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Messages - Back At It

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1
Resolved Bug Reports / Re: Serious bug!
« on: August 17, 2015, 11:12:59 am »
Deandam7 and me were testing this bug on world 3, and found something interesting.
When I used Zuriels as armour and Deandam7 used the same set as Emps_Loover was using during his fight, Deandam7 lost his helm, but kept his body+legs+ags.
The strange thing was here, that Deandam7's statius helm was on the floor where he died, and he was able to pick it up again.
The fight after I asked Deandam to leave the helm on the floor to see if I, the one with Zuriels, was able to pick it up after a period of time. I waited for 5 minutes, but no Statius helm appeared to me.

This didn't happen when we fought with Melee vs Melee.
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2
Resolved Bug Reports / Re: Cure Plant
« on: August 14, 2015, 01:58:40 pm »
You'll no longer be disconnected when doing that. Though, the spell still doesn't exist.
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3
Resolved Bug Reports / Re: Bank scrollbar and active spell bugs
« on: August 05, 2015, 09:34:00 am »
Will be fixed, thanks.
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4
Update Notes / Updates 07/08/2015 & 08/08/2015
« on: August 02, 2015, 08:29:05 am »
Changes of 08/08/2015:
  • Dragon scimitar special attack nerfed. The special attack no longer drains any prayer points.
  • Zgs special attack nerfed. The special attack no longer disables your opponent's prayers. Imho disabling prayers on such a strong weapon makes it superior to any other godsword and we don't want superior weapons. The special attack now binds your opponent for 25 seconds.
  • Dragon mace special attack now ignores your opponent's protect from melee prayer.
  • A bug was fixed where you randomly disconnected in the wilderness. I assume it's the same bug that was causing global disconnects on several places. Restarting your client will fix this problem once and for all!


Hey guys,

Following things have been updated:
  • IMPORTANT: I've added a proper versioning system that will no longer allow outdated clients to connect, upon certain updates. With this mechanism I want to avoid problems like people seeing new items as clue scrolls because of their client being outdated! You may eventually come across a message, at the login screen, which tells you to restart your game. Not much to do for you, just close the game client and start it up again!
  • Female bandos helm appearance was fixed. The helm is no longer floating in the air.
  • The new GWD items have received proper examine messages.
  • When opening your bank, your tabs will be reset. That means, that opening the bank always opens the default tab, which contains all items.
  • A bug was fixed, which turned spells invisible when clicking on them.
  • Guthix, zamorak and saradomin mjolnir fixed. They now act as 2h spears.
  • The destroy item screen has had its models fixed on vbo mode.
  • The shop interface has received a search option and can contain an infinite amount of items now. We've also merged the two Donation Point Exchanges into one. Here's a screenie (my cursor was on the dragon staff when I took it):
  • Anger sword, mace and donator blades have had their idle animation updated. The sword's position on your character have been fixed and do no longer float some what in the air.
  • 2h swords (bronze - dragon) have had their size increased. They look like big and mighty swords now, rather than miniature versions. Here's a comparison picture:
  • 2h sword's weapon speed has been buffed. (godswords remain untouched). Normal 2h swords are now attacking slightly slower than godswords. The same update also applies to spears, war hammers, halberds and dharok's axe. Their attack speed is the same as 2h swords. Donator blades now attack as fast as godswords.
  • Donator items (whips, blades and dragon staff) no longer require any level to be worn. Their stats scale with your Attack or Magic (dragon staff) level up to 70. They work the same way as sacred clay items and that means, that you can use donator items effectively at any level.
  • Zamorak and Bandos godswords special attacks now require 50% special attack energy. Zgs' special attack now disables all your opponent's prayers on top of a 15 second binding.
  • Dragon scimitar special attack updated. It disables all your opponent's prayers AND instantly drains all your opponent's prayer points.
  • Donator blade attack speed buffed, it's equal to godswords now. Blades will be 0.5 seconds faster as they used to be.
  • Halberds gained additional attack distance. You can now be 1 step away from your target while attacking it. Sounds complicated? Here's a screenshot of the mechanic:

    I'm standing behind a tree and can reach the Green dragon, whereas the dragon cannot reach me!
  • Monster's praying values have been equalized with players'. When a monster prayers against a combat style, 40% of the damage will be reduced. Just fyi, KQ and Corporeal Beast have protection prayers.
  • Vesta's spear special attack updated. Instead of dealing 70% at once and 30% split up in 2 delayed hits, the attack now does 90% at once and splits the remaining 10% into 2 hits. That way the spear becomes much more lethal upon its first hit. The total damage remains the same.
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5
Resolved Bug Reports / Clan chat things that need fixed.
« on: July 22, 2015, 06:15:46 pm »
Clan chat things that need to be fixed.
-   /Lock does not always work (Maybe because the user joined from a different world.)
-   /lock does not keep the clan chat locked (once you logout.)
-   /kick (username) does not work -- if they are in a different world.

Edit: Maybe make is so the clan owner can set a defined whitelist for current clan goers to join at free will, while the clan chat is set to /Lock.

Reason I'm reporting these because clan chats keep getting bombarded by users that want to be annoying, thus ruining clan chats. Also, pking clans they cannot keep unwanted spies out of a clan chat!

Thanks Thomy! :)
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6
Suggestions & Ideas / special attack
« on: July 17, 2015, 09:19:20 am »
so idk whats it called but for example when u pot up or venge it shows u when next time u can venge or how long the potion lasts.. so i was wondering if special attack could be seen at the same place as % how much special attack u have left.. this would be good for example when ur wearing something which doesnt have special attack..
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7
Goals & Achievements / Congratulations to our newest administrator
« on: July 03, 2015, 01:14:34 pm »
Eliminator You're a fine young man.
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8
It's a feature! Higher level staves prevent runes. Staff level req / 2 is the preserve chance in %.
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9
Resolved Bug Reports / Vbomode
« on: June 26, 2015, 04:25:28 pm »
Last time I logged in it was still going on idk if fixed.
If you have vbomode on and go to a duel area, you can't set off gear in a stake. Like capes, swords,plate legs. You could not set them off with vbomode on or you just didnt see if they were already set off.
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10
Suggestions & Ideas / Improving the wiki load time.
« on: June 25, 2015, 07:32:28 am »
Have you gone to the Pricelist? Oh, I'm sure you have! Now have you noticed the load time? Yeah, the load time is around 10.62 seconds. The wiki is slow, and some pages have load times exceeding 10 seconds.  This is because the page is loading every image individually. By each image loading individually increases your bandwidth usage. Why? It’s simply because your browser has to establish a connection to the server for each image request. The solution for this would be to use Sprites -- basically one image containing multiple images.  This means only one image needs to be loaded, and it greatly decreases the load-time of the pages. 

My suggestion is to enable CSS image sprites on the wiki, which would allow us to implement Sprites and speed up wiki navigation.


By using the following sprite it will significantly reduce the number of server requests, also will save bandwidth! To download this image it would be around 433ms... What?!?! Yeah I know that would increase page load by a lot.
Image we would use for the sprite:


Premade css sheet:
http://pastebin.com/zbW1ZfgD


What are CSS Sprites?
"Spoiler alert: they aren't fairies that write your stylesheets for you. I wish. In short: CSS Sprites are a means of combining multiple images into a single image file for use on a website, to help with performance.

Sprite may seem like a bit of a misnomer considering that you're create a large image as opposed to working with many small ones, but the history of sprites, dating back to 1975, should help clear things up.

To summarize: the term "sprites" comes from a technique in computer graphics, most often used in video games. The idea was that the computer could fetch a graphic into memory, and then only display parts of that image at a time, which was faster than having to continually fetch new images. The sprite was the big combined graphic.

CSS Sprites is pretty much the exact same theory: get the image once, and shift it around and only display parts of it. This reduces the overhead of having to fetch multiple images.

Why use CSS Sprites?

It may seem counterintuitive to cram smaller images into a larger image. Wouldn't larger images take longer to load?

Let's look at some numbers on an actual example:


That adds up to a total of 14.38KB to load the three images. Putting the three images into a single file weighs in at 16.1KB. The sprite ends up being 1.72KB larger than the three separate images. This isn't a big difference, but there needs to be a good reason to accept this larger file... and there is!

While the total image size (sometimes) goes up with sprites, several images are loaded with a single HTTP request. Browsers limit the number of concurrent requests a site can make and HTTP requests require a bit of handshaking.

Thus, sprites are important for the same reasons that minifying and concatinating CSS and JavaScript are important."

If my suggestion gets implemented then I will make a post on how to use them! Until then you'll have to wait!




The wiki is now using css image sprites the new load time is 2 seconds thanks to the wiki contributors efforts!!!

Locking this due to the fact that it is no longer needed.
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11
General Discussion / Re: Falador... Where everybody belong
« on: June 07, 2015, 09:24:16 pm »
The place where the rich and the poor were divided by a fence,  and there was no room for people to stand,  so everybody stood on top of each other,  and then you right clicked,  and there were 8 people on the list,  and you had to trade all of them to find the guy who was selling or buying what you wanted. Oh,  how we miss Falador.
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12
Screenshots / Re: Martin is doing me!!!
« on: May 30, 2015, 01:22:56 pm »
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13
Events / The official emps-world hunger games
« on: April 23, 2015, 05:05:41 pm »
Congratz Simonyoda3 for winning the first hunger games

Please read the topic very carefully!

After some testing we're happy to announce that the hunger games are gonna come to emps. This will be a survival/pvp based event in which 24 players can participate. I plan to host these on a monthly basis, date and time will be announced later. The games will mostly be a test of how well the players know and can travel around the wilderness, picking up resources they could use to gain an advantage. You'll enter with a set of tools so that you can gather materials and turn them into gear, the rest is entirely up to you. As for the prizes, the winning team will recieve 1b cash. Which will be split between the two if both are still alive.

Rules
  • You are not allowed to leave the wilderness
  • No using the teleporting obelisks inside the wilderness
  • The last team or person alive will win the games
  • You're allowed to kill everyone, including your teammates

There will be a total of 24 spots. You can enter as a team or alone, if you enter alone a random participant will be assigned to you. If you have participated in the round before the next one, priority will be given to others as access is kind of limited. To enter send a pm to this link, once you're a registered candidate you'll just have to wait until the next games start. You will pay the entry fee before entering the games.

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14
Goals & Achievements / Welcome to the team
« on: April 17, 2015, 05:17:20 pm »
Back at it :)
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15
Update Notes / Updates 16/04/2015
« on: April 13, 2015, 01:50:17 pm »
Hey guys,

I got quite a lot stuff changed for today. Please take your time and read through it. Some changes are really important!

We're trying to make PvP more popular. The current combat system works perfectly fine for PvM, but the hits are just too high for PvP. We're therefore nerfing some strength bonuses of high level equipment. On the other hand we'll also decrease some monster's hitpoints so that PvM won't become more difficult. On top of that, we're buffing special attacks to make PvP more exciting!

Following things have been updated:
  • IMPORTANT: Untradeable items are lost during PvP fights in the wilderness. However, if you die versus a WildyWyrm without having fought a player, you will still be able to pickup untradeable items (e.g. void knight armour). Simply said: If no other player gets your item drop in the wilderness, you can pickup your untradeables again, else you lose them. You can still pickup untradeable items everywhere and all the time outside the wilderness!
  • IMPORTANT: Teleports now block incoming hits. Whenever your teleport starts, you cannot die anymore. The only exception is if a teleblock successfully hits you during your teleport animation. That will still cancel your teleport.
  • Thrown equipment and karil's crossbow are now 0.5 seconds faster.
  • An important bug was fixed which caused the (e) bolts effect occur with a 12.5% chance rather than 25% which was always intended to be.
  • A sound bug was fixed where it would only play on full volume, although it's far away.
  • Following monster's hitpoints were changed: (from --> to)
    • KBD: 720 --> 500
    • Chronozon: 1050 --> 850
    • Smoke demon champion: 500 --> 400
    • Kree'arra: 450 --> 380
    • General graardor: 410 --> 380
    • K'ril tsutsaroth: 430 --> 380
    • Jad: 468 --> 400
    • Chaos elemental: 431 --> 330
    • Frost dragon: 275 --> 200
    • Mithril dragon: 240 --> 190
    • Brutal green dragon: 195 --> 165
    • Black dragon: 190 --> 150
    • Red dragon: 157 --> 128
    • Blue dragon: 117 --> 103
    • Green dragon: 89 --> 82
    • Steel dragon: 220 --> 175
    • Iron dragon: 173 --> 147
    • Bronze dragon: 125 --> 108
    • Ice strykewyrm: 190 --> 174
    • Spectrals: 450 --> 342
    • Corporeal beast 1st form: 450 --> 304
    • Corporeal beast 2nd form: 700 --> 531
  • Amulet of str (t), amulet of magic (t) and amulet of ranging strength bonus lowered from 15 to 12.
  • Culinaromancer gloves nerfed (Barrow, dragon, rune, ... gloves). Barrow gloves now give +6 str in all combat styles. Dragon gloves give +5 and rune gloves +4.
  • Bandos, Armadyl and battle robes strength bonuses nerfed. Chest and legs now give +4 strength bonus. Boots and helm/hood give +3 strength bonus.
  • Dragonfire shield strength bonus nerfed. It now gives +4.
  • Fighter torso strength bonus nerfed. It now gives +4.
  • Third age armours buffed. Every armour piece now gives +1 strength bonus. Chest and legs give +2 strength bonus.
  • Ancient armours strength bonus nerfed (vesta, statius, zuriel, morrigan): Chest and legs now give +8 strength, helm +4 strength.
  • Your equipment screen now shows bonuses for prayers and void knight armour. These bonuses are no longer invisible to you:
  • Due to the strength bonus changes, we're buffing some special attacks: (from --> to)
    • Dragon dagger: 95% --> 105%
    • Vesta longsword: 125% --> 135%
    • Vesta spear: 130% --> 145%
    • Statius warhammer: 110% --> 130%
    • Morrigan javelin & throwing axe: 125% --> 135%
    • AGS: 120% --> 131.25%
    • SGS, ZGS, BGS: 110% --> 125%
    • Seercull: 110% --> 115%
    • Magic shortbow: 85% --> 100%
    • Saradomin sword: 100% --> 110%
    • Dragon claws: 105% --> 110%
    • Dragon 2h sword: 115% --> 125%
    • Granite maul: 95% --> 105%
    • Abyssal whip: 100% --> 110%
  • God bow arrows now give equal Range strength bonus as Dragon arrows. God arrows special effect buffed, it now hits 1-5 instead of 1-4.
  • Vambraces now give Ranged strength bonus.
  • Dragon bolts (e) special effect buffed. It now does up to 25 damage (it did 20 before).
  • Onyx bolts (e) special effect changed. It now hits up to 25 damage and heals you for 20% of your hit.
  • Darkbow attack speed reduced to 4.5 seconds down from 7 seconds.
  • Vesta spear now does 90% of its special attack immediately (used to be 70%). The remaining 10% appear half a second later as 2 separated hits.
  • Spear and staff attack/block animations updated.
  • Revenants nerfed. They now hit 10 less and more 0s.
  • God capes are no longer being dropped by any monster (zamorak, saradomin and guthix cape). They will be re-added when they've become rarer.

I've also updated the client's ::multicore command. Please check it out and tell me by how much your fps rate increases! (::fpson / ::fpsoff)

Last but not least some information for the GE. As you all know, the Grand Exchange isn't an easy system. We've been testing it during the last few days to ensure that we find all possible bugs. So far, we've already found and successfully a duping bug. I hope you understand, that I can't release the GE without knowing for sure, that it doesn't contain any major issues! That's why it takes so long to get it into the live game.

All the best,
Thomy
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