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I haven't been doing much server work these past few days. Mainly studying and getting the website started. I had trouble incorporating some custom php scripts to work with the IPS api which is what the forums uses. Was kinda hectic but i managed to get around it all and is now pretty much good. Some more information on the site will be relevant once domain name becomes available. Just trying to get the little parts out the way for a clean alpha launch.
Some small but important minor updates for alpha testings (pm me to be notified immediately on time of alpha release)
- Spawned the rest of Edgeville npcs
- Spawned the rest of Varrock npcs (Some parts are kinda empty still..needs more content ofc. We accounted for space to grow.)
- Relleka now has their respective npcs
- performance boosts to rewards editor and I also cleaned up some code for enabling/disable container indexes.
- Original quest from my old work now has returned
- Statius min-game boss has been looked over and i am happy with it
- Zuriels mini-game boss has been looked over (happy with combat/mechanics) still need to find some animations to replace the after hit affect look. Wont be hard to find those.
Things to do:
look over both morrigans/vestas mingame bosses
add support for npc drops to rewards editor.
u can group your item on interface/string packets by making use of a group packet like region, or implement your own to stop interface updating 1 by 1 very slowly
Hit me up for UI or website related work.
Just wanted to let you know that in the sample code's play method you're checking if the map is null AFTER checking if it's empty. Should be the other way around to avoid a possible NPE. Also it's redundant to check if size() == 0 after checking isEmpty().
Good luck with the project, looks good so far!
Jesus that editor needs alot of work, it looks like ass
Lets be honest, you would never have done it for free. You wouldn't even do simple UI Designs when you messaged me to message you in regards to UI Designs for my Unity Project. "I'm too busy Plus it would probs be paid work"
OT: But Like Belfort has said on the thread and like i have said on the discord when you asked. We are not interested. Ty though, and thanks for the wishes.
You thought that was slow! I was pretty impressed by the drastic performance updates when i converted a for loop which took care of it on the client end to one that is controlled by the item container it self. In regards to grouping the regions, I am not to familar with that area. I may need to dive into it to see what I can pickup on. Thanks for the suggestion.
I wouldn't say that now. Its not anywhere near as good as your interfaces of course, or OSRS for that matter. I do like the design of it though. Although menus could become menu bars. In terms of performance its pretty good. Every I/O request is handle with a Big O(1) solution. And most importantly in terms of convince its highly effective. I was able to add over 200 balanced drops across various reward tables within less then an hour. The reason it took an hour was because I had to have some wikis open for item references since I am not to familiar with all the items being on OSRS. Not only that, it also accounts for multiple joins to occur when multiple people edit the same drop tables at the same time meaning I could give it to select few game supporters to really impact the balance in which our rewards flow with out server performance reduction or any manual complications to edit within drops.
Defiantly could use a lot more improvements still. Feel free to share any.
you can utilize packet 60 to send multiple packets at the same time, it sends a buffer?? (idk word) of bytes which are read
in a loop, so instead of sending a packet every cycle with the server, you can send 1 packet with a bunch of "packets" (just bytes that can be read as opcodes) inside kinda thatll read them all almost instantaneously because of how fast a client cycle is compared to server, this is how large amts of data are sent about a region (items, objs, players etc, in 317) and handled almost instantly, imagine if it was just sent on a 0.6s cycleCode:while (incoming.currentPosition < packetSize) { int k3 = incoming.readUnsignedByte(); parseRegionPackets(incoming, k3); }
looks great guys!
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