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Messages - Alex_Kilroy

Pages: [1] 2 3 ... 6
1
Looks pretty good, mind showing me how to get the items packed into the cache?
Everytime i try i get an error no one else gets :P has a problem unpacking the models form the cache.

I quit this and released but okay I'll tell you. If you notice say an untouched 474 revision client, the items are packed into a idx file and we have to dump them, thats what I used. Lol. The wrote the load methods.

2
Projects / Re: ~ S E L L S ~
« on: March 17, 2011, 04:47:52 pm »
Custom animations loading
Interfaces (Cache packed)
Interfaces (Non cache packed)

Explain them, I don't understand.
Adding interfaces is just sprites placed together basically.
And exlpain custom animations.

3
Advertise / Summerbright.
« on: March 16, 2011, 09:55:52 pm »

Download: http://dl.dropbox.com/u/12213315/Summerbright.zip


Introduction:
Peekaboo, this is a new project I've been working on.
The client base is a refactored Galkon's, and well the server is PI, but highly edited lol. Mainly combat and skill wise.
I've been working on this for sometime and the combat is getting pretty good.
Thats all.

What has been done:
Okay, well the only models I've added are all #474 revision preloaded through idx1 in the cache (I had to remove and preload them because it wasn't allowing 1 model).
This consists of dragon claws, korasi's sword, all chaotic and all PVP armor.
I've also added numerous 525 animations for the pvp items, still getting my hands on the 634 animation and gfx for Korasi's sword at the moment, but I'll have it soon.
I've also been loading a few Python scripts for digging packets etc. Partially because its easier to handle some skills through scripts.
The combat has been re-wrote by the one and only, mee lol. It needs a little more work but if I feel upto it, I may release my combat.
Also the projectile on the gfx for Korasi's sword special, is mage and when the point hits, it'll do a random hit between 20% depending on your magic level.
Thats all for now.

Media:

Updates: 0.13
Chaotic models added.

Media:

Credits:
Amy Web for the Korasai sword model.

Updates: 0.17
I've now created the clue scroll's class, a class for the literal clue scrolls. And a handler to handle them.

I've created whether the player has the clue or not depending on item ID.
Code: [Select]
public boolean hasClue() {
return c.getItems().playerHasItem(2690, 1);
}

Now for levels, I've handled the clue per level. Example for level one:
Code: [Select]
public void levelOne(int itemId) {
c.levelOne().level1Clue(itemId);
}

The dialogue was handled separately but works fine.
The digging works viai the xy coordinates, if the player get the correct coordinates using the tools provided.
The action will delete the clue and give a casket, leaving a 40% chance of getting another clue, or simply getting items.
Example of registering the progress through the level of clue.
Code: [Select]
public void digForClue() {
if (hasClue() && c.absX == xStage1 && c.absY == yStage1 && c.clueStage == 1) {
c.getDH().sendDialogues(56, 4289);
c.clueStage++;
} else if (hasClue() && c.absX == xStage2 && c.absY == yStage2 && c.clueStage == 2) {
c.getDH().sendDialogues(55, 4289);
c.getItems().deleteItem(2690, c.getItems().getItemSlot(2690), 1);
c.getItems().addItem(3585, 1);
c.clueStage = 3;
}
}

And clicking the casket in handled in clickingstuff. I might put it in the clue handler though. Depends how I feel about it.

Thats all for now until I finish the interfaces.

Updates: 0.20
Okay I've added 100% primal, no **** ups.
Once agains, credits Amy Webb. You don't have to believe it but she made it soo..



Updates: 0.22
Credits Canownueasy(Thomas Nappo) for the plugin system.
The combat has been updates,
When you set the damage of a weapon's special attack. I would be given a level, example:
Code: [Select]
playerDamage = 3; OR playerDamage = 2.35;I've used my friends plugin the RandomDandom class.

It randomizes the set route for the hit.
Example:
Code: [Select]
playerDamage = 1.45~2.55;Simple but effective.
The lowest damage would be 1.45 now.
Leaving the maxinum damage 2.55.
I added this to all weapons using 0-2.55. etc.
I needed this for my Korasai sword.
I'll update with more soon...

Updates: 0.30
I've removed project insanity's networking and replaced it with an old framework of mine's.
I ran a botted connection test and it lasted 1400 connections no lag, around 1600 it lagged and at 1847 exactly it disconnected.

Now obviously sending in fake client connections aren't like real connections so by past experience I'm guessing it can handle around 1000 connection on about a 6gb ram and run fine.

That may not sound very good but I'm not the best at frameworks, I was going to use a friends but he said it isn't finished so until he finishes this will be the networking.

My framework networking uses a multithreaded process. It also pauses all run methods once started. So that it may process the smaller methods, then gradually build up the rest, it takes around 56ms to start up and its over 5MB at the moment.

More updates soon.

Updates: 0.31
Credit canownueasy (Thomas Nappo) for his plugin system, I need to update to his new one hes going to send it me soon (:.
I've created a plugin for a combat calculator max hit.
Its pretty perfect but not showing any code from the plug in.

Stay tuned for more updates.

Updates: 0.33
I've rewrote the NPC drops and added a rarity system using my RandomDandom plugin.

The rarity plugin is here:
Code: [Select]
while(true) {
          c.RandomDandom.IsActive;
          if(variableKey = true) {
                RandomVariableKey = "~";
          } else {
                New.RandomVariableKey = "~";
      }
}

This is the activation method that would be used for the RandomDandom plugin aka using the "~" to randomize it.
So now in npc drops it possible to use:
Code: [Select]
500~1000

And it would create the drop from the NPC random between item ID's 500 and 1000.

Now the dropItem method for NPCHandler has had to have been re-wrote for a new format.

Code: [Select]
public void dropItems(int i) {
int npc = 0;
Client c = (Client)Server.playerHandler.players[npcs[i].killedBy];
if(c != null) {
for(int o = 0; o < c.barrowsNpcs.length; o++){
if(npcs[i].npcType == c.barrowsNpcs[o][0]) {
c.barrowsNpcs[o][1] = 2; // 2 for dead
c.barrowsKillCount++;
}
}
if (npcs[i].npcType == 912 || npcs[i].npcType == 913 || npcs[i].npcType == 914)
c.magePoints += 1;

for(npc = 0; npc < Config.NPC_DROPS.length; npc++){
if(npcs[i].npcType == Config.NPC_DROPS[npc][0]) {
if(RandomDandom.random(Config.NPC_DROPS[npc][3]) == 0) {
if (c.clanId >= 0)
Server.clanChat.handleLootShare(c, Config.NPC_DROPS[npc][1], Config.NPC_DROPS[npc][2]);
Server.itemHandler.createGroundItem(c, Config.NPC_DROPS[npc][1], npcs[i].absX, npcs[i].absY, Config.NPC_DROPS[npc][2], c.playerId);
}
}
}
}
}
ItemHandler was used to create the ground item.

Now here is an example for the constants class.
Code: [Select]
public static final int[][] NPC_DROPS = {
// Men
{1,526,1,0}, {2,526,1,0}, {3,526,1,0},

The most simple way to create the drop.
It works liek this:
{NPCID,ITEMID,ITEMAMMOUNT,RARITY}
Code: [Select]
public static final int[][] NPC_DROPS = {
{NpcId   ,  ItemId ,  ItemAmount  ,  ItemRarity  }, {2,526,1,0}, {3,526,1,0},
And now an example of using my RandomDandom plugin.


         {NpcId  ,  ItemId ,  ItemAmount  ,  ItemRarity  }, {2,526~700,1,0}
As you can see, I've put in bold the parts where the plugin is used. the ~ represents a loop of the items, so the random can generate the ID's that need to be used. So between 526 and 700 it'll spawn them items randomly on drop, but only one of them. Unless you change the amount, so say the random came up to be 578 and amount variable was at 20, it would spawn 20 of 578.
But I'm not sure how to make it spawn 20 randomly yet, working on that.


Hope you like it guys, feel free to rip it if you like although the rarity will not work.
And I'm not releasing my random plugin, write your own.

More updates coming soon.

Media:

Updates: 0.40
I'm going to start on my summoning.

Part: pouches.
Pouches have been added.


Updates: 0.43
I've managed to get my hands on this weeks Runescape models and wrote a handling method for my client to handle the RS texture of the NPC models.
Here is steel titan:

4
Tutorials / Re: [Hyperion] ShooAway [Hyperion]
« on: March 16, 2011, 03:41:14 pm »
Looks good.
It's buggy though.
@ Alex
You commented out the System.out thingy, is that a convention..?

No its an output delivering text. And if your trying to be sarcastic, grow up.

5
If it is server I'll be joining by the way, keep posting proggys lols

I can't really home host it because I like to go online on PS3. So I'd have to look for a hoster seeing as I have no money.

I love the name you gave your server!

Good luck, Mate!

Thanks, I love it too.

6
Request / Re: Need someone to do my a image.
« on: March 16, 2011, 01:05:29 am »
Like this?

I have the PSD opened, so I can just edit it up a bit.

Yes using orange, yellow and red.

7
ShowCase / Re: My new signature
« on: March 16, 2011, 01:04:37 am »
Thanks bro :P

Looks sick lol, mind making me one saying Summerbright using the colours orange, red and yellow?

8
Request / Need someone to do my a image.
« on: March 16, 2011, 12:48:01 am »
I need someone to do me a nice spice gfx for my project banner lol.
Just simple text saying Summerbright

But yano' all the lines going through it and **** lol, just make it look epic. And I'll let you have a peak of my project, you can view the project in 317 project thread. Its name is Summerbright.

9
Downloads / Re: [Delta/317]CastleWars PvP [Delta/317]
« on: March 16, 2011, 12:26:59 am »
Delta is unstable, as are most winterlove bases tho.
Project Insanity to say the least is rather good, a lot to fix, but still better.
But yet Hyperion blows everything out of the water.

Delta is unstable because of its networking isn't hard to replace it.

Delta is unstable, as are most winterlove bases tho.
Project Insanity to say the least is rather good, a lot to fix, but still better.
But yet Hyperion blows everything out of the water.

There are a few winterLove bases that are stable, the one that comes to mind is Shard. I used it for awhile before I moved on to custom bases.
PI isn't really "good", it's just something that new people like to download, host, and call their own. Don't get me wrong, with an experienced programmer, PI could definitely be something special.
Hyperion is great for sure, but I haven't worked with it enough to have any familiarity.

Hyperion is like PI they're both ****, it needs alot of work. I'm working on a project insanity. Replaced its networking with my own.

Very nice. I'd love to play when you're done with it.

If I turn it into a public server yer, sure. Hardly done atm though, only on version 0.33 lol.

10
Tutorials / Re: [Hyperion] ShooAway [Hyperion]
« on: March 16, 2011, 12:10:46 am »
Theres nothing wrong with the conventions?

Quote
   @Override
   public void handle(final Player player, Packet packet) {//don't worry about it
      int id = packet.getLEShort() & 0xFFFF;//don't worry about it
      System.out.println(id);//don't worry about it
      if(id < 0 || id >= Constants.MAX_NPCS) {//don't worry about it
         return;
      }

should be:

Quote
   @Override
   public void handle(final Player player, Packet packet) {//don't worry about it
      int id = packet.getLEShort() & 0xFFFF;//don't worry about it
                //System.out.println(id);//don't worry about it
      if(id < 0 || id >= Constants.MAX_NPCS) {//don't worry about it
         return;
      }

Cba doing all but you get my drift.
Also you don't need to print the output on everything, thats why I commented it out.

11
Tutorials / Re: [PI] Woodcutting (Around 80-90%)
« on: March 16, 2011, 12:08:26 am »
nicee :D

Go in projects section for 317, check my new project 'Summerbright'.

12
Advertise / Re: Beastly Server! .:|-EpicScape-|:.
« on: March 15, 2011, 11:36:27 pm »
All NPC's added are tutorials. Rest is DSPK. I know this kid from rune-server.

13
Projects / Re: Project Orpheus
« on: March 15, 2011, 11:33:56 pm »
All I see is tutorials to be honest. Also project insanity is bad because of its networking and combat, sort them. Its a good server. Theres a few more problems but they're the major problems, both being able to correct them.

Please, show me where these 'tutorials' are. Considering this is a custom base, I highly doubt there are any (not that things can't be easily converted). And no, this isn't PI. Far from it.  :P

EDIT: Updated OP.

Let me look at source code and I'll tell you if I've seen it before. But this content your showing most of my friends have released. No offense, if you want some legit content I'll give you some and not tell anyone I made it?

14
Well make it stupidly hard to get Korasi, have enough lightning bolts being **** on me via RS.

Korasai's sword in this will be donated for. Same with primal, if they lose it. They lose it.

15
Are you going for an eco or spawn server?

If this does go into a server, economy.

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