol framework.
5th of October 2016
- Framework development goes on. Login has been completed:
6th of October 2016
- Most packets are now finished. Wrote my own system for handling them (both for server & client).
Client outgoing packets:
9th of October 2016
We decided to change client to [Only registered and activated users can see links. ] since the old one was quite bad to be honest.
* Finally finished cleaning out the new client.
* Packed full OSRS data.
* Fixed a bunch of random errors in the new client.
* Redid the tweening (it was horrible), looks much more smooth now (see image).
* Finished playerupdating (only hit updating left, which will be done when combat system development begins).
* Finished item container system aka inventory and equipment (will be worked on even more to ensure 0 dupes).
* Started working on the sidebar tab interfaces.
* Added proper player-right-click options.
Skillmanager finished which means that the skilltab is too. We're using Relex and Swiffy's Skillmanager.
Prayer handler finished! Has perfect drain rates and support for prayer-flashing. The actual effects will be added during combat development.
Serversided examines finished for objects, items, npcs etc. Just need proper definition dumps now..
Equipment bonus manager has been finished. Equipment screen interface drawing the bonuses aswell!
October 10th 2016:
- Equipment container finished.
- Finished friends system, finally! Took a few hours to perfect it..
Private chat status works perfectly:
Messaging is bug-free too.
Items kept on death finished:
10th of October 2016
- I've written an abstract entity-based combat system which has a nice design, leaving space for a easier updating of the system in the future.
11th of October 2016
- ItemDefinitions have been dumped and added. They're not completely finished but it works perfectly with the server
- Finished weapon interfaces
- Finished fixing some bugs
- Added exp counter, made it send xp reward before the actual hit so people can predict the damage and pull out nice specs. ( Credits to [Only registered and activated users can see links. ], we used his base. )
- Auto retaliate finished.
Poision system added with different kind of aggressive poison types (different damage depending on the weapon used to poison the player).
The speed of the hits were changed just for the .gif
All special bolt effects have been finished!
Ranged & Melee are both now finished. Magic left!!
Spent all night fixing combat-related bugs and improving it
Maxhit formulas for melee and ranged are finished
No more diagonal attacks with melee
No more getting stuck when following a player further away than one tile
Magic combat system is 100% finished! Took me circa 5 hours. I got all the spells data from Lare96's Asteria 3.0 release, so credits to him for that.
Ordinary combat spells with working effects (including teleblock)
Ancient combat spells with working effects
Left to do:
Ordinary spells such as alchemy spells.
Lunar combat spells such as Vengeance.
Combat special system design is finally finished. Will be needing some adjustments to make double-hit-specials work but that'll be done aswell.
Right now I'm adding simple special attacks.
* Whip spec example (decreases target's run energy)
12th of October 2016
I finally finished adding support for multiple hits with different show-delays. The combat system is turning out to be extremely user-friendly to work with.
Adding special attacks with multiple hits will now be easy peasy.
Dark bow and Ring of recoil added.
Guthan's effects added!
* Finished adding all altars for toggling magic spellbooks / recharging Prayer points.
* Added the Vengeance combat lunar spell.
* Special attack orb now correctly keeps track of the player's special percentage.
* Fixed a bug where a player would randomly stop following another player during combat.
* All food types and potions have been added.
Development of Bounty hunter has begun.
Interface has been added.
Finally found out why the locations system wouldn't update. It was causing multiple issues. It has now been fixed.
Bounty Hunter target finding system should be properly finished now. I said that before but found a nasty bug which had to be fixed, sorry hehe.
Wealth types (using configs for the sprites) are finished. We just need to specify how much cash is which wealth type now, but that'll be done once some prices are set.
Added player death task.
Added a system to handle kills. Checks if the kill was target, if so, reset target for both players. Will add rewards.
Remade the Bounty Hunter interface, personally, I think it looks better and cleaner now.
Made it so that added xp to the counter don't move too far up on the screen when the Bounty Hunter interface is open.
Enjoy the progress? Subscribe to the thread for more!
You can also thank the main post
Added emotes and made a quick interface for settings.
Will add key bindings interface and more later on, but this will have to do for now.
Finished clan chat base.
Only thing left to do is the clan setup interface.
Finally got the force movement mask with animation working globally.. Took me 3 hours or so because I'm stupid.
The issue was right under my nose, literally...
Currently finishing the Price checker.. Will add a lot of things to it, including "Deposit Inventory" and stuff.
Added maxhits to the equipment screen.
Redid Magic spellbook interfaces. Removed unused spells such as teleports.
Added "Server feed", all announcements and player activities will show up here.
Credits to snowman5069 for the idea.
--Added perfect timers
Worked all of yesterday.
Redid all combat formulas. Tested this out for a good while and they seem to be perfect now.
Redid combat following.
Redid timers for vengeance/tb/freeze etc, sends them to the client and shows them for the player aswell now.
Fixed the issue where timers weren't actual seconds due to the 600 ms tick.
Redid the way special attacks are handled and they should be exactly like OSRS now. Previously, it wasn't possible to activate a special attack unless you had the proper amount of energy. Now it activates until next attack and then tells you that you don't have the energy required.
Fixed broken Prayers, basically some configs weren't working properly.
Rewrote the entire bank system.
Fixed moving items around in bank, it's much more smooth now.
Added proper bank tab handling.
Added bank search, works flawlessly. Players can drag items from the search to tabs etc.
Added insert rearrange mode.
Fixed all gfx flickering and tweening issues. Previously, the character would randomly flicker when performing graphics and animations.
Spoiler for Updatelog3:
16th October of 2016
Working on adding a bank system. Currently doing the interface..
Interface progress update:
Bank system finished:
Been spending the evening fixing a bunch of small bugs aswell as preparing for the closed combat beta.
Karambwan food added with its proper effects.
Fixed a bunch of client-related bugs.
Fixed over-head-icons positioning for all entities
Made sure everything important is saved for the player.
We just had a closed combat beta. Thanks to everyone who joined us in the search for issues on the server.
Last edited by S Quare Quxx; 10-16-2016 at 08:39 PM.
would be nice to see an actual old school framework, i made one but haven't finished it got bored of it.
317 frameworks are really easy to make because there's so much documentation out for them.
if you're gonna use netty don't use the old version of it always use the latest stable version.
don't make the same mistake I did for this, use an interface for this instead
Hey thanks for your input, and yes I'm using the latest netty
Also, it was an interface but that didn't really work with the movement packets, since there are too many parameters... It looked horrible haha.
That's why I made it a simple class-instance so that I could simply Override the buildPacket method, but yeah you're right, that needs to be changed.
And you're right 317 protocols aren't hard. I've made tons of them, but never a real "osrs" one. Most server I've made have been 317 loading 600+ data, will be nice to make a fresh 317.
I just started working on playerupdating and I've finished simple player appearance. Next up is chat, followed by graphics, anims, etc.
Originally Posted by Pavillion
Why not go with one of the latest OSRS remake clients by Zion or whoever it was that released them?
Why, what is the difference? I looked around for 10 minutes and then just chose one lol.
I figured it wouldn't really matter since I'm cleaining it out, refactoring and repackaging it anyway.