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KieranDevvs

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  1. replying to this topic.........
  2. KieranDevvs

    NOVEA DEOB

    replying to this topic...........
  3. KieranDevvs

    SoulCraft

    222
  4. No VBScript isnt something that's available on Mac. Also UUID bans are pretty much useless as you cant trust anything outside the servers domain. The most efficient way to ban someone is to make it hard to create accounts to the point where its not worth creating numerous. A good idea might be to only allow one connection from any given remote address and implement a system where all new users are segregated from the player base for x hours. That way when you ban someone they have to already have pre-made accounts to log back in, or go through the whole process again.
  5. Stick a break point in the login function and step through the code line by line to see what the server / client expects and what its actually sending / receiving. It sounds like an RSA encryption problem from what you've stated. [Hidden Content]
  6. Open the JAR with a compression archive viewer and take a look at the manifest file. It should reference the class where the main function is located.
  7. This is done in various ways. One way to do this is to take a seed (a random value) and compare that against drop categories e.g (common (10%), uncommon (30%), rare( 50%) etc.). Once you have determined what level of drop the user has landed, you then take another seed to select the item within a category based off its loot drop chance. e.g if the user landed on a rare drop chance: (DDS (30%), DFS (3%)) Each drop has two factors, the drop chance category, and the item drop within that category. A user may get a seed of 100% for the category (giving them a chance at the best loot possible) but the second factor may come in at a low value thus not producing anything. An item drop chance percentage can be calculated by applying the chance of hitting the relative category with the chance of hitting said item. Another way to calculate drops would be to replicate the formula that OSRS uses (however I think this is overkill for an RSPS as the player count is so low and the effort required is so high, but it depends on what you want your implementation to be): [Hidden Content]
  8. "PI code" isn't a thing. There is just Java. If the code is bad then the code is bad, no matter what application it is implemented in. You have to take a look at what you want to port over and determine if the performance of that said logic is acceptable.
  9. I can't tell you exactly what your issue is as half of the code is missing to debug this however, it might be that you're using a single indefinite connection for all requests. If this is the case then you either want to establish a new connection for each request or look into connection pooling. (that's providing that my educated guess is correct).

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