Thread: - #188: Everrain, an Oldschool Emulation

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  1. #81  
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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!
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  3. #82  
    Slowly working on Primordial...


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    Quote Originally Posted by Jake_ View Post
    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!
    Damn the progress is so good, looking good man.
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  4. #83  
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    Spoiler for Update:
    Quote Originally Posted by Jake_ View Post
    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!


    Quote Originally Posted by Diemonds View Post
    Damn the progress is so good, looking good man.
    Thanks! We appreciate your support for the project; every day with Everrain:

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  5. #84  
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    Quote Originally Posted by Lantern Web View Post
    We greatly appreciate the support, if you or anyone reading this wants to join our Discord; please send me a PM of your tag!

    Update: 12:52 - Updated our thread.
    zice21#9728
    back at it.
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  6. #85  
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    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.
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  7. #86  
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    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
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  9. #87  
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    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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  10. #88  
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    Nice updates, looking good, keep it up.
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    Quote Originally Posted by Idiot Bird View Post
    Quote Originally Posted by Velocity View Post
    lol np mate looks like the community brought ur rep down to ur IQ
    Not too sure about that, it's at 0 . It would have to go minus to even be remotely close to his IQ.
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  11. #89  
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    Looking good guys
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  12. #90  
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    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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