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Messages - Hi Im Ethan

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1
Clans / Re: Bigdicks - Ironman clan
« on: December 22, 2020, 04:37:08 pm »
Wishing all my Bigdick friends a very Merry Christmas, give your loved ones the gift of a Bigdick presence this Christmas :)

Merry Big Dickmas to all my big dicked homies in 2020 :)
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2
Events / Re: Emps-Competitive: Season 2
« on: July 16, 2020, 07:52:25 pm »
500 Demon bosses and Nex.
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3
Events / Re: Emps-Competitive: Season 2
« on: July 01, 2020, 07:07:57 pm »
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4
Events / Re: Emps-Competitive: Season 2
« on: June 22, 2020, 08:18:27 am »
http://prntscr.com/t45k1h
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5
Hey guys,

Today's update a bit of a larger one with a lot of new features and improvements! Collection Logs have found their way into the game offering you a way to check which unique items you've already collected. The clan chat system has received a major (database) overhaul and now supports display names in the online list. We have a new map viewer interface that also works on the software renderer. I've also rewritten the code that determines how objects are aligned to the floor resulting in much cleaner ground alignments of rocks, trees, cave entrances, fences, etc. I have reviewed and reworked multi areas in the wilderness to make solo content fairer and certain areas less risky. There have also been some engine tweaks over the previous weeks improving and fixing some fps issues in various render parts. You can read the shadow part later in the patch notes if you are interested in the technical details.

Collection Log
Some of you may already have spotted the Treasure chest icon within the Quest tab. It's a new feature called Collection Log. This interface shows you a list of activities that give unique items. The Collection Log tells you how many unique items you collected. I couldn't pre-fill it with all items you've received in the past because some of them can be traded with other players and it is impossible to track an item back to its roots. So only unique and untradeable drops have been added to your Collection Log. Let me know if you think some items are wrongly placed or missing! This is automatically generated from npc drop tables, shopping configurations and minigame drop tables. Here's what it looks like:

Please let me know what other activities or monsters could be added. Also good luck on trying to fill your Collection Log!

Clan Chat Display Names
It has taken a while but I have finally taken the time to rewrite the internal clan chat system to support display names. It was impossible to get different names for user accounts into the old system because it was heavily relying on the user's name for pretty much all operations. The new system will now update a user's display name in the online list as well as clan owners. Clan chat lists are now also alphabetically sorted prioritizing higher ranks first. This counts for the online user list in clan chat tab and the configuration menu with member and ban lists. I had to write a converter to move database data from the old to new system. It worked fine in my tests but let me know if something is missing in your clan chat!

Map Viewer Interface
The map viewer has always been a little bit of a buggy and unfinished project. I've taken the time to rewrite some parts of it and to create an interface where the map background is rendered. You also have a few options to add additional layers or change what is displayed. The worldmap viewer now also works with the software renderer. It might be a bit laggy but it will open and be usable. Here's an example:


Ground Alignment Code
I've reworked the code that aligns models to the floor. That includes items, objects and npcs. I've found and identified several issues on bridges where it wouldn't work properly with determining the correct height. So before the update you'd have items floating on top or beneath of bridges. I've also improved the code that aligns objects to the floor. A good example for this algorithm can be seen on the picture below:

The oak tree is the same model internally but depending on where it is placed it will align differently to the ground. This code was in the game before but it just didn't work well for large objects or on uneven terrain. This change will improve the visual quality of many areas throughout the game.

Wilderness Multi Combat Areas
I've updated multi combat areas in the wilderness because they were quite outdated. The default multi combat area code for eastern and northern parts was removed. There is now multi zones for following areas:
  • Bandit Camp and Dark Knight Fortress
  • North of GE up to Chaos Temple including lava spots
  • Bone Yard and Graveyard of Shadows
  • Western part of mage arena
  • Frozen Waste plateau (lunar teleport area)
  • Revenants cave (except for entrance areas)
I will be having a look how these new multi areas perform but I feel like this is a fairer approach for the wilderness. The spawn locations of Kolodion have also been updated ensuring he spawns in multi-only zones. There are a few new spawn locations but they shouldn't be difficult to find with the hints given.

Shadow Quality and Performance
There have been several improvements to the shadow rendering code. The shadow frustum now moves with your player in order to give your currently rendered scene more shadow pixels. This isn't perfect but quite an improvement to how it was before. The (imaginary) sun position for casting shadows has been moved up to give the scenery a more natural look. For those interested, I have added a calculation for the shadow frustum to be around the current player coordinates instead of the entire loaded map. This gives the shadow render code more pixels for geometry, especially on lower quality settings. I have also removed the very large shadow maps of 8192x8192. Shadow resolutions are now always 1024, 2048, 3072 and 4096 for low, medium, high and very high settings. With this update I can change the light direction easier and theoretically support a day and night cycle at some point. ;)

Game fixes / changes:
  • The climb animation for entering Nex lair has been improved.
  • The timer for sharing potions when using stat share spells from the Lunar spell book have been increased from 1.5 to 4 seconds. That means that you cast the spell and have 4 seconds to drink a potion that will be shared with players around you.
  • K'ril Tsutsaroth's double slashes no longer hit everyone in the boss room.
  • A bug where Rod of Ivandis, Crystal shield and Crystal bow wouldn't degrade correctly was fixed.
  • Salamanders can now be noted.
  • Abyssal cannon now works with the Abyssal master aura.
  • The game no longer applies a hit delay for the granite maul special attack when activating its special attack before attacking an entity.
  • The cost function for repairing items in your house has been adjusted and fixed. Smithing levels can no longer have a negative impact on repair costs. Moreover, the repair function has been changed which will make repair prices overall more expensive than they were before. The previous -35% cost reduction was just way too much. You now get up to -6% cost reduction from the repair stand (higher level = better) and up to 8% cost reduction from your Smithing level.
  • The rune requirements of several Lunar teleports have been fixed.
  • The gates leading outside of the Barbarian agility course can now be opened.
  • Walking through double doors that automatically close has been optimized.
  • Spamclicking Firemaking no longer cancels your current lighting fire animation. Ironmen will now also get their ashes from their burnt out fires.
  • The Lunar spell NPC Contact has been fixed. You can now correctly use all dialogue options without them mixing or bugging out.
  • Animation and spawn code of Mutant tarns has been optimized. The transformation happens faster and they (hopefully) should no longer get stuck. I have also added 2 additional Mutant tarns to the spawn area.
  • The fly animation of Kal'Ger has been reworked to better reflect his current position.
  • Armour case in POH can now be used to store shields and defenders.
  • Yk'Lagor has received a few adjustments to its drop table and combat mechanics. There is now a delay of 2 seconds for spawns before they start attacking. Their health and attack range has also been reduced. The heal of Necrolord is now 5-25 instead of flat 25. These changes won't necessarily make the fight easier but make it more convenient and easier to play the actual boss mechanics.
  • There are now 2 Agility shortcuts for the upper Kalphite queen lair.
  • Chalkos, Sidero, Atsali and Chrysos bars can now be used to repair their corresponding smithable equipment. One bar counts for 125% of their bar requirement when smithing the original item. That means that a Chrysos platebody (5 bars to smith and 20,000 charges) can be repaired with 1 Chrysos bar for 5,000 (20,000 / 5 * 1.25) charges. Broken equipment cannot be repaired with bars. They will require a full repair.
  • A bug was fixed where it was possible to train skills while being in combat.
  • You can no longer get yourself stuck when planting while standing on a Farming patch.

Engine fixes / changes:
  • The floor rendering code has received some performance improvements. There was no check to not render areas that cannot be seen. The roof removal code was also improved to only remove roofs that are close to your camera.
  • Farming patches are now shown on the worldmap viewer including their location and vegetation details.
  • Further performance improvements determining what to render and what not have been made to large rendering distances. This improves fps rates and performance for large rendering distances.
  • Dragged items are now always shown on top and only appear in the interface where they can be dragged. If you dragged an item out of the bank interface it won't be shown telling you that this action isn't possible.
  • Improvements and fixes have been made to the ::flushmodels command. In rare instances it could crash the game if used in quick succession.
  • The scaling mechanism for images has been improved. It was moved from the CPU to the GPU which now draws the image in full quality and resizes it afterwards. This results in sharper overall images, especially for smaller ones found in spell books, potion timers or name icons.
  • Several models in the Dagannoth cave have been properly aligned to the floor.
  • I've rewritten some core rendering code which allows the game to not pause when the window is resized or moved. Sometimes these events would have been detected as false crashes.
  • The WatchDog popup has been reworked. It now has a "send crash report" button which automatically sends the crash report to me so that I can investigate and fix the problem. If the game cannot restore itself to a working state closing the WatchDog popup will also close the game.
  • Chatbox has an opacity slider now. Some sliders now also show their percentages when hovering over them.
  • The right-click menu can now show up to 128 items instead of 25. With this change the right-click menu now also supports scrolling when too many options are available. You can scroll through it by hovering the top or bottom of the interface.

I've received quite some feedback lately that new bosses our PvM content would be welcomed. I'll try to focus on new PvM content on the next update. This one has been a lot of utility changes, internal cleanup and improvements.

All the best,
Thomy





Patch notes for June 16th / 17th:
  • Fires can now be seen by everyone again.
  • A few issues with Collection Log interface have been fixed. Several new items and npcs were also added. Thanks for the instant feedback!
  • Vyrewatch can now also drop third-age armour.
  • K'ril Tsutsaroth multi attacks have been fixed. They should no longer hit the entire boss room.
  • Dropped items now show amounts up to 2,147M.
  • Construction song has been added to the music list.
  • Several adjustments have been made to the clue completion code. It should no longer create steps that cannot be completed because multiple clues steps are trying to trigger and block each other out.
  • The ropeswing Agility obstacle is no longer a 100% failure.
  • Completionist cape no longer requires 100 Kolodion kills. Since Kolodion was marked as a boss the Completionist cape thought you also need 100 and not 25 kills.
  • Astral runes can be smithed again. In fact using any ore or item on furnaces is once again possible.
  • The music player has been fixed. Sometimes songs would not play or the game didn't know the current sound / music setting
  • Team balancing in Emps-Wars has been improved. This also affects the HP calculation of bosses. The impact of high/low combat level has been reduced meaning that lower combat levels count more towards the team's total strength. An issue with the lobby interface has also been fixed.
  • A bug which would not trigger the lap completion of wilderness and barbarian agility arena has been fixed.
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6
Events / Re: Emps-Competitive: Season 2
« on: June 12, 2020, 07:52:36 pm »

7
Events / Re: Emps-Competitive: Season 2
« on: June 10, 2020, 07:58:35 pm »
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8
Events / Re: Emps-Competitive: Season 2
« on: June 09, 2020, 06:40:39 am »
https://imgur.com/T64C8Pg


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9
Screenshots / Re: Emps-World Meme Center
« on: May 02, 2020, 08:53:12 pm »
Thomy after iwill beat u got 250m invention xp
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10
here is the feedbacks from your previous suggestion:
because then people will risk nothing and there will be no reason for anyone to go into wildy while risking something making the wilderness obsolete.

u can pk in al kharid if u want to pk without losing anything.

then again, pkers would still want to make money, but when you come with void, d def and all kinds of untradeables and u keep em all once u die, means u dont risk anything, do u? i get your idea but its not complete, why would anyone with a high risk want to fight against someone who barely risks anything?
i dont know too much about pking, but im fairly sure nobody doesnt really wanna fight against a dude who comes with untradeables and wont get anything for a kill.

That would turn it into Void fights only, I doubt anyone would really risk his items against a set that is already powerful yet can't win anything from it / cause you to lose it.
" We will be risking Whip, ags for spec and so on " yes you'll be risking these items however the person you're fighting will be risking the same items, add to that his set which makes it unbalanced between both.

void wont revive emps pk
for a fact.

sorry but i dont still understand your english from time to time or what are you exactly trying to say,
your idea is good only from your point of view when you know you're just going to die a hundreds of times before u get better and start killing someone, u can't get the point from another person who actually kills you and gets nothing,
again, your idea is good only from guy's view who dies not who kills, you need to develop the idea to actually make it worth for someone to even fight you cus rn it really isn't worth to fight basically no matter what u bring with u besides void and stuff
the pker could get some money, void items could go into a broken state and you gotta repair for money like in rs for example
you have to explain your idea better not just say what is good and how to improve pking cus u dont improve pking by just saying this will be good and improves pk, how it improves it? what can be done so people would actually want to kill voiders, what do they get for it? maybe money, maybe more blood coins or whatever.

Just to make it easier to you to understand why we are against such ideas,
Your limits is Void, therefore you're asking to have the chance on keeping it instead of spending another 2 hours at pc to get a new one
However imagine another person who wants to pk with Torva, if we make such change then we are forced to get him to keep his torva as well as I am sure it takes more than 2 hours of nex to get that set back, so he should be respected as well.

as you mentioned before " Pvp servers " which we are not one, we are forced to work for our items ( Pc to get void or pvm to get another items as well )
the only way to not risk anything during a fight is by fighting at duel arena / desert wilderness, otherwise you're just making it unbalanced between you and the person you're fighting.
You get to keep 75% of your items, when he loses everything eventho he worked way harder than you just spending 2 hours at pc.

no matter how much Thomy puts effort in implementing features to get players to pvp... the end result is always pretty much the same. Our current player base just doesn't seem to be interested in pking... just by looking at our recent emps competition... it gives a pretty clear picture that nobody is motivated even though we had an exclusive reward for the winner
Unless we can add a feature for players to spawn pk equipment that's untradeable but that will also have a negative effect on pvm, prices, and mini-games.

I highly doubt that there would be anyone,that would pk like that @Rabea. At first - there won’t be much to lose at fights like those,cus players wouldn’t lose void upon death and the only items,that would be dropped,upon skulled death,would be fire cape,ags and such. At second - maybe there would be someone,who would pk with such gear,but those players would only be interested in ELO,cus,there won’t be much to lose in those fights. Pking won’t come back to life with that idea.

i have never been a part of the emps scape pk community, mainly because i think it's too easy to lose progress in gear and equipment, when you can grind npc's that will drop great loot, compared to pk's protect items. im sure if my opinion will have a lot to say here because of that. But i think it's not wise to make those items kept on death. And it's mainly because it will put the risk/reward ratio in imbalance. especially with the low amount of players ingame. the whole charm of wilderness is that the more cash (character progress) you pump into your pk'ing account in gear and items, the higher the chances for a greater reward. but since the old RS mechanics with RGN it makes it a must to get the best accuracy for your high hitting abilities to land, void set is often used because it's cheap to get and it gives a ton of bonus accuracy. the only downside to void is that it's difficult to reobtain from the pest control minigame. for a setup that could easily take out players in power gear, there has to be a downside to it. and the reobtainability is what makes it SOMEWHAT even. if you were to make it kept upon death or reclaimable through payment, it should have another downside added to it to keep it in balance.

the whole point of your suggestions so far are just a way to protect something instead of losing it and having to play a minigame again for it,
which can be easily avoided if we make void tradable however it has been proven before that it should remain untradable otherwise there is no point on having pest control at all as it could be alive for a week then thats it enough void sets are in game to trade with.
protecting an item while your opponent risks everything he has is also unfair for him ( even for your " repair part, thats still a dmg has been done to you, with nothing rewarding for him at all )

that could be the problem with pking suggestions, as everyone is trying to improve the part that he likes the most instead of trying to improve the whole pvp situation.

the reason behind you're not finding enough pkers there is either that they don't have enough time to work for their gear OR
because the our current playerbase ( which is ~100 players online at best )
with ~350 - 500 being online 4 years ago at the same time, ~30 of them used to pk which is ( ~7% of that )
that equals to ~7 players being at wilderness at best in our time today ( which is almost amount the players that " left " because they didn't like the way wilderness is " )

NOTE: I didn't write any of these  :D.
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11
Events / Re: Emps-Competitive: Season 2
« on: April 25, 2020, 02:13:16 pm »
Hosting this in world 1 has so many problems like boosting, dxp and so on.

Should be hosted in world 2 with Bolkoy removed from game.
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12
Introductions & Farewells / Re: Good bye
« on: April 21, 2020, 07:13:08 am »
I am not leaking any personal or ban related material here but looking at your helpdesk ticket you've been presented the chat logs as evidence. You have been kicked out of the general clan chat for "15 minutes" for swearing. You are making a huge deal out of something that really isn't. We have strict rules in our clan chat and that includes being respectful and using "nice words".

I'm sorry to see you leave the game because of a temporary chat restriction but don't blame our team for enforcing the rules.
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13
Introductions & Farewells / Re: Good bye
« on: April 20, 2020, 07:09:48 pm »
THIS IS DUMBEST QUITTING REASON I HAVE EVER HEARD
Quitting because I didn't like how staff works on the the server is pretty solid reason for me
You could help fix that by doing it better yourself.
https://emps-world.net/forum/news-announcements/staff-applications/?~21360
Lead by example so that they can learn and improve, just complaining doesn't solve anything.
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14
Goals & Achievements / HCIM Maxing Progress [currently unactive]
« on: April 09, 2020, 02:16:34 pm »
Hello Wanderers,

This is where I'm going to share my maxing progress with you. I will set different base stat goals starting with base 50's that I try to achieve and every goal will have a percentage indicator showing how much left till the goal has been accomplished. Red indicator means I'm too far from the goal, orange means I'm halfway and green indicates I'm almost there or have finished the goal. This topic will be updated every now and then.

A sword's poor company for a long road

✔️
Base 50's
Status: 100%
Accomplished: 2020-04-09

✔️
Base 60's
Status: 100%
Accomplished: 2020-04-12

Base 70's
Status: 30%

Base 80's
Status: 0%

Base 90's
Status: 0%

Base 95's
Status: 0%

MAXING
Status: 0%
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15
Hey guys,

This update contains changes for many aspects of the game. There's new items obtainable through Silver crafting, a rework for Elemental and Abyssal weapons, Buffs to endgame Invention auras and a few engine changes that improve your gameplay. I've also fixed many bugs reported over the past weeks and added the option for customized User Interface styles. You can choose between modern and oldschool styles.

Menu Styles
You are now able to customize the look of your menu. By default you get the modern gameframe and icons. Click on "Interface Settings" to change set your preferred look.
There's also custom cursors that change depending on what option, npc, player or object is selected. Feel free to disable them if you prefer your own default mouse cursor.

Silver Casting
Several new moulds have been added to Dommik's Crafting store (Al-Kharid & Crafting guild). You are now able to melt Silver bars in a furnace to create new items:
  • Saradomin & Zamorak symbols: +10 Prayer bonus and protection from appropriate faction in the GWD.
  • Tiara: can be combined with any talisman.
  • Runecrafting staff: can be combined with any talisman.
  • Sickle: can be operated to grow Mort myre fungi in the swamp from rotting logs. It's also usable on rotting branches and small bushes giving you mort myre stems and pears. Those don't have any usage yet though.
  • Silver bolts (unf): can be combined with feathers to get Silver bolts. They require the same level as Steel bolts and are slightly stronger.

Using a Runecrafting staff and Tiara allows you to create combination runes easier. They do not count for runes but will allow you to create runes without needing additional talismans.

Discord Bot
We now have our own official Discord bot that is integrated into the game server. It will forward clan chat from and to discord and offers some utility commands, such as finding drops for npcs. Have a look at our official Discord channel. This is the bot's initial release so it may not always work or be disabled from time to time but feel free to play around with it! :D

Elemental and Abyssal Weapons
I would like to bring more weapon variety into endgame PvM by improving abyssal weapons and their elemental upgrades through crystals. You no longer lose your abyssal weapon and the upgrade crystal once all charges run out. The item reverts back to its original state without the upgrade crystal. The sink is no longer necessary because of Invention. The maximum charges were changed from 50,000 to 40,000 to be aligned with the reworked aura. I've changed the Whipmaster aura into Abyssal master aura, which increases damage for all abyssal weapons including bows and staves! The creation costs for Abyssal master aura have also been changed: it no longer requires any Demon energy but 100 of each 4 basic energy types. All abyssal weapons have received a special attack that applies an effect depending on their element:
  • Ice: freezes your enemy for 20 seconds. It's basically like an ice barrage spell. The freeze is applied on hit and not on cast time.
  • Thunder: inflicts additional 15% damage with a delayed hit.
  • Fire: puts a bleed effect on your enemy equal to 30% of your damage dealt.
  • Nature: increases your enemy's poison damage by 4 up to a maximum of 12.
The theoretical DPS of Abyssal weapons is now similar to the one of Demon weapons. They have a significantly lower accuracy bonus but attack faster.

Invention Aura Buffs
I've identified that quite a few of the higher tier auras are just too weak for their costs, especially those made with Demon energy. I've changed the following:
  • Experience boost aura now gives a +50% boost instead of +25%. Please bear in mind that this aura can be used on every single experience gain such as Experience lamps, Pest Control points, etc.
  • Demon slayer aura damage increased from 12.5% to 15%.
  • Prayer II protection bonus buffed from 4% to 5%
  • Prayer III protection bonus buffed from 6% to 10%
  • Lifesteal II bonus changed from 4% to 5%.
  • Lifesteal III bonus changed from 6% to 10%.
I will be further monitoring how auras with Demon energy perform and adjust them in future updates if necessary. Please let me know what you think of the changes!

Game fixes / changes:
  • Construction skill interface now also shows what rooms you can build including their costs. I've also fixed a bug was fixed where the last furniture levels showed null.
  • Quiver now uses the first arrow / bolts that can be used instead of the best ones. This change now allows you to choose which ammo to use from your quiver and also change it on demand. Simply swap position of your ammo inside your quiver to change priority.
  • Construction rooms can now be rotated clockwise and counter clockwise.
  • Fight caves now properly save when completing the final wave and exiting the minigame before claiming your reward.
  • The attack animation of Aquanites has been sped up because it was blocking their walking progress for too long.
  • Hunting expert west of the Grand Exchange can now string a rabbit necklace for 1m gp for you. Special thanks to JP for writing the script.
  • You now get double the amount of combination runes for Runecrafting.
  • The bridges of Neitiznot have been fixed. You no longer require an Agility level to cross and also can no longer get stuck while crossing.
  • A bug was fixed where dye shards could be turned into dye bottles by withdrawing them from your bank.
  • You now get a red chat message when equipment fully degrades and drops to the floor.
  • A bug was fixed that allowed you to transform certain items because the game thought they were noted.
  • Ancient gladiator animation timings have been improved. It was looking a bit too clunky.
  • Trade screen now switches to a two-row layout when more than 18 items are offered.
  • Several Agility courses and obstacles have been overhauled. They now look and feel smoother. This change also includes interactions with doors that open, let your player pass through and close again.
  • The attack speed of colored Demon longbows has been fixed.
  • Areal sounds are now properly playing again. The volume decay effect (depending on how far a sound is away) has been updated. You will now also hear sounds from players fighting monsters further away than before. These distant sounds are significantly more silent than closer ones though.
  • Your weight now affects the chance of failing Agility obstacles. Negative weight will increase your chances of passing obstacles.
  • The graphics of blood barrage and burst have been fixed. Also the hit and cast timers of several spells without projectiles (barrage, burst, zuriel, etc.) have been updated to better match their animations.
  • The werewolf transformation animation in Canifis has been updated.

Engine fixes / changes:
  • You now get a warning when attempting to close the game while being logged in.
  • The render positions of elemental bows, abyssal bows & staves and demon bows have been fixed. They are now properly aligned when wearing an aura.
  • The depth priority of many interfaces has been updated. You will no longer see your player clipping through text on the character equipment screen. This change came with the texture system rework.
  • The 300 and 250 fps settings have been removed from the game. They were causing rounding issues with position calculations.
  • Animation interpolation code has been further optimized. It now depends on your frame rate and works with graphics and projectiles as well.
  • Force movements (climbing over things, Agility, knock back, etc.) has been improved. The position transition is now interpolated and looks less chunky.
  • Press enter to chat now properly works when private messaging friends, entering input or having the worldmap open.
  • The client-sided walking code has been overhauled. Your position is now interpolated smoother over your fps rate. That means that entity positions will now be more accurate in comparison to server positions.

Texture System Rework
This change went live a lot earlier but I'm mentioning the technical changes for those interested. I've changed the texturing system from an texture atlas (openGL 1.5+) to a texture array (openGL 3.0+). This results in overall sharper and smoother scenery. Not only does this modern system look better but it also loads terrain significantly faster. Particles now also look more detailed and smoother. With this change I've improved particle spawns for elemental weapons and the wildy wyrm too. Shaders (programs on the GPU) have been upgraded from openGL 2.0 to openGL 3.0. Computers not supporting these changes will just use the old system. Rendering images and text in-game has also been optimized through that system resulting in higher fps rates and sharper image quality. The game needs to render image scenes less often because of more optimized rendering techniques. These optimizations work for both the old and new systems! Images or letters that are party cut-off by scrollbars are also no longer streamed to the GPU but properly cut with the new system. Full screen and anti aliasing button have been updated to be toggles. The game no longer needs to re-open its window to apply the settings.

Memory System Improvements
I've received a few reports of lag or crashes over the past weeks and investigated the issue. I've improved the game's memory usage by caching less models and transforming them on-demand rather than keeping all transformations. The game used to keep a copy of every model on every position which isn't quite necessary because there is a lot of duplicates with different rotations or ground alignments. You should feel that the game loads a bit quicker, smoother and it will be consuming less memory. The native libraries are now also stored inside the .emps_world cache folder by default and no longer on your operating system's temp folder.

Please let me know what you think of these changes and what you would like to see next? I was thinking of additional bosses or another Invention batch with new auras?

All the best,
Thomy




Updates of April 10th:

Item Drop System and Death Item Timers
I've received quite a lot of reports recently about people  losing their items and requesting them back through our Helpdesk. We have taken a look at some cases and on rare occasions have decided to return items because they were impossible to be picked up in time. I'm now changing that policy that we are not returning any items lost upon death unless of course lost or deleted by a bug. I am additionally changing the death item timers to 10 minutes. That means that your items lost on death will be visible to you for 8 minutes and an additional 2 minutes to other players. This is more than enough time to run back and grab your gear even if your internet connection fails you. Below's a list of all (changed) item timers:
  • Item drop: 2 minutes private and 2 minutes public
  • Item drop (death): 8 minutes private and 2 minutes public
  • Item spawns: public and refreshed every minute
I think this death mechanic is fairer and also won't punish failing internet connections too much anymore.

Game fixes / changes:
  • Smoke demon champion attack animations and damage of magic projectile has been fixed. There could have been issues with other bosses as well that suffered from the same bug of multi projectile hits.
  • You can now use the prayer orb to activate / deactivate your current prayers and set your quick prayers. You set your quick prayers by activating the desired and confirming them by clicking on the orb.


The following users liked this post: Hi Im Ethan

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