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Messages - Thomy

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121
Suggestions & Ideas / Re: Ancient armour reworking
« on: January 15, 2018, 06:18:23 pm »
I've already reworked the system and can confirm changes to the system! Thanks a lot for bringing this up again. :)
The following users liked this post: 123456789xd, Bluesunrunne

122
Screenshots / Re: Mass Corp
« on: January 05, 2018, 10:54:23 am »
So if like 20 people go to nex, how powerful is she going to be? :o

She only gets 1 power-up if more than 4 people try to fight her. However... her aoe is going to make her really difficult in larger groups.
The following users liked this post: S Clegane

123
was legit thinking about suggesting the gmaul change l0l

noice  :-*


edit: nvm gmaul "change" is garbage unless the hits become instant as in you dont have to click on spec and then on opponent for it to hit

I don't think I understand that... The hits are instant? You switch to gmaul, attack your opponent, double click the special attack bar and deal 2 instant hits. If timed correctly with an auto attack, it's 3 hits.

It was my aim to make it work like it does in OSRS. How does it differ?

Do you remember when you didn't have to click on the other person again to gmaul spec them? That's what he wants. Without that anyone can see the gmaul coming from a mile away.
Yes exactly. The tweak that both specs can be done in 1 tick is a minor change compared to making the hits instant without you having to click on spec bar and then the opponent - this is how it is in OSRS. Hits being instant makes loads of combos possible and could possibly bring life to PvP in the game.

I've just checked this mechanic myself and this is not how it's done in OSRS. Your attack resets when you swap your equipment. It still requires some clicks to get a good combo done. However, I will tweak how the gmaul currently is, because it's bugging when you're not close to your enemy.
The following users liked this post: S Clegane

124
Hey guys,

I hope you've all had a Merry Christmas and a Happy New Year! In this update I'm attempting to fix a few annoying issues and am improving certain aspects of the game. Please take your time and read through the changes.

Boss Instances
I wasn't really satisfied with the way instances worked and it also sometimes was really confusing. I'm not changing the system that instances don't immediately destroy when there's no longer an active player inside. There's now a 2 minute timer that needs to pass before an instance is completely deleted. This change also fixes a problem where hitting a boss once inside an instance and immediately leaving had counted as a kill and yielded an item drop. Moreover, Smoke Demon Champion and Kalphite Queen can now be fought in instances.

Player / NPC Position Issues
I still wasn't very satisfied with the maploader, because there was the possibility that certain players or npcs would just disappear in certain scenarios. This includes walking around in Edgeville and fighting Har'lakk. I've fixed those issues, but am unable to verify if it really works flawlessly in all situations. It's rarely occurring and isn't that easy to track down. In my tests I couldn't reproduce the disappearance bugs anymore, so they seem to be fixed. Please let me know if I have to investigate this problem in more detail! Overall, I'm pretty sure the issue is fixed now though.

PvP Armours - Spectral Equipment
Ancient energy is now called Spectral energy to avoid communication issues when talking about ancient equipment (torva, virtus, pernix) and spectral equipment (morrigan, zuriel, vesta, statius). Where ancient equipment was ambiguous before the update.
Thanks to a topic pointing out that PvP armours (vesta, statius, morrigan and zuriel) are in a really bad state right now, I'm now changing the way those are obtained and degrade. (topic: https://emps-world.net/forum/index.php?topic=20613.0) Before the update, you'd have a really small chance of obtaining a corrupt or non-corrupt PvP item. This was really frustrating, because the chances of obtaining one were really rare and thus the whole equipment was also never really used a lot in PvP areas. Spectrals now only drop corrupt items (3% drop chance) and a fixed amount of Spectral energy (80-120 per kill). You can create the non-corrupt version by upgrading its corrupt version with 6,000 Spectral energy. This equals to fully repairing a non-corrupt item. When a non-corrupt item is lost on death or completely degrades, it turns into its corrupt version and can be upgraded again. With this change all non-corrupt items are now untradeable. Morrigan's javelins and throwing axes also need to be upgraded from their corrupt versions. However once upgraded they'll never degrade. You require 50 Spectral energy per axe or javelin to upgrade (max 100 at once).

I've also visually changed the way corrupt armours look like. The picture below shows Corrupt Zuriel (left) and normal Zuriel (right):



Engine updates:
  • Further map loader improvements have been done. I've been on holidays and developed Emps-World on my laptop and I wasn't quite satisfied with how the map was loading. I know that laptops have worse performance than desktop PCs in general when playing games... but I knew it could be done better. There'll now be less fps drops when a new map is loading. This is felt especially when being on a laptop and using high quality ground settings, because that needs additional calculations.
  • The equipment screen no longer shows flashing npcs when being transformed into a snowman. With this patch the performance of rendering the equipment screen has also been improved.
  • Blood altar can now be accessed correctly again. Its water plane has also been fixed as well as walking and clicking areas.
  • Brightness setting now affects water color.
  • Camera height changes have been smoothened out. You feel this when traveling over hilly terrain. Your camera won't instantly jump/down anymore, but do it in a smooth transition.
  • Animation pre-loading has been improved. You will find less flickering effects when an animation is loaded for the first time.
  • A bug was fixed where clicking objects on bridges or upper terrains wouldn't register the walking queue. (Al-Kharid and Canifis bank, Port sarim, etc.)
Game updates:
  • Granite maul special attack finetuning. Activating the special attack without being close to your enemy won't buffer your attack timer anymore and stop you from attacking immediately. It's basically a bugfix. The attack speed has also been reduced by 1 tick (0.5 seconds) to make it easier and faster to weapon swap and attack again after the special attack.
  • The "I've lost the items" message in scripts (lost delivery notes during Christmas event for example) will now tell you which item (in that case the delivery notes) are required to continue the dialogue. This response has been causing a lot of confusion.
  • Heal spells from the lunar spellbook are now correctly working again.
  • Dragonfire shield special attack (right-click operate in equipment screen) has been fixed. You'll no longer get stuck during PvP scenarios.
  • A bug was fixed where disconnecting and reconnecting to the game immediately wouldn't spawn any npcs anymore.
  • Santa has left the Grand Exchange and will be happy to meet you again later this year.
  • Commander Zilyana can no longer be bugged into a wall.
  • More damage bonuses can now be seen in the equipment interface: Slayer helm, salve amulet, chaotic weapons, anger weapons, etc. The additional damage shown in brackets assumes you're hitting the correct target.
  • Swapping staves is now consistently saving the state of your current spell. There was a bug when swapping staves that both had uniquely casted spells (zuriel & ivandis for example).

Since our previous 2 bossing updates (Nex and Har'Lakk) have been a great success, I'll now be focusing on a third boss. It'll be a challenge with similar difficulty and the drops will be brand-new tier 85 Magic weapons! :) I'll try to get it done with the next update, but I cannot promise a release date.

All the best,
Thomy



Fixes of 21st:
  • Noted corrupt items are no longer invisible.
  • Non-corrupted items can no longer be traded.
  • Non-corrupt items now correctly turn into their corrupted versions upon death.
  • A bug was fixed where autocast spells have been reset when swapping weapons. Your autocast spell only resets when swapping spellbooks or when swapping between staves that can only cast a single spell and staves that can cast spells from the spellbook.
  • A coloring problem with corrupt spectral items was fixed.
  • Random staff attack interfaces should no longer appear.
  • Ending a Pest Control minigame will no longer show you invisible npcs.
The following users liked this post: Drugs, Hugo Terwiss, Skillz Purez, Syytu, Car666, Jandar, Saif Nawaf, Iron 69, Bluesunrunne

125
Update Notes / Updates December 26th 2017 - PvP Improvements and Bugfixes
« on: December 23, 2017, 02:48:18 pm »
Hey guys,

This update couldn't wait until next year, so I'm rolling it out shortly after Christmas. It's mainly to stop people from abusing the Christmas event by creating tons of new accounts. The changes aren't too big, but interesting for PvP scenarios. Please take your time and read through the changes!

Range / Mage Hits
I've changed the way distant combat hits are calculated internally. Before the update, the hit would be calculated whenever the projectile hit the enemy. So whenever a spell or arrow was hitting your enemy. With this update, the calculation is done when the projectile is fired. So whenever you shoot the arrow or start casting the spell. You can now estimate or calculate your next hit by taking a look at the experience gained immediately after shooting an arrow or casting a spell. I've changed this in order to make combos easier in PvP scenarios, where you need to know the next incoming hit for a follow-up attack. You can also no longer gain experience for overkills (hitting higher than your enemy's health).

Item drops in Instances
Instances have introduced a new way of accessing bosses, but have also come with new complications and misunderstandings. Prior to the update, you weren't able to get back items out of certain instances, because instances themselves were deleted after death. I'm not changing this system, but you'll now be able to see and pick up items that originally belong to you in every instance. Resulting in being able to pick up your items no matter if you're in an instance or not. This doesn't count for items that can be seen by everybody though! So items lost in an instance cannot be picked up by others.

Engine updates:
  • The loading speed of new areas have received some further adjustments. It'll now lag less on slower computers.
  • The anti-aliasing option is now disabled by default on computers using intel HD chips. This improves performance a lot on slower computers. I've been testing this myself and got 60 fps at pretty much any area with shadows disabled on my laptop.
  • Ironman messages are no longer handled as staff messages in clan chats and can now be hidden properly.
Game updates:
  • I've received quite a few reports about people getting stuck when trying to enter instances in the GWD. I was able to reproduce the problem when having the auto-retaliate option on. Entering instances now temporarily disables auto-retaliate to make sure you're not getting stuck while trying to enter an instance. I've also added additional checks if you're frozen or currently cannot pass a door that will stop you from entering an instance and thus avoid you from getting stuck.
  • The granite maul can now do 2 special attacks in 1 game tick. This gives you the opportunity to do 2 (or 3 if timed well) consecutive hits. Since this a huge buff to the granite maul, I'm nerfing its special attack accuracy down from 160% to 100% (osrs copy).
  • Cutting onyxes into bolt tips is now correctly working again.
  • Smite effect is now inflicted at the start of range / magic projectiles instead of when the hit occurs.
  • The Christmas event now requires a total level of 200.
  • It's no longer possible to bug your attack animation when wearing snowman hats after relogging.

I hope you've all had a Merry Christmas. :)

All the best,
Thomy
The following users liked this post: Drugs, Fund Kakare, Bluestorm, Tomtim1, Jandar, Bluesunrunne, Ravioli

126
General Discussion / Re: regarding hijacked emps-world emails
« on: December 14, 2017, 08:06:25 am »
Just as a quick reminder, there was a topic last year that explains the incident: https://emps-world.net/forum/index.php?topic=18078.0

That's true, however that won't change the fact that he'll be able to do some strange things ing,
last time we had to deal with an edited client a lot of annoying things happened.

I don't know how far this dude can go or what is he trying to do, it seems to me he is trying to find a way to decrypt the passwords.
something looks a bit hard, however I am sure with some editing to the source code he has such thing will be possible if he attempt to login to an account with any password to apply the change.

anyway I might be wrong ^ , I am sure thomy will leave a reply here sooner or later to explain it all.

No. People can always modify game code and try to come up with modifications. However the server validates and checks if a request is valid. Even if somebody sent a request to withdraw 20M ags from their bank, the server would deny it.

Passwords are safely hashed with bcrypt (https://en.wikipedia.org/wiki/Bcrypt), which is a one-directional transformation. If you login to the site or game, your password is encrypted (site: HTTPS, game: plain RSA), hashed and compared with the value that's in the database. If there is an exact match, the login is granted. Even if you asked me what your password is... I couldn't tell, because I'd have to brute-force it (trying out all combinations). The reason nobody brute-forces such passwords is the complexity of the problem. Besides... the site would lock you out for some time for spamming logins. It would take years to decrypt a set of passwords, which simply isn't worth the time and thus the system is considered safe.
The following users liked this post: Ameer

127
Videos / Re: Wai not....
« on: December 12, 2017, 03:41:13 pm »
Weeeell, that day was a tough one... :(

128
Guides / Re: How to fix forum.
« on: December 11, 2017, 08:13:38 am »
Actually that 'fix' is now obsolete. Avatars wouldn't resize because of a php module missing after a webserver update. Should be fine now. ;)
The following users liked this post: Tulrak

129
Update Notes / Updates December 20th 2017 - Christmas Event and Bugfixes!
« on: December 07, 2017, 04:14:08 pm »
Hey guys,

Sorry for the delayed update, but I've been ill last week and couldn't really work on too much. This was planned to be released 1 week earlier.

Christmas Event
Same procedure as every year, Santa! A wild Christmas tree has appeared south of the Grand Exchange including presents, snow drifts and Santa himself. Talk to him to do a miniquest and find out a little secret that he's been hiding for quite a while. You'll also meet Jack Frost again. I've re-enable present deliveries and all old Christmas events. In fact, you have to do the old events first before being able to do the newest. Christmas crackers can also be obtained again with a very rare chance of receiving salty claw hat and candy cane (1 in 1000). As well as traditional Christmas outfits, reindeer hat, present imp, Christmas cape and snowman hats. You'll know what to do with snowman hats after completing Santa's miniquest! ;)


Engine updates:
  • Map loader overhauled another time. I wasn't quite satisfied with the results especially on slower computers. I've improved the loader to minimize fps stuttering and to minimize loading / waiting times as much as possible.
  • The way the map loads when being in a POH was improved. It'll no longer refresh everything when building a new room. Several clipping issues have also been fixed.
  • Worldmap viewer now shows additional details (trees, rocks, etc.) and not only landscape anymore.
  • Certain chat heads (pets and non-humans mostly) are now larger.
  • The chat heads of colored pernix items have been fixed. You'll no longer have a black mouth and black eyes.
  • Fixes to shadows in regions where upper heights aren't shown (Slayer tower, corporeal beast).

Game changes and fixes:
  • Rugs are no longer clipping with stairs in POHs.
  • Ancient longbow's accuracy buffed.
  • Ancient arrows and bolts strength bonus buffed.
  • Picking up ranged ammo (knives, darts, etc.) no longer overwrites your arrow slot.
  • Broken Demon crossbow and longbow can no longer be used in their broken state.
  • Onyx can now be cut into bolt tips again. There was an interference problem with recharging the regen bracelet.
  • The charges of newly started poison purge aura have been increased to 20,000. It degrades every time you are hit, which can be used up quickly when being hit by multiple enemies.

I wish you all a Merry Christmas and a very good time! This is probably the last update in 2017 unless I have to do some bug fixing. The next year is going to start with new weapons and bosses for Melee / Magic. After that we can open up another discussion topic what things you'd like to see in 2018. Maybe Summoning?

All the best,
Thomy

130
Suggestions & Ideas / Re: Dropping
« on: December 02, 2017, 03:12:26 pm »
The magical 'ability how to code' (yes, this is sarcastic) doesn't give you any insight on how the dropping part is structured internally. The point of not being able to drop items in the wilderness is due to the system working differently there. Every item you drop is instantly shown to other players, which interfers with the ironman code of picking up items.

The following users liked this post: Il Pk I, Jp, Someone12116, Division66

131
Off-Topic / Re: Invisibility
« on: November 02, 2017, 11:09:21 am »
Thanks for your assistance in resolving this issue. I've just uploaded a final patch, because we couldn't recreate the bug anymore after a fix. Let me know whenever it happens again.
The following users liked this post: Earl

132
Help me! / Re: Server seems to be offline?
« on: October 29, 2017, 05:39:47 pm »
Are you behind a firewall? Is your anti virus program allowing Emps-World to connect?

Port information can be found here: https://emps-world.net/forum/index.php?topic=18745.0
The following users liked this post: 0wned Man

133
Hey guys,

It's been a while since the last update and thus this topic is a little longer. I've done my best to keep things as short as possible, so that everything can be read quickly. We've got a new boss and some tweaks for the Ranging skill introducing proper longbows, new arrows and new bolts!

Engine / Performance Tweaks
Quite a lot of people were complaining that the game was lagging. I've investigated the issue and was able to tweak some things in the engine that will improve fps rates overall. I was able to identify and fix a few problematic rendering issues. The game runs best on a dedicated graphics card. If you've got a laptop with 2 graphics cards, make sure Emps-World runs on the high performance one! Intel HD chips (primarily on laptops) are known to be slow and really can't get you 60+ fps with maxed out settings. I'll now be stopping to improve the game's performance, because it's been the only thing I was able to do in the past weeks. I want to focus on content updates rather than improving the game engine more and more. I've also received quite a few reports about invisible players, areas not loading properly, flickering objects, etc. I'm still working on getting all graphical glitches fixed, but it should already be in a really good state right now. These problems are coming from the aggressive loading method I'm using. If you enter a new area, your game doesn't pause and loads new data on-demand resulting in smooth loading processes. While this sounds really nice in theory, it's a nightmare to program it. That's the main reason for certain objects not loading properly or players disappearing. However, it's already working out quite nicely and will be free of bugs in the future. ;)

Spell Effects
I've been watching some wilderness fights and this has been a topic for quite a while now: The hit chance of spell effects. Magic hit chance and spell effect chance have always been one value and with this update I am separating them. The chances of successfully applying a spell effect on your opponent is double your accuracy. So even if you've got only a chance of 30% to hit your enemy with a magical attack, the chance for a spell effect to apply is 60%. This change may sound harsh, but I think that freezing spells in the wilderness have lost their purpose. The damage output is fine imho and I don't want to change that.

Har'Lakk
Up for a similar challenge as Nex? Har'Lakk is going to give you another tough fight! You can enter the boss lair north-west of the Barrow hills. If you cannot find the spot, use the minimap and simply search for Har'Lakk. The boss drops items for the 4 top damage dealers and can be instanced. It is highly recommended to face this enemy as a team. The best drops you can get are the Demon longbow and Demon crossbow; new level 85 Range weapons. These weapons allow you to fire Ancient arrows and Ancient bolts, which will boost your dps by a significant amount.

I've tried my best to get Har'Lakk down on my own... but I couldn't get it done. Maybe you can show me how to properly get a solo kill? ;)

Here's the Demon longbow and crossbow:



More Ranging Tweaks
I'd like to make longbows more useful in the game and am thus introducing their weapon type. Whenever arrows are used with a longbow, they give you additional +30% Ranged strength to compensate for their slower attack speed. This results in much higher dps and makes them a valid alternative to shortbows.

The Ranged requirement and thus crossbow requirement for enchanted bolts has been increased by some levels each. You now require a level 71 or 72 Ranged weapon to fire dragon or onyx bolts. The strongest ammo shouldn't be usable with lower level crossbows, because it results in too much damage on weaker equipment. Enchanted crossbow bolts with their level requirements are now also existing in the Range skill guide.

I'm changing the level requirement of dragon arrows and introduce 2 new arrow / bolt types:
  • Dragon arrows: require level 60+ bow
  • Barrow arrows: require level 71+ bow
  • Ancient arrows: require level 82+ bow
  • Ancient bolts: require level 83+ crossbow
The point of this change is to create a gap between low and high level Ranged gear. Prior to the update you'd get almost the same damage of any bow that used dragon arrows. You can now use higher level arrows with higher level bows, which gives higher level bows a real power-up. However with this changed I am forced to nerf the arrow strength of arrows by 10%. Otherwise the newly introduced arrows would outperform everything. Barrow and Ancient arrows can be poisoned as well. The projectiles of poisoned dragon, barrow and ancient arrows have received a different model. It can now clearly be seen when you're firing a high-level poisoned arrow.


Engine changes:
  • Fixed screen mode updated. It's now usable and scales appropriately with your monitor. If you've been a fan of the fixed screen mode, I recommend trying it out now and adjusting the frame scale setting in order to make it bigger.
  • I've identified quite a significant fps drop when new regions are loading. I can't remove this completely, because loading a new region just requires some loading time. However, I've changed the way a new region loads a little. The minimap is now refreshed after the region is fully loaded, which has a smaller impact later on on fps drops. I've also sped up the way floor is loaded. Overall the fps drop still exists (has no fix), but is a lot less impactful than before.
  • Fog calculations overhauled. I now have support for more foggy areas and the way fog is calculated was also adjusted. This may result in an increase of fps on slower systems and fixes some transparency issues with distant objects.
  • Animated objects are now properly replaced and are no longer flickering. This issue existed pretty much only in Agility courses, especially in the Karamja one.
  • A bug with character / npc clones has been fixed.
  • The option to select Pick Mode has been removed. By default the software pick mode is now used, which is faster and isn't an ancient openGL technique that's long deprecated.
  • Minimap viewer has received some improvements. Certain maps would not load and edges of walls wouldn't display.

Game changes and updates:
  • Kolodion respawn timer changed from 30 minutes to 15 minutes.
  • Certain minigame npcs have had some of their combat issues fixed: Spectrals, barrows, etc.
  • Zamorak and Saradomin bows have been buffed. Their unique arrow effect has been turned into more reliable and flat +8 arrow strength bonus when used with their appropriate bow.
  • Karamja Agility course has received a little overhaul. Animation timings were improved and a few bugs have been fixed.
  • The dragon arrows reward in the Barrows chest has been replaced with Barrow arrows.
  • Nex and ancient warriors/rangers/mages now drop Ancient arrows.
  • Dragon arrows can now be fletched. All dragon arrow drops have been replaced with dragon arrowtip drops.
  • New arrow types (barrow and ancient arrows) can now be fletched.
  • Crossbow stand animation has been updated. Crossbows will no longer be inside the player model.
  • Bolt animation updated. You can now see what type of bolt you're shooting (includes enchanted ones). The start and flight animations have also slightly been improved.
  • Non-members can now use one additional bank tab and members two. Resulting in a storage of 11 bank tabs and 1200 items in total.
  • Halloween event has been removed. You can no longer get any skulls as drops. However, the miniquest including Roddeck and the Grim Reaper can be done any time.
  • The spawn timer of Shooting Stars has been reduced by about 60 minutes. A new star can now spawn in 60-90 minutes instead of 120-180 minutes.
  • Cabbages can now be harvested! You may have to re-plant them in order for this fix to apply.

The past weeks have been quite stressful for me, because I had a lot of other irl things to do. I'll now be looking into the Christmas event. After that I'll make sure Melee and Magic also get a brand new tier 85 weapon with a similar boss challenge!

All the best,
Thomy

134
Feedback / Re: Yet another topic about spirit shields
« on: October 28, 2017, 07:25:23 am »
Reverted the spirit shield changes and gave the ice shield an adjustment: https://emps-world.net/forum/index.php?topic=20193.

Thanks.
The following users liked this post: Martin, S Clegane

135
bump - until drugs replies

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