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Topics - Davidi2
For those that don't understand what this is, the client scripts (if you've heard of a 'cs dumper', thats what I'm referring to) oftentimes refer to constants to get information. For example, you probably know that there are scripts to show the shop items on the shop interface, or scripts to show the skill level up interfaces, or the spell names for the spellbook (table 1527). Those shop item ids are not in code anywhere, so there is an opcode that grabs those constants from the cache for use in the script. Thats what this information is. Is this of use to anyone? Probably not. I used it to get the shop item ids to do server-sided verification. If you know what to look for, you might have other use of it for cache editing.
EXAMPLE (theiving level up table - 'people')
So anyway, here it is:
Script Constants Tables - Pastebin.com
« on: February 22, 2016, 05:47:33 AM »
This topic has been moved to Java Programming.
This topic has been moved to Download Requests.
« on: December 21, 2015, 03:30:59 PM »
This topic has been moved to General Server Discussion.
Hey guys! Just wanted to show you all some screenshots of my new platformer game I'm working on. It make look similar to another game you might have played or heard of, but it's not going to end up like that at all. I am going to completely change it. Please don't judge the game at all based on what you see here!
I decided to make a short video to show off my progress on construction in the 530 server base. I'm honestly feeling too lazy to type out what exactly it has, so if you have any questions just ask and I'll respond.
I don't know if this is already a common thing, but I was bored and came up with the formula for figuring out how many npcs to spawn per wave:
you see wave-1 etc because of array indexes, wave 1 is index 0 etc. and obviously you can make it a bit more efficient with a simple break if points <= 0 after the deduction, but i was just going for lowest line count while being readable.
This topic has been moved to Server Help.
« on: June 08, 2015, 12:50:19 PM »
This topic has been moved to Snippets.
« on: June 04, 2015, 04:51:37 PM »
This topic has been moved to Game Development.
This topic has been moved to RS2007 Discussion[/url].
« on: February 04, 2015, 04:18:38 PM »
Sinisoul is working on his new base that will probably have a lua scripting system, but in the event that it doesn't work out I wanted an alternative that I could use. I was creating content in Java and it just got too ugly for my liking, and I didn't want to have to put other people through that either.
One the main advantages of this scripting system is that you can be as verbose as you like, but it also allows for a lot of shortcuts as you learn them. For example, normal java code will compile correctly, but you can also shorten code with the different groovy language specifics. This means I think it will be easy for other people to develop scripts rather than have to learn something like ruby.
Now I wont pretend to be a Groovy expert, I only heard about it a couple of days ago and only really been researching it for a couple days. However I think it looks pretty neat and will help cut down a lot of useless lines of code. (Anyone that does know groovy and perhaps sees bad practice please point it out, Im still new with this!)
Some of the code there like closures will seem foreign to some people, they are extremely simple and if you really do despise them you can create normal java methods and convert them to closures with a simple syntax (I think its .& or something like that)
I'll put up more examples as I experiment, but what are your general thoughts on the idea?
After getting all the complaints about the current alpha format, I thought about the alternatives and decided to change how we're doing it. Because people can't seem to understand the layered testing model, we'll be switching to one that tests everything at once.
What this means:
Sorry to anyone that was looking forward to the test this Saturday, but stay tuned for a list of new content that will be added for the later alpha!
Hey, random MySQL question. Is there a way to design a table so that one of the columns is cross checked against another table when you insert values, and it rejects it if the value doesn't exist?
Company, Plant, HQ, PID
Boeing, 56, Seattle, 5571
Boeing, 27, Houston, 1671
Airbus, 12, Frankfurt, 1673
Blahblah, 271, Toronto, 1234
(company -> plant is a unique index)
And now I want to create a table of planes that has a 'company' field that matches up to a company in the manufacturers table. The index is between Company & Plant in that table, but is there a way to just make sure that when inserting into the planes table that the company exists, not necessarily the exact company & plant? What sort of relationship would that be?
After looking at the results from the poll for the first alpha, I'm pretty happy to see that the majority of people were okay with the XP rate we had, which was a simple 3x. Because there were a pretty large number of people that voted that it was a bit too slow, for the next alpha I'm going to try out 6x. I'm expecting that this will be too fast, but it'll be good to see what people think and work from there, maybe come up with a middle ground like 4.5 or something.
You can use this topic to discuss your thoughts from the last alpha, but most of the real discussion will be after the next one.
« on: January 29, 2015, 01:59:05 PM »
Thank you for your interest in the MoparScape official server! Soon we will be launching the second and last alpha before we move to the beta stages. Accounts from the previous alpha will be reset, and they will be reset after this one, but now is your chance to get a taste of how the official server will work when it gets closer to real launch day!
The server is currently: OFFLINE
The version of the RuneScape we are using for the server is 530. This is based in January, 2009; almost exactly 6 years ago. We apologize if you were expecting an 'older' version.
Loading the client
Playing the game should be as simple as going to the webclient. The webclient supports HD (but not fullscreen) for most platforms.
Because of changes to Java security defaults, you may need to go to your Java settings (in your OS control panel), security tab, and then either change your security level to medium or add our site to your whitelist. Picture instructions[/url] [/size]
If this still doesn't work for you, you can use the downloadable client.
Note that the downloadable client does not support HD unless you download the JOGL binaries yourself and put them in your cache folder.
For alpha, all registration is done in the client. When your client loads up, simply click on 'Create Account' and follow the steps.
Though the main purpose of this alpha is to just test the server on a larger scale than the private alpha, there is still content for people to explore and test! A lot of the basic skills are functional and most of Varrock/Lumbridge/Al Kharid spawns are complete (no NPC drops yet though except chickens for feathers for Fletching). We invite you to peruse the content we have done and suggest what content should be highest priority to add.
Reporting Issues/Bugs/Missing content
Every issue you have can go in either a new thread or in this topic. If you post a new thread, it will likely be examined and then moved to the linked topic. Please feel free to post about anything we are missing or that you'd like to see added to the server.
For a full commit change history, see here:
A general list of bug fixes and changes can be found below. When the alpha goes live, it would be appreciated if you could double check bug fixes and any new content.
I know the new content list looks pretty meager, but these changes (especially the area math) really help create a more realistic gameplay experience and we're getting really close to being done with the 'behind the scenes' work and able to fully dedicate to adding more stuff. That said, with zuppers help I plan on using the NPC spawn data that is in the cache to make sure we have a LOT more of the map populated during the next alpha. [/list]