Thread: ScapeOS - A 2005 RuneScape Emulation

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  1. #81  
    west coast pheromones

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    Whoaaa, I think I fell in love with old school servers again. Keep up the good work Jack, and if you want a collaborator, let me know, I'd be happy to contribute here and there
     

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  3. #82  
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    Wow, this already looks so good! Keep up the good work fam, really looking forward to it.
     

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  5. #83  
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    Thanks for the support guys, the last 2 days I've been busy at my new job, but weekend is finally here and I plan on pushing more updates

    Anyways, I finished up Brimhaven dungeon and am currently working on getting Taverly dungeon completely functional


    I also finished up a <hit_queue> system for entities and can now queue damage to entities, e.g for the failing agility obstacles


    Attack widgets, surprisingly few weapon types in this revision, haha.


    Other than that there's been some backend work to verify widget actions, etc.
    Last edited by George; 06-05-2020 at 11:59 PM.


     

  6. #84  
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    Quote Originally Posted by I hate Guns View Post
    Thanks for the support guys, the last 2 days I've been busy at my new job, but weekend is finally here and I plan on pushing more updates

    Anyways, I finished up Brimhaven dungeon and am currently working on getting Taverly dungeon completely functional


    I also finished up a <hit_queue> system for entities and can now queue damage to entities, e.g for the failing agility obstacles


    Other than that there's been some backend work to verify widget actions, etc.
    Does your hit queue support stalling? If a player is attacked while performing an action then the damage is queued for after the action is completed.
     

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  8. #85  
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    Quote Originally Posted by Valiii View Post
    Does your hit queue support stalling? If a player is attacked while performing an action then the damage is queued for after the action is completed.
    It does. Also I'm pretty sure stalling usually happens when the player is being force moved with the mask (e.g doing agility obstacles) and not so much during actions / queues (e.g cooking an item)


     

  9. #86  
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    Damn this brings memories
    Spoiler for Info:
    MY NEW DISCORD: DaGreenRs#8240
    Youtube: DaGreenRs
    Skype: Jesse.forsberg1
     

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  11. #87  
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    Quote Originally Posted by I hate Guns View Post
    I have been working on interaction with the world, mainly around lumbridge and varrock as of now

    How are these done? Manual from and to coordinates? Or is there some sort of math done for it (respecting object rotation and object size, etc.)?
    Quote Originally Posted by MrClassic View Post
    Arham is the official thanker!
    List of my work [Only registered and activated users can see links. ]!
     

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  13. #88  
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    supporting this project 100% ive been dying for something like this. if you ever need help hmu on any info



    [Only registered and activated users can see links. ]
     

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  15. #89  
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    Quote Originally Posted by Arham View Post
    How are these done? Manual from and to coordinates? Or is there some sort of math done for it (respecting object rotation and object size, etc.)?
    I am doing majority of them manually, even with dungeons there are cases where the +6401 trick doesn't work, same with stairs that goes up, there are cases where it isn't just the players plane + 1

    Quote Originally Posted by Jesse View Post
    supporting this project 100% ive been dying for something like this. if you ever need help hmu on any info
    Thx Jesse , lmk if u ever find the dummy anim

    Combat is being worked on now (accurate max hit formula)
    Last edited by George; 06-06-2020 at 01:54 PM.


     

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  17. #90  
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    big supporter over here, we need this!
     

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