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Messages - Jandar

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31
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
The following users liked this post: Jandar

32
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 :)
The following users liked this post: Jandar

33
Goals & Achievements / Woohoo game moderators
« on: February 10, 2018, 09:47:59 pm »
Congratulations to St 3rd Mage for reaching the game moderator rank!


Also congratulations to Jhonson101 who is now a game moderator! :)
The following users liked this post: Jandar

34
Off-Topic / Re: What song are you listening to now?
« on: February 01, 2018, 01:18:31 am »
When the cryptocurrency you invested in is going down in price

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35
Goals & Achievements / Staff updates
« on: January 30, 2018, 03:37:30 pm »
Congrats to Jhonson101
Skillz Purez and Ravioli were promoted to game administrator rank yesterday as well
The following users liked this post: Jandar

36
General Discussion / Re: Quest-stories!
« on: January 29, 2018, 04:39:59 pm »
Why do i feel like there should be a quest that mocks Ekke. Drugs, you up for it?
The ground shakes underneath you as you walk, go to the obeservatory to find out what has happened!



Quest completed!
The following users liked this post: Jandar

37
Introductions & Farewells / Hello
« on: January 28, 2018, 08:56:38 pm »
Hello, I'm going to be joining Ironman troops.
Nice to see everyone is doing fine here.
The following users liked this post: Jandar

38
Suggestions & Ideas / Missing colors [WARNING PLEASE READ BEFORE POSTING]
« on: January 27, 2018, 07:03:03 pm »
So as every old school players, we have seen the donator shop that was on top of the white knight castle in Falador...

Now in that shop is a lot of donator items or as we like to call them 'Rares'

Yes i know it's NOT to allowed to suggest adding stuff into the Donator shop so called Emps Credit Shop.. But in my opinion it's been long time since those were not added.

Let's say we have Barrows Phat, Santa hat and H'ween that's a complete set.

But some of those don't have or are missing.

Here are some.
Cyan Santa and Cyan Phat exists, but not the ween?
Gold Santa and Gold H'ween exists but not the partyhat?

Now as for the Dragon. I know there is Dragon santa hats in-game and considered as Old School Rares.. We will keep it that way... but what about the Dragon Partyhat?

I know my suggestion looks abit useless, but trust me i would donate even more than before if these came. It's not a question of me donating more if these come. But i would like to see those ingame... Especially the Cyan H'ween mask which i really want.

I know there is Light Green Phat and Green gray party hats and Ancient partyhat.. And those are missing the Weens and the Santas

I know my suggestion doesn't matter if it was added or not it won't make difference..
But personally i would love to see this come ingame...

I know it's apart of 'What Not to Suggest list' But what i'm suggesting is adding the missing rares of some sets...

Thank you for reading.
I can understand if this topic gets locked




The following users liked this post: Jandar

39
Goals & Achievements / Maxed
« on: January 23, 2018, 11:30:39 am »
That's it! Maxed.


Nothing left to say.....
The following users liked this post: Jandar

40
Goals & Achievements / A Newcomer
« on: January 20, 2018, 06:49:02 pm »
Congratulations to Est  Mauker
The following users liked this post: Jandar

41
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.
The following users liked this post: Jandar

42
Videos / Back in the days
« on: January 17, 2018, 11:58:52 pm »
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43
Goals & Achievements / :thinking:
« on: January 09, 2018, 08:33:01 pm »
hello everyone.
 Im kinda bored or not so motivated to continue grinding for content on my ironmen, as its only rng based, thats what im totally missing of.
 So i kinda wanna test something and try something new for myself. Someone may be similar with this, someone may not, its UIM mode, which stands for ultimate ironmen mode. Its the same ironmen mode, but in addition you're not able to use bank(at least thats from original content) for exception to note/unnote items with bank.
( and for a note, UIM in emps would be much more difficult than in rs, as we dont have any perks for the mode to be somewhat easier)
 But since we dont have that kind of system in emps, I figured out i'd just use bank to note/unnote stuff.
 So if anyone is interested in how would that work out, i can as well record all my progress and what-not.(im gonna do it anyway for myself despite the feedback i get)
The following users liked this post: Jandar

44
Screenshots / Re: Emps-World Meme Center
« on: January 09, 2018, 08:13:26 pm »
RAVIOLI IS BACK
The following users liked this post: Jandar

45
Events / Re: Third-age Druidic EVENT!
« on: January 05, 2018, 11:03:11 pm »
We've already discussed and planned a bit but i'm just going to write my insights and ideas here as well so everyone can see and point out the flaws, what's good, what's bad etc...

Way you suggested it's hard to monitor and cheating would be beyond easy.
If looked at the end if the winner cheated might have prevented someone who didn't cheat from winning from very early on so cheating would have to be monitored regularly instead of at the end.


Teaming as ironman = impossible. They cannot trade each other, they can't pick up "supply drops" from you.

Having the preparation time shorter i.e 3 hours would reward efficiency and planning a lot but players might be only levels 40 - 50 so the fights itself wouldn't be that interesting but I don't think that's the main point of this event. Preparing, planning and having fun while having a somewhat fun way to choose the winner, right? Longer preparation time would reward nolifing and efficiency and planning would have a smaller impact. You really have to plan out the path you're taking when the time is shorter.

Final area being either single or multi doesn't really matter in the end. Both have their pros and cons. Multi = encourages teaming (Which in the end would be quite bad in a last man standing event). Single = encourages boxing and just trying to survive as long as possible without fighting or attacking anyone because ironman can't see other players loot if they happen to kill someone. You'd just be punishing yourself by trying to eliminate enemies.

Choosing the final area is very hard due to people having different combat levels. Having a clear borders which people cannot leave is quite essential so you don't accidentally get disqualified. Gotta remember the fact that the area has to be either single or multi depending on whatever is decided.

Pulling these kind of events is really hard to do properly. People will complain in the end no matter what, no matter how perfectly it was planned and executed.

We could pull off the event very easy with very simple and barebone rules (You have x hours, after that we meet in multi area in safe wildy, last man standing wins, no other rules) and allow people to do anything to keep it simple and easy but then people would complain :babyrage: he donated for whip he donated for dxp scrolls :babyrage: but all that babyraging ćould be simply ignored.
The following users liked this post: Jandar

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