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Today we've added overworld multi-combat zones using this map which provides Zone-level accuracy (accurate at the granularity level of an 8x8 area, which is how its done on Runescape). This means our wilderness multi zones are 100% accurate to Runescape! Dungeon multi-combat zones will be done on a case-by-case basis as we add new dungeons.
This also entailed fixing a RSMod bug where the exit/enter Zone event was being fired incorrectly. Below is a gif of me walking across the highlighted Zone(8x8) boundary, it's in the wilderness at Lava Maze.
In the spirit of multi-combat, heres a preview of some AOE special attacks:
Here's some other popular special attacks:
And a couple less popular ones!
So far we've got a total of 48 special attacks, and all of our special attacks have their appropriate sound effects too!

Small Sunday update; I just implemented 440 regional music tracks to Everrain.
Next thing to do is figure out all the different slot ID's and work on a togglable auto/ manual selection.

I've been working on improving our PVE combat pathfinding and NPC combat configurations, I'll share some updates on that later today.
Besides that I've been improving our tools so we can dump jingles from OSRS, improving our boat travel system and this morning added support for using jingles in our content.
Here is a video of the Entrana boat route - showcasing dialogue, the boat travel sequence, regional music and the boat jingle! (dialogue animations are TODO)
Put your sound on
[Only registered and activated users can see links. ]

Combat and pathfinding!
Entities which occupy more than a single tile have their size considered in pathfinding, both for [entity -> entity] pathfinding (combat) and for collision/clipping detection. Few bugs to work out still, but mostly there!
Large entities get stuck on clipped terrain allowing safespotting:
Generally speaking, the npc pathfinding works as it does on Runescape:
Here's a showcase of some more special attacks:
Staff of the dead
Staff of the dead derivatives, such as staff of light has appropriate graphic too:
Some more ranged combat:
Even special attacks nobody cares about, we care!
Some melee combat:
Zamorakian hasta and spear have their special attack:
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Looking good guys
While _Jake has been working on combat mechanics and pathfinding primarily;
I have been focusing my attention on obtaining data such as Ground Items and NPCs so we can fully implement our dialogues, shops & more.
I've also been busy visiting different areas to finish object interactions such as stairs and ladders. The main vision is to give these areas some life, attention to detail is the focus.
- H.A.M Lair.
- Zanaris.
- Keldagrim
- Varrock Museum (Basement).
- Ladders/ Stairs in various cities.
With help from Silvernova, we were able to obtain many weapons sounds to add to our combat system, thanks to him we were able to obtain some quest weapon sounds such as the Dorgeshuun Crossbow Special Attack.
Thought the Museum displays were fun to implement.
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