Thread: Some OsBrutality Fixes

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  1. #11  
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    Quote Originally Posted by omnee View Post
    Why do you say that?
    I'm in no way experienced in private servers,
    you just said why..
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  3. #12  
    Registered Member omnee's Avatar
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    Quote Originally Posted by Frostydapure View Post
    you just said why..
    It was a honest question, trying to get the opinion of someone more experienced than me, don't know wtf that reply was but alright
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  5. #13  
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    Quote Originally Posted by omnee View Post
    It was a honest question, trying to get the opinion of someone more experienced than me, don't wtf that reply was but alright
    Look at the way the things are being handled in the server. Look at the massive amount of bugs - fix one, two more appear. It's simply not a clean source, things aren't being handled properly and that leads to hard-coding in the longer run.
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  7. #14  
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    Here is more 4 bugs not in the list:

    1. Ancient spellbook there are 5 buttons hovors are bugged..
    2. How to Remove objects?
    3. Clan chat ( Allow teleport + copy-kit in clan chat setup is bugged ).
    4. emotes tab ( there are 2 images are invsable ).

    Any help?
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    Registered Member omnee's Avatar
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    Quote Originally Posted by Gkua View Post
    Here is more 4 bugs not in the list:

    1. Ancient spellbook there are 5 buttons hovors are bugged..
    2. How to Remove objects?
    3. Clan chat ( Allow teleport + copy-kit in clan chat setup is bugged ).
    4. emotes tab ( there are 2 images are invsable ).

    Any help?
    The ancient spellbook bug is because there's an interface overriding the sprites used in the hover's interface.
    Go check RSInterface.java, I'm pretty sure it was the deadman mode interfaces that gave me trouble
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    [QUOTE=Gkua;5319763]Here is more 4 bugs not in the list:

    1. Ancient spellbook there are 5 buttons hovors are bugged..
    2. How to Remove objects?
    3. Clan chat ( Allow teleport + copy-kit in clan chat setup is bugged ).
    4. emotes tab ( there are 2 images are invsable ).

    Yes what Omnee said about this will help to fix your problems. Use the Os-Brutality #129 client relesed by A-mage (google os-brutality #129, fixes for it are in comments..) This source will be overlooked by all of you if you think its shit. Im not going to tell you why it is amazing, but if you want a half decent server down the road and are WILLING TO PUT THE TIME INTO ACTUALLY CREATING CONTENT AND FIXING PROBLEMS, than you will have a very good server to call your own. It's basic PI, and most of the problems are released fix's in other threads.
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  11. #17  
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    cool thanks for help
    i felt like this has some kind of anti-leech or at least some good stuff removed/damaged on release intentionally
    None.
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  12. #18  
    Registered Member omnee's Avatar
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    Quote Originally Posted by Mojo! View Post
    cool thanks for help
    i felt like this has some kind of anti-leech or at least some good stuff removed/damaged on release intentionally
    May be the case but honestly the problems I have encountered haven't been that hard to fix so far
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  14. #19  
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    Quote Originally Posted by omnee View Post
    May be the case but honestly the problems I have encountered haven't been that hard to fix so far
    Omnee is right, all of the problems are extremely easy to fix with this source. The benefits it has are hard to really overlook especially concerning clipping.
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  16. #20  
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    Quote Originally Posted by omnee View Post
    Why do you say that?
    I'm in no way experienced in private servers, been working with this one for a bit and I'm really enjoying it
    The amount of code used for such simple things, seems unbelievably overkill and annoying to work with

    If the combat was entity based, you could just do something like (Code was written up really quick by hand);

    Code:
    	public static void applyRecoilNPC(final Entity attacker, final Damage damage) {
    		if (!(entity instanceof Player)) {
    			return;
    		}
    		final recoilDamage = damage.getCount() / 10;
    		if (recoilDamage > 0 && entity.getEquipment().contains(RECOIL)) {
    			attacker.getDamageManager().submit(new Damage(DATA));
    			entity.decremetRecoilHits(1);
    			if (entity.getRecoilHits() <= 0) {
    				entity.getEquipment().remove(RECOIL);
    				final Player player = (Player) entity;
    				if (player != null)
    					player.sendOutgoingPacket(new Message("The recoil has shattered"));
    			}
    		}
    	}
    getCloseRandomPlayer() (Also written really quickly from on top of my head):
    Code:
    	public int getRandomClosePlayer() {
    		if (getHitpoints() <= 0 || isDead() || getCombatBuilder().getUnderAttackBy() != null || getCombatBuilder().getTarget() != null)
    			return -1;
    		final List<Player> players = new ArrayList<Player>();
    		RegionManager.getLocalPlayers(getPosition()).forEach(player -> {
    			
    			if (getPosition().isWithinRange(player, distance) && player.getCombatBuilder().getUnderAttackBy() == null) {
    				players.add(player);
    			}
    		});
    		return players.size() > 0 ? players.get(random.nextInt(players.size()) : -1;
    	}
    Compared to:
    Code:
    	public int getCloseRandomPlayer(int i) {
    		ArrayList<Integer> players = new ArrayList<>();
    		for (int j = 0; j < PlayerHandler.players.length; j++) {
    			if (PlayerHandler.players[j] != null) {
    				if (Boundary.isIn(npcs[i], Boundary.GODWARS_BOSSROOMS)) {
    					if (!Boundary.isIn(PlayerHandler.players[j], Boundary.GODWARS_BOSSROOMS)) {
    						npcs[i].killerId = 0;
    						continue;
    					}
    				}
    				if (goodDistance(PlayerHandler.players[j].absX, PlayerHandler.players[j].absY, npcs[i].absX,
    						npcs[i].absY, distanceRequired(i) + followDistance(i)) || isFightCaveNpc(i)) {
    					if ((PlayerHandler.players[j].underAttackBy <= 0 && PlayerHandler.players[j].underAttackBy2 <= 0)
    							|| PlayerHandler.players[j].inMulti())
    						if (PlayerHandler.players[j].heightLevel == npcs[i].heightLevel)
    							players.add(j);
    
    				}
    			}
    		}
    		if (players.size() > 0)
    			return players.get(Misc.random(players.size() - 1));
    		return 0;
    	}
    However, take my code with a grain of salt, I'm by no means the best person on here to give you advice
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