I'm excited to see where this could go, judging by everything here it looks like it will be a great server. Best of luck.
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I'm excited to see where this could go, judging by everything here it looks like it will be a great server. Best of luck.
- Finished godwars dungeon.
- Implemented support for wielding god-specific items to make followers of the said god unaggressive.
- Godwars creatures now fight against followers of different gods.
- All godwars creatures have a proper combat script, including little detail such as bloodvelds attacking with melee, yet rolling against target's magic defence. They all have proper projectiles/graphics for attacking as well.
- Finished Catacombs of Kourend.
- All NPC spawns implemented.
- All NPCs have their respective combat scripts, drops etc...
- Burying bones within the catacombs restores prayer (1 - regular bones, 2 - big bones, 4 - dragon bones) points.
- All the creatures have a chance at dropping pieces of the dark totem, used to fight Skotizo (Added in the future).
- Implemented support for special "double" doors and gates all across the game; they will all now open up properly in the correct rotation, and close after enough time has passed. Majority of world-wide object interactions that are used to access areas/rooms have been implemented now.
- All lunar spells have been implemented. They can all be used by players, although a few of them have no effect right now because of their effect - such as Hunter kit spell, since we currently do not have hunter skill, the item received is completely useless.
- A lot of improvements have been made behind-the-scenes, to improve overall server stability.
- PID swapping implemented.
- Occurs every 60-150 ticks.
- The players inside a duel are unaffected by this.
- Having a lower PID means your attacks effectively become one tick faster than your targets, this effect will be visible by both players.
- Dynamic regions have been fully rewritten.
- The code handling dynamic regions has been greatly optimized.
- Dynamic regions use a caching system now, as opposed to loading a region up on-demand and looping until the requested chunk has been located.
- Statistics wise, POH creation previously took roughly 60 milliseconds (99% of that went under the actual dynamic region instantiation), now that number remains right around 5ms, which is about as fast as it'll get if I plan on keeping support for everything it currently has, despite some of it being unused by OSRS (Used in RS3, therefore keeping it as it may become necessary in the future)
- Patched up a problem with player updating we had, which went by unnoticed prior, as the issue only happened at very high coordinates. Fairly positive this was our last problem with player updating.
- Cleaned up source massively overall, spent many hours rewriting old content, patching up bugs, improving quality.
Some media.
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