1st of October 2016
- Downloaded Vencillio client, and started cleaning it out.
2nd of October 2016
- Started writing my own 317 protocol framework.
5th of October 2016
- Framework development goes on. Login has been completed:
6th of October 2016
- Most packets are now finished. Wrote my own system for handling them (both for server & client).
Client outgoing packets:
Client incoming packets (previously aka parsePacket):
The system will not require any packet-size-definitions etc. Adding packets in the future will be quick.
7th of October 2016
- Movement queue has been finished, finally.
- I just started working on playerupdating and I've finished simple player appearance. Next up is chat, followed by graphics, anims, etc.
8th of October 2016
- Playerupdating development continues...
* Chat updating finished
* Animations updating finished
* Graphics updating finished
9th of October 2016
We decided to change client to
Free's refactored client since the old one was quite bad to be honest.
* Finally finished cleaning out the new client.
* Packed full OSRS data.
* Fixed a bunch of random errors in the new client.
* Redid the tweening (it was horrible), looks much more smooth now (see image).
* Finished playerupdating (only hit updating left, which will be done when combat system development begins).
* Finished item container system aka inventory and equipment (will be worked on even more to ensure 0 dupes).
* Started working on the sidebar tab interfaces.
* Added proper player-right-click options.
Skillmanager finished which means that the skilltab is too. We're using Relex and Swiffy's Skillmanager.
Prayer handler finished! Has perfect drain rates and support for prayer-flashing. The actual effects will be added during combat development.
Serversided examines finished for objects, items, npcs etc. Just need proper definition dumps now..
Equipment bonus manager has been finished. Equipment screen interface drawing the bonuses aswell!
October 10th 2016:
- Equipment container finished.
- Finished friends system, finally! Took a few hours to perfect it..
Private chat status works perfectly:
Messaging is bug-free too.
Items kept on death finished:
10th of October 2016
- I've written an abstract entity-based combat system which has a nice design, leaving space for a easier updating of the system in the future.
* Combat system design finished
* Default Melee combat method finished
* Default Ranged combat method finished
* Combat following finished
* Ticking finished
11th of October 2016
- ItemDefinitions have been dumped and added. They're not completely finished but it works perfectly with the server
- Finished weapon interfaces
- Finished fixing some bugs
- Added exp counter, made it send xp reward before the actual hit so people can predict the damage and pull out nice specs. ( Credits to
_Sean, we used his base.
)
- Auto retaliate finished.
Poision system added with different kind of aggressive poison types (different damage depending on the weapon used to poison the player).
The speed of the hits were changed just for the .gif
All special bolt effects have been finished!
Ranged & Melee are both now finished. Magic left!!
Spent all night fixing combat-related bugs and improving it
- Maxhit formulas for melee and ranged are finished
- Fixed same-spot-attacking
- No more diagonal attacks with melee
- No more getting stuck when following a player further away than one tile
Magic combat system is 100% finished! Took me circa 5 hours. I got all the spells data from Lare96's Asteria 3.0 release, so credits to him for that.
- Ordinary combat spells with working effects (including teleblock)
- Ancient combat spells with working effects
Left to do:
Ordinary spells such as alchemy spells.
Lunar combat spells such as Vengeance.
Combat special system design is finally finished. Will be needing some adjustments to make double-hit-specials work but that'll be done aswell.
Right now I'm adding simple special attacks.
* Whip spec example (decreases target's run energy)
12th of October 2016
I finally finished adding support for multiple hits with different show-delays. The combat system is turning out to be extremely user-friendly to work with.
Adding special attacks with multiple hits will now be easy peasy.
BOOM!
Dark bow and Ring of recoil added.
Guthan's effects added!
* Finished adding all altars for toggling magic spellbooks / recharging Prayer points.
* Added the Vengeance combat lunar spell.
* Special attack orb now correctly keeps track of the player's special percentage.
* Fixed a bug where a player would randomly stop following another player during combat.
* All food types and potions have been added.
Development of Bounty hunter has begun.
Interface has been added.
- Finally found out why the locations system wouldn't update. It was causing multiple issues. It has now been fixed.
- Bounty Hunter target finding system should be properly finished now. I said that before but found a nasty bug which had to be fixed, sorry hehe.
- Wealth types (using configs for the sprites) are finished. We just need to specify how much cash is which wealth type now, but that'll be done once some prices are set.
- Added player death task.
- Added a system to handle kills. Checks if the kill was target, if so, reset target for both players. Will add rewards.
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- Remade the Bounty Hunter interface, personally, I think it looks better and cleaner now.
- Made it so that added xp to the counter don't move too far up on the screen when the Bounty Hunter interface is open.