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    Author Topic: Official MoparScape Server - In Development  (Read 65456 times)

    0 Members and 1 Guest are viewing this topic.

    Offlinedoom_j

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1180 on: January 02, 2015, 10:30:47 AM »
    I voted on the low side. It looks like people are wanting high rates which I foresee will be given. I think a better solution is to ramp up higher level creatures/mobs/activities to give more xp. Itd be a shame just to prance through the low levels.

    So, for example:

    1.0x levels 1-5,
    1.5x levels 5-15,
    2.0x levels 15-30,
    2.5x levels 30-45,
    3.0x levels 45-60,
    3.5x levels 60-75,
    4.0x levels 75-99

    It'd take 3/4 the time to get to 5-15, 1/2 the time to go from 15-30, 1/4 the time to go from 30-45, 1/6 the time to go from 45-60, etc

    I'd love to see a system like this in place. An xp rate of 5x+ is a bit ridiculous to be honest. A system like this would still provide enough of a challenge while keeping those who like to speed through a skill happy enough.

    I agree with this.
    [12:18:14 21:04:45]<<Tom>>i dont care about your rights
    [12:18:14 21:04:49] <<Tom>> you have NO RIGHTS
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    Offlinesini

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1181 on: January 02, 2015, 10:35:18 AM »
    I really can't wait to add in some easter eggs. Its gonna be fun.
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    Offlineimthenull

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1182 on: January 02, 2015, 01:57:13 PM »
    I really can't wait to add in some easter eggs. Its gonna be fun.
    you could probably just do a command to spawn some
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    Offlineox random xi

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1183 on: January 02, 2015, 09:04:55 PM »
    I voted on the low side. It looks like people are wanting high rates which I foresee will be given. I think a better solution is to ramp up higher level creatures/mobs/activities to give more xp. Itd be a shame just to prance through the low levels.

    So, for example:

    1.0x levels 1-5,
    1.5x levels 5-15,
    2.0x levels 15-30,
    2.5x levels 30-45,
    3.0x levels 45-60,
    3.5x levels 60-75,
    4.0x levels 75-99

    It'd take 3/4 the time to get to 5-15, 1/2 the time to go from 15-30, 1/4 the time to go from 30-45, 1/6 the time to go from 45-60, etc

    I'd love to see a system like this in place. An xp rate of 5x+ is a bit ridiculous to be honest. A system like this would still provide enough of a challenge while keeping those who like to speed through a skill happy enough.

    I agree with this.
    i find this interesting
    Quote from: sini
    hey tom Im coming for ur gurl
    Quote from: Tom
    I'm cool with that, she'd never go for someone who can't finish the job anyway. :D
    https://forum.moparisthebest.com/

    OfflineVain_

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1184 on: January 03, 2015, 12:11:02 AM »
    why was this unstickied. is this ending?

    OfflineLimits

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1185 on: January 03, 2015, 12:50:55 AM »
    why was this unstickied. is this ending?

    OfflineRuneAgent

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1186 on: January 03, 2015, 05:01:40 AM »
    its going from development to advertisement :3

    OfflineVain_

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1187 on: January 03, 2015, 09:43:47 AM »
    but still. why unsticky?

    OfflineSi Force

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1188 on: January 03, 2015, 09:54:30 AM »
    but still. why unsticky?

    It was accidentally deleted yesterday and the moderator likely forgot to restick the topic when they restored it.
    There is a house in New Orleans

    Check out the Official Moparscape Server! Being developed by Sinisoul and Davidi2

    OfflineVain_

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1189 on: January 03, 2015, 10:00:07 AM »
    makes sense i guess

    Offlinedoom_j

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1190 on: January 03, 2015, 10:37:58 AM »
    but still. why unsticky?

    It was accidentally deleted yesterday and the moderator likely forgot to restick the topic when they restored it.

    How do you accidentally delete a sticky?
    [12:18:14 21:04:45]<<Tom>>i dont care about your rights
    [12:18:14 21:04:49] <<Tom>> you have NO RIGHTS

    Offlinesini

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1191 on: January 03, 2015, 10:55:44 AM »
    https://www.twitch.tv/moparscape

    Doing official server jazz :}D

    OfflineSi Force

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1192 on: January 03, 2015, 11:05:52 AM »
    but still. why unsticky?

    It was accidentally deleted yesterday and the moderator likely forgot to restick the topic when they restored it.

    How do you accidentally delete a sticky?

    There's ghosts on these forums, I'm tellin ya'

    https://www.twitch.tv/moparscape

    Doing official server jazz :}D

    Nice one! I'll watch now.
    There is a house in New Orleans

    Check out the Official Moparscape Server! Being developed by Sinisoul and Davidi2

    Offlinezuppers

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1193 on: January 03, 2015, 11:07:09 AM »
    I was reading replies to the topic and somehow managed to delete it afterwards. Normally I go back to the forums by clicking  at the bottom of the page. I don't even remember seeing a confirmation page. Anyway this isn't the first time this has happened. I resticked the topic, apparently when you restore stuff it ignores that.
    REEEEEEEEE

    Offlinesini

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1194 on: January 03, 2015, 12:17:44 PM »
    I was reading replies to the topic and somehow managed to delete it afterwards. Normally I go back to the forums by clicking  at the bottom of the page. I don't even remember seeing a confirmation page. Anyway this isn't the first time this has happened. I resticked the topic, apparently when you restore stuff it ignores that.

    genius LOL

    OfflineDavidi2

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1195 on: January 04, 2015, 06:42:00 PM »
    wow NICE JOB ZUPPERS

    I just got back from my little vacation, getting back to work on the server soon!

    I voted on the low side. It looks like people are wanting high rates which I foresee will be given. I think a better solution is to ramp up higher level creatures/mobs/activities to give more xp. Itd be a shame just to prance through the low levels.

    So, for example:

    1.0x levels 1-5,
    1.5x levels 5-15,
    2.0x levels 15-30,
    2.5x levels 30-45,
    3.0x levels 45-60,
    3.5x levels 60-75,
    4.0x levels 75-99

    It'd take 3/4 the time to get to 5-15, 1/2 the time to go from 15-30, 1/4 the time to go from 30-45, 1/6 the time to go from 45-60, etc
    Very interesting idea. I'll look into that for when we get more serious voting into the XP rate. Looks like this preliminary vote made it clear we wont be going for any sort of remake rate, but the rest is pretty close so that scaling rate might just be a good compromise.



    I'll put up new polls in a bit, so here's the results for the preliminary XP rate poll:
    Quote
    Remake XP rate (1x for all skills)
        2 (6.1%)
    Remake XP rate, medium combat (1x non-combat, 2-5x combat skills)
        1 (3%)
    Medium XP rate (2-4x for all skills)
        10 (30.3%)
    Medium XP rate, fast combat (2-4x non-combat, 5x+ combat skills)
        8 (24.2%)
    Fast XP rate (5x+ for all skills)
        12 (36.4%)



    Offlinesini

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1196 on: January 04, 2015, 07:17:30 PM »
    I'm officially back working on this full time now :) David and I have been collaborating and while he gets the open beta ready for you all I will be creating the backbone so that we can write content efficiently!

    To do that we will be deprecating the Ruby scripting system and moving to a Lua scripting system instead! The perks of this include the availability of inline functions bound to bindings for easy access to blocking, meta data, and other helpful information.

    eg:

    Code: Lua
    1. -- Routine for burying bones, uses the last clicked item
    2. -- as the bone item to remove and give experience for.
    3. prayer.bury =function()
    4.  
    5.         -- Start the animation and wait a few ticks
    6.         msg('You dig a hole in the ground')
    7.         animate(burying)
    8.         delay(2)
    9.  
    10.         -- Remove the bone from the inventory and give the experience
    11.         msg('You bury the bones.')
    12.         addxp(skills.prayer, get('burying.exp'))
    13.         inv_remove(inv, last_slot)
    14. end
    15.  

    To couple with this there will also be a custom file format for declaring meta information for different entities.

    eg:

    Code: Text
    1. npc.
    2.     man.
    3.         pickpocket.
    4.             reward_item :   %i(@item.coins, 5)
    5.             level       :   1
    6.         combat.
    7.             att_lvl     :   1
    8.             def_lvl     :   1
    9.             str_lvl     :   1
    10.             aggressive  :   false
    11.  

    We want you guys to be able to make the Moparscape server yours, so I hope you're excited! Guides and more updates will follow as time passes.
    « Last Edit: January 04, 2015, 07:21:26 PM by sinisoul »

    Offlineimthenull

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1197 on: January 04, 2015, 07:30:08 PM »
    i like lua, it's so friendly. luajava isn't that hard to work with and it's open source, what more could you ask for??

    Offlinesini

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    Re: Official MoparScape Server - In Development [XP rate early vote!]
    « Reply #1198 on: January 04, 2015, 07:33:04 PM »
    i like lua, it's so friendly. luajava isn't that hard to work with and it's open source, what more could you ask for??

    Exactly. Although if I had the time I'd rewrite a lot of the library. It's pretty icky at times (especially with pushing local function environment variables). I had to hack it a bit.

    Btw post the functions you had done on your own please, I need a reference.
    « Last Edit: January 04, 2015, 07:35:30 PM by sinisoul »

    Offlineimthenull

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    Re: Official MoparScape Server - In Development
    « Reply #1199 on: January 04, 2015, 10:34:09 PM »
    it's not the best in the world

    Code: Java
    1. packagecom.runescape.server.lua;
    2.  
    3. importorg.luaj.vm2.Globals;
    4. importorg.luaj.vm2.LuaTable;
    5.  
    6. importcom.runescape.server.lua.command.AddExperienceCommand;
    7. importcom.runescape.server.lua.command.AnimateCommand;
    8. importcom.runescape.server.lua.command.CloseInterfacesCommand;
    9. importcom.runescape.server.lua.command.DelayCommand;
    10. importcom.runescape.server.lua.command.DeleteVarCommand;
    11. importcom.runescape.server.lua.command.ExecuteCommand;
    12. importcom.runescape.server.lua.command.FlashTabCommand;
    13. importcom.runescape.server.lua.command.ForkCommand;
    14. importcom.runescape.server.lua.command.GetNumberCommand;
    15. importcom.runescape.server.lua.command.GetRunCommand;
    16. importcom.runescape.server.lua.command.GetStringCommand;
    17. importcom.runescape.server.lua.command.GetWildernessLevelCommand;
    18. importcom.runescape.server.lua.command.GraphicCommand;
    19. importcom.runescape.server.lua.command.HasVarCommand;
    20. importcom.runescape.server.lua.command.MessageBoxCommand;
    21. importcom.runescape.server.lua.command.MessageCommand;
    22. importcom.runescape.server.lua.command.ObjectBox;
    23. importcom.runescape.server.lua.command.RandomCommand;
    24. importcom.runescape.server.lua.command.RunOffCommand;
    25. importcom.runescape.server.lua.command.RunOnCommand;
    26. importcom.runescape.server.lua.command.SayCommand;
    27. importcom.runescape.server.lua.command.SetRunCommand;
    28. importcom.runescape.server.lua.command.ShowChatInterfaceCommand;
    29. importcom.runescape.server.lua.command.ShowInterfaceCommand;
    30. importcom.runescape.server.lua.command.SkillBoxCommand;
    31. importcom.runescape.server.lua.command.SkillCurrentCommand;
    32. importcom.runescape.server.lua.command.SkillLevelCommand;
    33. importcom.runescape.server.lua.command.StoreNumberCommand;
    34. importcom.runescape.server.lua.command.StoreStringCommand;
    35. importcom.runescape.server.lua.command.TeleportCommand;
    36.  
    37. importcom.runescape.common.model.Entity;
    38. importcom.runescape.common.model.Player;
    39.  
    40. publicfinalclass EnvironmentInitializer {
    41.  
    42.         privatefinal ContextFactory contextFactory;
    43.  
    44.         privatefinal Globals globals;
    45.  
    46.         public EnvironmentInitializer(ContextFactory contextFactory, Globals globals){
    47.                 this.contextFactory= contextFactory;
    48.                 this.globals= globals;
    49.         }
    50.  
    51.         /*
    52.         public void slottedItemEnvironment(LuaTable env, Player player, SlottedItem item) {
    53.                 playerEnvironment(env, player);
    54.                 env.set("last_slot", LuaValue.valueOf(item.getSlot()));
    55.                 env.set("last_item", new ItemTable(item.getItem()));
    56.         }
    57.         */
    58.  
    59.         publicvoid playerEnvironment(LuaTable env, Player player){
    60.                 entityEnvironment(env, player);
    61.                 env.set("msg", new MessageCommand(player));
    62.                 env.set("msgbox", new MessageBoxCommand(player, env, globals));
    63.                 env.set("skillbox", new SkillBoxCommand(player, env, globals));
    64.                 env.set("objbox", new ObjectBox(player, globals));
    65.                 env.set("intclose", new CloseInterfacesCommand(player));
    66.  
    67.                 env.set("skill_lvl", new SkillLevelCommand(player));
    68.                 env.set("skill_cur", new SkillCurrentCommand(player));
    69.  
    70.                 env.set("showint", new ShowInterfaceCommand(player));
    71.                 env.set("showchat", new ShowChatInterfaceCommand(player));
    72.  
    73.                 env.set("addxp", new AddExperienceCommand(player));
    74.  
    75.                 env.set("runon", new RunOnCommand(player));
    76.                 env.set("runoff", new RunOffCommand(player));
    77.                 env.set("setrun", new SetRunCommand(player));
    78.                 env.set("getrun", new GetRunCommand(player));
    79.                
    80.                 env.set("getwildlvl", new GetWildernessLevelCommand(player));
    81.                
    82.                 env.set("teleport", new TeleportCommand(player));
    83.                
    84.                 env.set("flashtab", new FlashTabCommand(player));
    85.  
    86.                 // env.set("inv_size", new InventorySizeCommand(player));
    87.                 // env.set("inv_remove", new InventoryRemoveCommand(player));
    88.  
    89.                 // env.set("give", new GiveItemCommand(player));
    90.         }
    91.  
    92.         publicvoid entityEnvironment(LuaTable env, Entity entity){
    93.                 basicEnvironment(env);
    94.                 // attribute system
    95.                 env.set("getstr", new GetStringCommand(entity));
    96.                 env.set("getnum", new GetNumberCommand(entity));
    97.                 env.set("putstr", new StoreStringCommand(entity));
    98.                 env.set("putnum", new StoreNumberCommand(entity));
    99.                 env.set("hasvar", new HasVarCommand(entity));
    100.                 env.set("delvar", new DeleteVarCommand(entity));
    101.                
    102.                 env.set("gfx", new GraphicCommand(entity));
    103.                 env.set("anim", new AnimateCommand(entity));
    104.                 env.set("say", new SayCommand(entity));
    105.                 env.set("teleport", new TeleportCommand(entity));
    106.                
    107.                 // entity specific
    108.                 env.set("uid", entity.getId());
    109.         }
    110.  
    111.         publicvoid basicEnvironment(LuaTable env){
    112.                 env.set("delay", new DelayCommand(globals));
    113.                 env.set("fork", new ForkCommand(contextFactory));
    114.                 env.set("exec", new ExecuteCommand(env));
    115.                 env.set("rand", new RandomCommand());
    116.         }
    117. }

     

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