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Messages - Slimshadyy

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106
Goals & Achievements / Farhieving
« on: March 19, 2018, 05:49:33 pm »
Still a long way to go, but a bit closer once again!




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107
Suggestions & Ideas / Upcoming Events Section on Forums
« on: March 15, 2018, 06:16:17 pm »
Since Jhonson started actively hosting events with some other mods then I thought why should we not give them more exposure on the front page of the forums.

Here is an example what I mean:



This could bring more inactive players back to the game which did only visited forums for the memes or can even bring new players to the game which would be interested to take a part of in these events.
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108
Help me! / Re: Codes for forum messages
« on: March 15, 2018, 12:40:32 pm »
What about this?

Custom Spoiler Title
[close]

Code: [Select]
[spoiler=Custom Spoiler Title]some test text[/spoiler]


EDIT: this is super ugly, gimme a min to fix it - done :)


What is this Nazi censorship?

Edit: Works now, but doesn't really fit with the Bright Forest Theme :(
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109
Help me! / Re: Codes for forum messages
« on: March 15, 2018, 11:16:59 am »
What about this?

Custom Spoiler Title
[close]

Code: [Select]
[spoiler=Custom Spoiler Title]some test text[/spoiler]


EDIT: this is super ugly, gimme a min to fix it - done :)
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110
Goals & Achievements / Maxed
« on: March 14, 2018, 04:34:32 am »
First of many goals as Ironman player has been achieved.
Big thank you for all of those who have helped me along the road.

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111
Buy & Sell / Market Section Updates (please read before posting!)
« on: March 11, 2018, 07:42:10 am »
Hello everyone, we will be making a few changes regarding the market section. The staff team discussed and agreed that our market section is cluttered with inactive threads, some even from years ago. We went ahead and removed all the out dated threads, anything that hasn't been updated within the last 14 days was removed. Why did we do this? We would like this section to be more player friendly so that you guys don't have to go through so much inactive threads.

In order to keep this section up to date we will be introducing two new rules.

1. Only one thread per user, there's absolutely no reason why anyone should create two threads, please just update the one you currently have active in the section.

2. Threads that haven't been updated for 14 days will be automatically removed, we will send a Pm or try to catch you in-game 1 day before we remove your topic so you're aware.

If you no longer need your thread to be listed in the section simply rename the subject to trash and we will remove it for you. All the rules in the following link still apply.
https://emps-world.net/forum/index.php?topic=3111.0
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112
Hey guys,

I've prepared a few changes and QoL improvements with this update. I've also dedicated some time into rewriting old systems to make sure certain skills in the game are enjoyable and convenient to interact with.

Slayer Partners
You are now able to share and complete Slayer tasks with one friend. You can setup your Slayer partner by right-clicking an enchanted gem. Once a partner is chosen it will be remembered until you pick a new one. When being close to each other kills count towards both of your kill count. Moreover, your partner gains 25% of Slayer experience from your kills. Happy Slaying! :D

Rune Emporium - Buying Runes
We've identified that the Rune store is quite a big target for macroing. Creating an auto-clicker to buy runes can easily be done and is also quite rewarding because of the restock rate. Therefore I am halving the amount of runes available in the shop and it now takes 10 seconds for the shop to restock 1 rune (previously 3s). I do understand that this is going to complicate the process of quickly getting runes, but I think that it's a solution that makes Runecrafting more attractive and solves an auto-clicker problem.

Fletching - Crossbows
You can now fletch crossbows. It is done by fletching different log types into crossbow stocks. These are combined with limbs (bronze - rune and blurite) to an unstrung crossbow. The unstrung crossbow needs to be combined with a crossbow string to create the final crossbow. Crossbow strings can be created by using flax on a spinning wheel, identical to how bow strings are created. The Fletching interface contains the level requirements for crossbows. Daily Fletching tasks now consider strung bows and longbows instead of unstrung ones. Crossbows have been excluded from the daily task list, because limbs can only be received as monster drops.

Interface Updates and Overhauls
Some interfaces have been overhauled and reworked to increase their usability. With this update I've also rewritten the entire fletching and hide crafting interfaces. You're now able to select options 1, 5, 10 and X properly throughout the entire item creation process.

I've updated the jewellery interface to ease the creation process of rings, necklaces and amulets. With this update the Crafting experience gained for jewellery has been increased by 20%.


When clicking on a furnace you'll now get an interface allowing you to pick the bar you wish to smelt. You can also still use the ore directly on the furnace.


Some Fletching and Crafting interfaces have also been overhauled:



Game changes:
  • Attack range of granite maul increased. It's now the same as spears and halberds. This makes comboing its special attack with other longer ranged weapons easier.
  • Instances for Kalphite Queen and Corporeal Beast have been fixed. They are now properly respawning. Moreover, recycled instance names (bandos instance named "test" and zamy instance named "test" for example) no longer interfere with each other and cause one of the instances to not work.
  • A bug was fixed where you could still gain combat experience when dealing 0 damage on a Slayer monster.
  • A bug was fixed where you had to click your enemy twice when swapping from a magic to melee weapon.
  • Clicking the Glacor is now working properly.
  • The run animations for santa and skeleton ring have been updated.
  • The smite prayer now drains 25% of your hit in prayer points instead of 20%.
  • Ancient staff now requires level 71 Magic and increases the cast range of all ancient spells by 2. Its bonuses have also been updated to be a tier 70 weapon.
  • A bug was fixed that didn't load POHs properly when eating while teleporting.

Engine changes:
  • Fixed an issue where the images of items wouldn't update when crafting green, blue, red or black dragon leather.
  • The quality of interfaces and sprites when using the framescale option has been increased. This change is visible the most at UHD or 4k screens.
  • Ground adjustment formulas for npcs have been overhauled. Larger monsters (dragons or larger) will now align better to the terrain.
  • A turn animation for players and npcs has been added when there is no movement and they are facing another entity.
  • The animation for climbing up stairs no longer blocks walking.

E-Mail Delivery Issues
I've received a few complaints that e-mails aren't being delivered properly. Checked the our mail server and gone through the configuration again. Should be working properly again, some configurations were outdated or missing. I'm receiving all mails on my google account and assume it's thus also working for others. Please let me know if you aren't receiving any mails from the Emps-World server and I'll have an individual look at why your mail provider blocks it.

I hope you're enjoying this update. It's mainly aimed at improving the game and fixes a few bugs. I'll now be starting to work on the next group challenge boss named Kal'Ger. This demon is going to drop new tier 85 melee weapons. :D

All the best,
Thomy


Updates of the 15th:
  • Ironmen can now accept aid. This was causing a bug when ironmen where tasking people to be their slayer partners.
  • Fletching crossbows has received fixes. You can no longer combine invalid combinations to create crossbows.
  • The ancient staff buff was too much - it's now a tier 65 weapon with the same effect though.

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113
Videos / Maxing an ironman
« on: February 22, 2018, 11:32:22 pm »




 ;D
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114
Hey guys,

Get your gaming PCs ready, I've added a HD water simulation! Just kidding, the water code runs fast on slow GPUs as well.

HD Water #2
I've overhauled the way water planes are calculated. This block will be a little technical, if you're not interested in it... just have a look at the screenshot below! I've created a water shader that combines the water texture with a ripple and reflection texture. This results in a dithered reflection of the game world in water planes. Moreover, there's also always only 1 water reflection. Meaning that if you're standing next to a pond and the sea, only 1 of the water areas is used for the reflection calculation. You shouldn't really feel that, because I'm smartly switching between water reflection planes depending on where you're closest to. In my next graphical improvements I plan to implement a sun along with a proper skybox and different light sources. This will allow me to give water reflections even more beauty by reflecting the skybox and sun.

I've developped the entire code on my laptop and tested it on an Intel HD chip (weak GPU) as well as on an NVIDIA GT 940M. Low quality reflections were no problem for the Intel HD chip and the NVIDIA ran both, low and high quality reflections without any issues. Nonetheless, reflections are disabled by default on slower GPUs, which are in laptops mostly. You can increase the water quality (and the quality of reflections) by increasing the Water Quality setting. It works the same way as the Shadow Quality setting.

Here's what the new water looks like:

Camera Usability
I've updated the way the in-game camera works. Moving towards a direction (x/y) now cancels out the opposite direction: You don't need to pause when rotating the camera from left to right or vice versa. You're now also able to move the camera's y angle further down. There is now a check for the camera to clip the terrain, so you can no longer view anything that is below the surface. Prior to the update it was impossible to stand on a hill or mountain and look up to your character.


Game changes:
  • Some issues with the following code have been fixed. There was a problem when using auto retaliate that would give you additional attacking distance when using ranged or magic. Another issue was fixed when attacking players with melee weapons having a greater attacking distance than 1.
  • The attack sound for spears has been fixed. Some attack styles had an incorrect one.
  • A bug was fixed where the death of bosses was carrying on their current actions. This was happening when Nex died during her flight animation, carrying the damage calculations to her respawn.
  • Operating items (games necklace, ferocious ring, amulet of glory, etc.) is now no longer possible while another action is done: agility, alching, etc.
  • A bug with instances was fixed where bosses would no longer respawn. This was related to the boss healing during death animation and the game not properly detecting the npc as dead since its hitpoints wasn't 0.
  • Auras now correctly cost 20EP.
  • The level requirements for Agility's daily tasks have been increased:
    • Wildy: level 80+
    • Brimhaven: 45+
    • Advanced barbarian: 75+
  • Weapon configurations for meat tenderizer have been fixed.
  • Slayer task messages including plural monster names have been corrected.
  • Glacors no longer randomly spawn their minions. There was a bug that they were respawned when Glacors were dead.
  • Having a spear equipped no longer bugs following NPCs and players.

Engine changes:
  • Disabling ground decoration no longer removes walls at the Karamja agility course.
  • Water and lava calculations overhauled.
  • The dart attack animation is no longer blocking movement.
  • A few performance issues with rendering the minimap have been identified and fixed. You should find your game running smoother now.

I'll now start working on our 3rd demon boss dropping new tier 85 melee weapons. It will again be a 4-man group boss challenge. After this boss I'm open for suggestions. I have the Summoning skill in mind, a more difficult firecape minigame (new cape!), a long quest or achievement diaries. I'll probably put a poll online to see which update gains most interest! You can already let me know in a comment below what you'd prefer though. :D

All the best,
Thomy
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115
Introductions & Farewells / Back again
« on: February 12, 2018, 11:57:49 am »
Hello everyone,

I have logged in yesterday almost after two years, wanted to see how was Emps doing, if it changed somehow and how's the stuff going in the community.

I had some good time I'd say. Back in 2016 I've gave away my whole bank, i guess it was something like 500M+ and left myself only with untradeables and some basic gear, like dragon.

I had good time because there was a guy that wanted to help me somehow to get back on my foot and he was so friendly. And because or him I the decision of coming back to Emps. Just wanted to thank him for giving me a warm welcome :)

I already have my introduction and farewell in these links:

https://emps-world.net/forum/index.php?topic=13956.0

https://emps-world.net/forum/index.php?topic=17317.msg137277#msg137277

Thanks if you took time to read this :)
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116
Introductions & Farewells / Re: Shady is back
« on: February 01, 2018, 10:26:11 pm »
Nice to see you playing again.
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117
Introductions & Farewells / Re: Shady is back
« on: February 01, 2018, 07:36:38 am »
Welcome back buddy
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118
Hey guys,

I've got a few interesting game changes ready and am proud to present our 3rd group boss to you: Yk'Lagor. Who is dropping brand new level 85 Magic weapons.

Shield Specials
I've added a new button to the attack interface, the Shield Special ability. Different shields will now have different abilities that aid you in combat. Some shields already had abilities (spirit shield, dragonfire shield), which can now be used by clicking that button. By default every shield has the Taunt ability. I will now explain all shield abilities currently available:
  • Taunt: Forces an npc to attack you for a certain amount of time. I recommend reading the next section for more details about NPC aggression.
  • Protect: Protects you from all damage by a given amount of time. Spirit shields have this effect and its duration is 2.5 seconds.
  • Dragonfire: Fires a dragon breath at your enemy.
  • Freedom: Breaks all freezes and gives you freezing immunity for 2.5 seconds. Chaotic kiteshield (newly added) currently has this ability.
  • Elemental boost: Gives every elemental spell from the normal spellbook a +2 base damage boost.
The duration of a shield special can be seen at the number, which is in the brackets near the effect name. So for example Taunt [20] means that you can taunt an enemy for 20 seconds. Taunting has no cooldown, but it comes at the cost of having to skip your next attack.


NPC Combat Target
With the ability to taunt npcs, I've also changed the way they behave during combat. Especially the target switching code, because I have to make sure that taunting npcs cannot heavily be abused and doesn't create any strange scenarios. I'm summarizing the way npcs behave during combat in the list below:
  • New targets are selected every 4 seconds. That is about 1-2 attacks before trying to find a new target.
  • New targets are always selected if the current target cannot be attacked. That happens if you try to run away from an npc, died or teleported away.
  • Taunting gives 2 seconds complete immunity to target switching. Also if you teleport away, die or are too far away!
  • Taunting gives complete immunity to random target switching. The npc won't start looking for new targets as long as it can attack you.
  • Taunting an enemy gives them taunt immunity for 10 seconds.

Yk'Lagor
Deep down the depths of the Asgarnian dungeon a new dangerous foe has appeared, Yk'Lagor. A thunderous demon that's supposed to be fought in a group of 4 people. Every participant (up to a maximum of 4) gets a drop from the boss and could be lucky to get the new level 85 Magic Demon wand or Demon orb.



Engine changes:
  • Projectile angles smoothened across travel time. They'll no longer flicker and change their rotation angle quickly. An animation downscaling bug was also fixed. Projectiles animations will now also have smoother animations.
  • Defensive autocast button added.
  • The way objects are adjusted to the ground has been improved. It's a visual upgrade for rocks, tree stumps, etc. on the floor.
  • Certain buggy triangles flying in the air have been removed. They existed in Camelot, Ardougne and Edgeville.
  • I've improved the way objects are loaded when a new map is loading. I wasn't really satisfied with the results of trees shortly flickering and then switching to their stump state. The same thing was happening to rocks. I've updated the game to try to avoid such scenarios and it's been working really good so far. You should see less objects flicker when their state is changed. The ::reloadmap command was also overhauled and is now handled by the server instead of the client.
  • The smithing interface now has a 'Smith All' option.
  • Experience gains are now properly added up. If you're fighting lots of enemies with a multi target spell you'll now only see 1 experience drop per game tick instead of one per hit.
  • The animations of floating rocks in water have been fixed.
  • The minimap icons of trees and rocks have been updated. Some were missing and the information also wasn't shown on the map viewer.

Game changes:
  • Spam-clicking stairs in POHs can no longer bug your character and place you on top of roofs.
  • Spectrals now pause their attack when you're starting to attack another player in the wilderness. This fixes an issue where the attacked player couldn't fight back.
  • Spectral equipment lost on death, that hasn't yet been degraded, will no longer turn into coins, but Spectral energy. This was a bug before the update.
  • A bug was fixed where teleporting enemies would leave unclippable spots behind. An example of this happening are Abyssal demons, which would stop walking around after a certain amount of time.
  • Shenven can now assign all monsters available in her dungeon.
  • Most of Shenven's cave are now a multi combat zone. Gladiators, Dark beasts and half of Abyssal demons are still single combat.
  • The experience gains for multi target spells / effects (ancients & chin chompas) have been reduced to 20%. I do realize this is a really harsh nerf, but the amount of experience you can get without having to use any additional resources is just way too big. Especially with recent changes introducing new multi combat areas.
  • The hits of multi target spells / effects are now instantly shown instead of 1 game tick later.
  • Abyssal demons have slightly been buffed (2 maxhits and ~10% accuracy). They were too weak for a level 124 opponent. Still hitting nothing on me when using protection prayer and decent gear. This is a change aimed at long trips without any sustain.
  • The usability of melee weapons with larger hit distances has been improved. You'll now stop before your opponent whenever they can be reached and eating also no longer moves you towards your enemy.
  • Chaotic kiteshield can now be bought with Slayer Points.
  • Broken Torva, Virtus and Pernix can no longer be equipped. The broken parts could still be equipped but gave no bonuses. To resolve the confusion of the items still being usable, they now simply can no longer be equipped.
  • Archers around Barbarian village can now drop studded (g/t) bodies and chaps.
  • The heraldic drop table of clue scrolls now contains green and blue dragonhide (g/t).
  • Autocast spells no longer reset when relogging.
  • God capes now require level 60 Magic to be worn.

Please let me know what you think of these changes! Especially how it feels to be able to taunt and tank monsters. Is it useful? Do we need more items or more techniques for it to become more useful? Let me know! :)

All the best,
Thomy



Changes and Fixes of the 9th:
  • Hundig slayer tasks have been fixed.
  • Yk'Lagor can now be assigned by Shenven.
  • Yk'Lagor no longer has a lifesteal bonus except for the last stage. The chance for spawning a random minion has been adjusted. Randomly spawning minions during the fight has been reduced by 2.5% and the chance of spawning a Ranger is now 2/3. This change doesn't affect the spawns of phase changes (jumping into the middle).
  • Items dropped on death are no longer inside the boss area of Yk'Lagor, but outside in the lobby.
  • A bug in the code of following NPCs was fixed. This also fixes a problem where you would still move towards your enemy when attacking with a spear.
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119
Showcase / Graphics
« on: January 13, 2018, 03:12:59 pm »
Okay hi
I'm selling any type of graphics, reply to me on this topic on how you need the design to be like and I'll design it, you don't have to see any examples of me. You say it, I do it, you choose whether to buy it or not.

Charges are just in-game moneyz..
We'll make the price.



Paid/Unpaid

Jhonson101
Status : PAID

Ameer
Status : UNPAID

Iron Corne
Status : UNPAID

Namnori
Status : PAID

Boejuh2
Status : PAID
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120
Showcase / Re: IRL pictures thread
« on: October 30, 2017, 10:06:38 pm »



Made myself a mod crown, first time using a plasmacutter, nerd ik.

Do you know this guy ?
https://imgur.com/PtXpD1n.png

I don't know if its only me, but you look alike lol
Imo he looks more like the guy from Jimmy Neutron

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