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Everything posted by Madara
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Its very possible, been coding rsps's since Apollo and Delta servers lol.
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Welcome to Rune Leak, hope you enjoy the forums as much as we do!!
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Welcome to Rune Leak! Be sure to check out our rules: Here I hope you enjoy the forums as much as we do
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Hey Fox, Glad to have you apart of this community
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So, I was talking to King Fox today and got him to release his Final version of Rune-Evo. Here it is, enjoy: Been sitting on my desktop for quite a while now and don't have any motivation whatsoever to continue working on it. Been a project for a super long time (since Rune-Evo 1). You won't find anything special in this to be honest. Most of the content was stripped along with empty classes and such (like for Summoning, was like 100 empty classes). FIXED Download: [Hidden Content] There are some improvements though but be warned: Item definitions, NPC definitions, and Item prices are loaded from a database (admittedly in a rather ugly fashion) and the SQL file for them is NOT included and I do NOT have it, so don't ask. Client not included. - Improved player owned shops - Improved shops (item stats and shop layout saving/loading) - Clan chat (player doesn't stay in clan when logged out and cant join back in.) - Significantly improved Shooting Stars diversion (uses real RS locations and spawn times, and the stars degrade more accurately.) - 60 floor co-op dung w/ up to 5 man parties (needs Keys, Puzzles, and bosses per floor type. Astea frostweb appears no matter what floor you're on). - A new concept open-world game called Turf Wars (explanation below) was started - Quite a few optimizations and bug fixes and whatnot. - Server settings are now loaded through an INI file (not the best but meh.) Turf Wars explanation: So basically a clan could group up and take control over a city by capturing the flag located somewhere in the city. An opposing clan could enter the city and fight for control over it by going in and taking the flag. Anyone that was in a clan but not in the controlling clan would be flagged for PVP and could be attacked by anyone from the controlling team. Players not in a clan could not attack or be attacked and could not capture a flag. (Clan minimum size was suppose to be 10, but i don't think i ever coded it.). Pretty simple idea but was never finished. There's a command to initiate it, but that's it. Wasn't much else to it For pictures and other information just see this thread: [Hidden Content] This will be my final server release ever. Been a good long run but I've fully moved to website development as of a year ago or so No point in keeping this to myself as it's nothing SUPER special. Thanks, - Fox
- 87 replies
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Welcome to Rune Leak. I too do not even closely consider myself a "professional coder". I code for pure fun. For example I am working on an RS3 Server just for fun, and if others want to play it, the more the merrier, if not I will still have fun on it. If you have any questions feel free to Message me. My inbox is ALWAYS open.
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Does anyone happen to know the animation for the Divination SkillCape? Been searching for hours. EDIT: Found the IDS myself.
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How to add customs to a custom rsps/non-packed cache
Madara replied to Mathy's topic in Project Insanity
Are you sure you have your build path set correctly? I assure you, you can run the server on eclipse.- 103 replies
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- cache
- rsps/non-packed
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(and 2 more)
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Its actually slang for like LOL... Go figure
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I can't even find a model header ROFL.. Would like to work with 718/8XX
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Ahh Noki meh man.. Welcome to Rune leak!
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Wondering if anyone could snag me this: [Hidden Content] Nvm Got it
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rawpkz Someone can leak ECONOMY version of RawPkz #4?
Madara replied to coins's topic in RSPS Requests
This was leaked on Sept 27th. [Hidden Content] EDIT: He's looking for #4. Thread Re-Opened. -
They broke it lol. That version is worse.
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I did, the object methods are identical, i havnt loaded it up to see if it was fixed or not. But i really couldnt find a difference in the code, i will look again tho
- 3 replies
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- replacement
- vencillio
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Hey fellow leakers. Im in need of some assistance, Vencillio deletes objects by putting a blank id in its place, this causes lag and heaps of unused data. I was wondering if anyone knew the fix to actually delete the object. Any help at all would be great! ? Edit: this is the obectmanager Private static final void remove(int x, int y, int z) { RSObject object = Region.getObject(x, y, z); if (Region.getDoor(x, y, z) != null) { Region.removeDoor(x, y, z); } if (object == null) { active.add(new GameObject(2376, x, y, z, 10, 0)); return; } MapLoading.removeObject(object.getId(), x, y, z, object.getType(), object.getFace()); active.add(new GameObject(2376, x, y, z, object.getType(), 0)); Region region = Region.getRegion(x, y); region.setClipToZero(x, y, z); } private static final void deleteWithObject(int x, int y, int z, int type) { active.add(new GameObject(2376, x, y, z, type, 0)); } public static List<GameObject> getActive() { return active; } public static final GameObject getBlankObject(Location p) { return new GameObject(2376, p.getX(), p.getY(), p.getZ(), 10, 0, false); } public static GameObject getBlankObject(Location p, int type) { return new GameObject(2376, p.getX(), p.getY(), p.getZ(), type, 0, false); } public static GameObject getGameObject(int x, int y, int z) { int index = active.indexOf(new GameObject(x, y, z)); if (index == -1) { return null; } return active.get(index); } public static Queue<GameObject> getSend() { return send; } public static boolean objectExists(Location location) { for (GameObject object : active) { if (location.equals(object.getLocation())) { return true; } } return false; } public static void process() { for (Iterator<GameObject> i = register.iterator(); i.hasNext();) { GameObject reg = i.next(); active.remove(reg); active.add(reg); send.add(reg); i.remove(); } } public static void queueSend(GameObject o) { send.add(o); } public static void register(GameObject o) { register.add(o); } public static void remove(GameObject o) { removeFromList(o); send.add(getBlankObject(o.getLocation(), o.getType())); } public static void removeFromList(GameObject o) { active.remove(o); } Replacement code public static void remove(GameObject o) { removeFromList(o); send.add(getBlankObject(o.getLocation(), o.getType())); }
- 3 replies
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- replacement
- vencillio
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Was asked not to give out all the fixes. Deff a step closer