Thread: 🔶 Zenyte - OSRS Mobile 📱 - Crafted to Perfection 🔶

Page 25 of 124 FirstFirst ... 1523242526273575 ... LastLast
Results 241 to 250 of 1240
  1. #241  
    §ecurity Ⱥnalyst
    Noele's Avatar
    Join Date
    Dec 2016
    Posts
    527
    Thanks given
    291
    Thanks received
    572
    Rep Power
    2203



    Our forums are finally open to the public, come check us out and participate with the community in our upcoming events:
    Attached image



    • Changes to our discord bot, added more commands: ::commands, ::faq and others will come shortly; added rate limit of 1 command per user per 10 seconds
    • 2 major changes to database systems and how we establish connections so we have support for multiple databases, local and remote.
    • Major work done to cooking system, lots of code and definitions re-written
    • Added many miscellaneous item and object actions like making flour, emptying and filling containers, and picking stuff like wheat.
    • Added definitions for ALL*"cookable" items (use on fire or range) and all combination items like combining flour and water to make dough, pies and their ingredients, etc. Here is a brief dump of the data just to give you an idea of what is implemented.

      • Cookable items: [SHRIMPS, ANCHOVIES, SARDINE, KARAMBWAN, HERRING, MACKEREL, TROUT, COD, PIKE, SALMON, SLIMY_EEL, TUNA, RAINBOW_FISH, CAVE_EEL, LOBSTER, BASS, SWORDFISH, LAVA_EEL, MONKFISH, SHARK, SEA_TURTLE, MANTA_RAY, ANGLERFISH, DARK_CRAB, RAW_BEEF, CHICKEN, UGTHANKI_MEAT, RABBIT, ROAST_BIRD_MEAT, THIN_SNAIL, LEAN_SNAIL, FAT_SNAIL, CRAB_MEAT, BREAD, PITTA_BREAD, FISHCAKE, CAKE, PIZZA, POTATO, SCRAMBLED_EGGS, FRIED_ONIONS, FRIEND_MUSHROOMS, SWEETCORN, STEW, REDBERRY_PIE, MEAT_PIE, MUD_PIE, APPLE_PIE, GARDEN_PIE, FISH_PIE, BOTANICAL_PIE, ADMIRAL_PIE, WILD_PIE, SUMMER_PIE]

      • Combinations: [DOUGH, PASTRY_DOUGH, PIZZA_BASE, PITTA_DOUGH, CHOCOLATE_CAKE, CHOCOLATE_CAKE2, SCRAMBLED_EGG, TUNA_AND_CORN, INCOMPLETE_STEW, SPICY_SAUCE, UNCOOKED_STEW, UNCOOKED_STEW2, BUTTER_POTATO, CHILI_POTATO, CHEESE_POTATO, EGG_POTATO, TUNA_POTATO, TOMATO_PIZZA, CHEESE_PIZZA, MEAT_PIZZA, MEAT_PIZZA2, ANCHOVY_PIZZA, PINEAPPLE_PIZZA, UNFILLED_PIE, REDBERRY_PIE, MEAT_PIE, MEAT_PIE2, PART_GARDEN_PIE, PART_GARDEN_PIE2, RAW_GARDEN_PIE, PART_FISH_PIE, PART_FISH_PIE2, RAW_FISH_PIE, UNCOOKED_BOTANICAL_PIE, PART_ADMIRAL_PIE, PART_ADMIRAL_PIE2, RAW_ADMIRAL_PIE, PART_WILD_PIE, PART_WILD_PIE2, RAW_WILD_PIE, PART_SUMMER_PIE, PART_SUMMER_PIE2, RAW_SUMMER_PIE, NETTLE_WATER, NETTLE_TEA]



    Spoiler for Media:

    Attached image
    Attached image
    Attached image
    Reply With Quote  
     

  2. Thankful user:


  3. #242  
    Banned

    Join Date
    Sep 2016
    Age
    27
    Posts
    505
    Thanks given
    405
    Thanks received
    186
    Rep Power
    0
    Pretty nice forums, plan on putting together a navigation bar or just leaving as is?
    Reply With Quote  
     

  4. #243  
    §ecurity Ⱥnalyst
    Noele's Avatar
    Join Date
    Dec 2016
    Posts
    527
    Thanks given
    291
    Thanks received
    572
    Rep Power
    2203
    Quote Originally Posted by Jayson View Post
    Pretty nice forums, plan on putting together a navigation bar or just leaving as is?
    There will definitely be an extended navbar although I'm not sure if I'll pursue the RSPS-esque way of doing it with some graphical bar; I may just leave the links next to or under the logo in a row. I have yet to decide since we don't have other links ATM.
    Attached image
    Join the Zenyte discord below to keep up with the development, and grow with our community! 2000+ members and 7000+ registered in one week!
    Attached image
    Reply With Quote  
     

  5. Thankful user:


  6. #244  
    Respected Member


    Kris's Avatar
    Join Date
    Jun 2016
    Age
    26
    Posts
    3,638
    Thanks given
    820
    Thanks received
    2,642
    Rep Power
    5000
    • Ground items management.
      • When dropping a stackable item and there's already another stack of this item on the ground, it will try to update that existing stack if its current state is the same (either both visible, or both invisible). If the total amount added up exceeds Integer.MAX_INTEGER, it will update that one stack until its size reaches Integer.MAX_INTEGER and try to add to another stack if there's more of that item on the ground, if not, it will simply make a new stack ontop of it.
      • Nonstackable items will all now appear individually on the ground, at all times. If a NPC drops 2 dragon bones, they will appear as two individual items, unlike previously when they would merge.
      • Added the ability to restrict stack sizes, specifically used in ranging. OSRS only allows stacks up to 20 arrows to appear on the ground before it makes a new stack, this has been implemented and the support for it allows us to easily do it for other things too.
      • All kinds of other restrictions implemented and tested, such as inventory space, amount of item (to avoid overflow) etc. Ground item management overall is simply smoother now.
    • Rewrote our map builder.
      • Adjusted the map builder formulas to allow creating dynamic regions on a larger piece of land.
      • Adjusted the formula to include restrictions to avoid going out of map boundaries(this was kind of possible previously under specific rare circumstances).
      • Map builder will now continually build from where it last left off - previously it would search for an empty piece of land from the zero point on the coords grid - this resulted in stupid looping, resulting in the code slowing down when there were large amounts of dynamic regions, but also some overlapping-type of potential issues I've seen occur on this type of system in the past. Now it keeps building until it reaches 16383 in both X and Y coordinates, after which it restarts from zero point (at this point, most of the dynamic regions would be long gone. Tested the system already by creating right around ten thousand dynamic regions of an average instance size, system handled well and finished almost instantly.
    • Huffman written - as it turned out, I had previously used some temporary - fairly bad - system for decoding strings; I've now written huffman which the server fully uses for both decoding and encoding; this gives us all the special characters that we previously didn't have as well.
    • Minimap flags smoothened - Added minimap flag support to more actions than previously - when fighting a target, if the target moves, the flag will show where the target is moving on minimap as well for every step they take. Additionally improved the flag removing when interacting with objects (it'd previously get stuck when reaching the object if it's a large one).
    • Swapped our cache library out to @Cjay0091's who offered us his version of it, which is more user-friendly. Turns out, it also loads faster than the previous lib.
    • Boss kill timer tracking system. Only implemented it so far to just Zulrah, but it allows us to track boss kills - your record speed and current speed. This feature will be added to most of the bosses in the future, so players can compete for the fastest kills.
    • Zulrah.
      • Practically OSRS-replica Zulrah. Will go in depth about the detail below.
      • Zulrah has three forms - each form has its own stats and attacks.
      • Zulrah has four phases - each phase has its own distinct sequence of events, the third one has one more sequence than the first two, and the last one has one more sequence than the third.
      • Zulrah has a damage cap of 50 - when a player hits above that(theoretically), the hit is then rolled randomly between 45 and 50 - just as in OSRS.
      • Zulrah and its snakelings envenom players, while being immune to both venom and poison themselves.
      • Upon death, the player gets two rolls on Zulrah's drop table, meaning they receive two drops (excluding the main drop, which is still just once). A scroll is also spawned next to the player which they can read to quickly teleport back to Zul-Andra.
      • All the snakelings, clouds etc.. are spawned on the exact locations they're spawned in OSRS - wrote this while watching a Zulrah guide which allowed me to get the exact precise tiles.
      • The flicking sequence(or jad phase) works exactly as in OSRS - the hits are registered when the animation starts playing - meaning if you're not protecting against the incoming strike at that time, you will not be protected against that attack and can receive heavy damage.


    Since only Zulrah is a graphical update out of these, I can only display that.
    A kill with ranged (had to use god mode in the end due to the length of the gif)
    Attached image

    A kill with magic (had to use god mode in the end due to the length of the gif)
    Attached image
    Attached image
    Reply With Quote  
     

  7. Thankful users:


  8. #245  
    Registered Member
    Hxrdcore's Avatar
    Join Date
    Jul 2015
    Age
    27
    Posts
    883
    Thanks given
    246
    Thanks received
    197
    Rep Power
    627
    Forums looking very nice, have registered
    Attached image
    Reply With Quote  
     

  9. #246  
    Member
    Join Date
    May 2016
    Posts
    20
    Thanks given
    2
    Thanks received
    7
    Rep Power
    0
    what are xp rates
    Reply With Quote  
     

  10. #247  
    Respected Member


    Kris's Avatar
    Join Date
    Jun 2016
    Age
    26
    Posts
    3,638
    Thanks given
    820
    Thanks received
    2,642
    Rep Power
    5000
    Quote Originally Posted by AAAAAA1 View Post
    what are xp rates
    Not set yet, I'm personally looking at somewhere from 10x to 50x, in between. I'd rather not go below or above that, as it creates problems. We'll have a community poll for this before the actual launch.
    Attached image
    Reply With Quote  
     

  11. Thankful user:


  12. #248  
    'Slutty McFur'

    Owain's Avatar
    Join Date
    Sep 2014
    Age
    26
    Posts
    2,894
    Thanks given
    2,360
    Thanks received
    2,200
    Rep Power
    5000
    Looking good lads.


    Spoiler for wat:
    Attached image
    Attached image

    Attached image


    Reply With Quote  
     

  13. #249  
    Community Veteran

    .Zach's Avatar
    Join Date
    Nov 2006
    Age
    32
    Posts
    1,894
    Thanks given
    46
    Thanks received
    55
    Rep Power
    613
    All the updates look great! Forums are nice also
    Attached image
    Reply With Quote  
     

  14. #250  
    Registered Member
    Hxrdcore's Avatar
    Join Date
    Jul 2015
    Age
    27
    Posts
    883
    Thanks given
    246
    Thanks received
    197
    Rep Power
    627
    Quote Originally Posted by Kris View Post
    Not set yet, I'm personally looking at somewhere from 10x to 50x, in between. I'd rather not go below or above that, as it creates problems. We'll have a community poll for this before the actual launch.
    15-20x pls
    Attached image
    Reply With Quote  
     

Page 25 of 124 FirstFirst ... 1523242526273575 ... LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Similar Threads

  1. Replies: 9
    Last Post: 10-28-2018, 07:57 PM
  2. osrs mobile
    By Adam132 in forum Spam
    Replies: 33
    Last Post: 07-07-2018, 01:26 AM
  3. OSRS Mobile IOS
    By kinghusler1 in forum Requests
    Replies: 0
    Last Post: 04-17-2018, 02:32 AM
  4. Ray's OSRS Adventures w/ friends - Road to 99 Slayer
    By Ray in forum Old School RS (2007)
    Replies: 164
    Last Post: 02-28-2017, 03:35 PM
Tags for this Thread

View Tag Cloud

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •