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41
Update Notes / Updates March 16th - Dynamic Lights & Promethium Equipment Changes
« Last post by Thomy on March 15, 2023, 04:18:40 pm »
Hey guys,

Dynamic Lights can now be enabled from the Game Settings. They beautify the world by emitting light from various sources, such as fires, lanterns, monsters, etc. Promethium equipment has also received buffs that increase the amount of rot damage done to enemies. In order to support dynamic lighting core parts of the rendering engine have been rewritten and improved. If you are interested in the change there is a technical section below.

Dynamic Lights
Quite some optimizations and changes were required for an improved lighting system to properly work. If you are interested there is a dedicated section later in this news post regarding the technical details. Dynamic Lights can be enabled from the game settings to get lighting effects from fires. Feel free to play around with the setting but bear in mind that higher quality lighting requires GPU power to run smoothly. The lower settings, however, shouldn't be a problem for older devices. Here's an example of Canifis with Dynamic Lights enabled and without:
This is only the beginning of dynamic lights. I have effects planned for unique monsters but also projectiles or graphics from bosses. It will also be possible to simulate a day and night cycle with dynamic lighting. Let me know what you think!

Promethium Equipment
We still aren't quite happy with the popularity and combat power of promethium items. Thus they received a buff that increases rot damage overall. Promethium weaponry including arrows now deal part of their damage as additional rot damage instead of having a 50% chance to infect rot. The set bonus has been adjusted to also increase rot damage by a given amount instead of only reducing it. This will make rot weapons a strong alternative in longer fights.

Game fixes / changes:
  • An issue with the attack interface for halberds has been fixed.
  • Wyrm combat has been rewritten to fix a bug where they'd continuously dig themselves in.
  • Magic dart can now be properly used with normal magicks.
  • Operating books can no longer be used to taunt enemies.
  • Items can no longer be equipped during teleport animation. Under rare conditions it was possible to cancel out animations and get into buggy states.
  • Built-in spells of staves can no longer be cast with other staves after relogging.
  • A problem was fixed that could get you into a permanent walking animation when failing an obstacle at Barbarian agility course.
  • Chronozon is now categorized as demon.
  • Ammunition in quiver can now be moved during combat.
  • Prayer auras now correctly degrade when used in combat.
  • Double hits (dark bow, dds, etc.) can no longer harm monsters that have damage immunities.
  • Multiple problems with dialogue options mixing up were fixed.
  • The weapon speeds of various weapons were fixed.
  • Tutorial dialogues regarding community now mention Discord.
  • The chance to poison an enemy with ranged weapons has been increased to 25%. Poisonous melee weapons have a chance of 50%.
  • Entering bank pin is now required when collecting items from the Grand Exchange.
Engine Optimizations
I have reviewed and optimized various parts of our rendering engine to prepare for dynamic lighting. I also investigated a problem where loading would take very long on slower devices. This is a rather technical summary so feel free to skip it if not interested:
  • Animation quality: very distant objects now render in much lower qualities, improving fps rate by quite a lot on slower devices. You feel this improvement in areas with lots of torches.
  • Animation performance: the way animations are calculated in the CPU have been optimized. I have also removed the need of updating model colors every animation frame.
  • Model & texture loader: cached instances can no longer be removed during loading times. This results in the game not having to fetch the same asset twice or thrice on slower devices.
  • Calculations for radius and height of a model was optimized. It can now be calculated during an animation frame.
  • Mipmapping for textures is now done on a per texture level instead of a per texture array level. This greatly reduces the computation time of newly added textures.
  • A way to dynamically calculate normal vectors for models was added to improve shadow quality and support dynamic lighting. Usually this information is stored inside a model file but we don't have this information. So it needs to be calculated when the model is loaded. This takes some time but it won't affect fps rates much since it happens in background without affecting any game logic.
  • The internal structure of object and floor areas have been reworked. They load quicker and no longer can be refreshed on every rendered frame resulting in less frame drops.
All these optimizations add up to quite a significant increase in frames per second, especially on older devices.

I hope you're enjoying the dynamic lighting system. Feel free to share your ideas on what models in the game could also emit light. The system is fairly flexible and I am open for suggestions. I recommend to have a look at Barrow brothers, Tormented demons or equip auras to see what is possible.

All the best,
Thomy
42
Resolved Bug Reports / Re: Magic dart autocast doesn't work
« Last post by Thomy on March 09, 2023, 11:58:17 am »
Thanks for the bug report! The issue will be fixed with the next update. :)
43
Resolved Bug Reports / Magic dart autocast doesn't work
« Last post by Pr0sk1llz on March 08, 2023, 06:34:27 pm »
Magic Dart autocast doesn't work. It seems Crumble Undead spell is broken as well.



44
Update Notes / Updates February 11th - Revenants Cave Rework & Engine Optimizations
« Last post by Thomy on February 11, 2023, 08:08:26 am »
Hey guys,

The Revenants Cave has received a rework. The area itself was updated with more Revenant spawns and improved drop rates. Frost dragons received their own cave and can only be killed on Slayer task. Their drop table was also improved. You can read the list of full changes below.

Revenants Cave
Several changes have been made to the Revenants cave. The aim was to modernize the cave itself and move Frost dragons away from the wilderness.
  • Frost dragons have been removed from the cave and Revenants and Neitiznot island.
  • It's no longer possible to sell antiquities for gold to shops. They must be exchanged in the center of Revenants cave for cash.
  • Lower level Revenants drop antiquities less often.
  • High level Revenants drop valuable items more often.
  • Revenant combat power has been adjusted. Their combat level now reflects their combat strength better.
  • Attack intervals are no longer random but follow a pattern.
  • The chance of a Revenant healing has been adjusted. It can trigger when being below a certain health threshold and becomes more likely the lower the Revenant becomes.
  • Antiquities can no longer be sold for the full price to the general store. Hartwin, an adventurer inside the north-eastern part of the revenants cave, will still buy them for full price.

The Revenants cave is now a Revenants cave and no longer a Frost dragon cave. The change to selling antiquities promotes activity within the caves and rewards immediately exchanging antiquities for money.

Frost Dragons
Frost Dragons can no longer be found anywhere on the map but the Frost Drageon cave. You can enter the Frost Dragon cave through the Asgarnian dungeon. This is only possible when being on a Slayer task. You also require a specific Slayer level to harm the dragons and their drop table has been improved. The prayer experience for Frost dragon bones has slighly been increased as well.


Game fixes / changes:
  • Fire at mudskipper point can now be used to cook.
  • Adamant category in the Smithing interface no longer contains all items.
  • Broadcasts for unique item drops have been updated. They now include the enemy with killcount or location.
  • Broadcasts for hardcore ironman deaths have been updated. They now include the enemy that dealt the finishing blow.
  • Quiver, rune bag and looting interface are no longer closed when entering combat.
  • Items from the looting can no longer be withdrawn during combat.
  • Projectile heights for demon bosses have been fixed.
  • The combat levels and scalings for Lucien van Rot have been fixed. The boss hit too much in 2p and 3p dungeon versions.
  • Unholy cursebearer can now be assigned as Slayer task.
  • The Slayer task amounts of Barrow brothers are now always divisible by 6.
  • The code for selecting spells to be autocasted has been reworked. You can also no longer create scenarios where casting ancient magic spells would be possible with another spellbook. Your autocast spell has to be present in your active spell book from now on.
  • Tormented demons have received a weakness to water and ice damage.
  • A bug in the Falador party room was fixed. It was possible to duplicate your balloon drops. There is nothing to worry though, because all of this was logged. In the coming days we'll be going through the drop logs and issue bans to excessive abusers.

Engine fixes / changes:
  • Texture loading has been delayed to happen after map loading. That prevents frame drops on slower machines during initial login. The code to generate mipmaps was also optimized for modern openGL versions.
  • An issue was fixed where delayed graphics on entities would render too early.
  • Self shadowing was improved to give models more depth. An issue with brightness on interface models was also fixed - the character on your equipment screen wasn't properly lighted.
  • A problem with Frost dragon textures was fixed.
  • Text rendering quality has been improved when scaled up.

Slayer elite monster spawns aren't quite there yet. However, with the addition of more monsters to the Slayer skill you see where this is going... ;)

All the best,
Thomy
45
Update Notes / Updates January 28th - Grand Exchange Issue & Bugfixes
« Last post by Thomy on January 27, 2023, 11:34:19 pm »
Hello everyone!

Our update today contains various fixes and improvements. The Grand Exchange required a patch and a restart to fix a serialization problem with the database. Since this bug caused item duplication we were forced to rollback the game for roughly 24h. Sorry for the inconvenience. Moreover, severeal tweaks were made to the game client to improve performance and stability.

Rollback January 27th
Due to problems with the Grand Exchange duplicating offers we were forced to issue a rollback of roughly 24 hours. Only items have been rolled back, everything else including experience gains, new accounts, password changes, name changes, etc. remain the same. If there are still issues with your game or the Grand Exchange, please create a helpdesk ticket.

Grand Exchange Serialization
I have identified a problem with how the Grand Exchange saves transactions to the database. There was a bug which crashed the process when our system lost connection to the database for a brief amount of time. This caused items that were taken out of the Grand Exchange to be duplicated. I am sorry for the inconvenience and have improved the way our Grand Exchange saves transactions to the database. It can no longer crash in the way it did!

Homepage Updates
Several changes have been made to our homepage. You can now browse all news articles on the front page. Unnecessary descriptions and headers were removed. The process of loading news was also optimized resulting in better loading times and thus also better page scores for search engines.



Game fixes / changes:
  • Vampires now require level 42 Slayer to be killed. They also received an entry in the Slayer interface that recommends silver weapons and fire spells.
  • The attack animation of Bloodfelds has been improved. Their melee attacks have been turned into magical attacks. Meaning that your magic defence will be considered against their accuracy. Their damage type is still melee, so protection from melee will negate all damage.
  • Vampires now pause their attacks a few ticks longer when transforming to avoid the upcoming attack animation overwriting their transformation.
  • The ranged attack for Vanstrom Klause during his last phase has been improved. The flying animation was slowed down a bit in order to better synchronize client and server positions. There is now also a small additional delay after the ranged attacks have finished before the next attack.
  • Rod of Ivandis no longer shows the graphic of last spell used.
  • Poison protect, heal and deflect auras have been changed. Poison damage done to you remains unchanged when wearing such auras. Receiving the poisoned status is now possible though. That improves how auras work against poisonous enemies by triggering its effect without having to unequip the aura to receive poisoned status.
  • The Falador Party Room has been improved. You are now able to choose the amount of items in an item stack that will be dropped. It's also possible to remove items (that have not yet been confirmed!!) from the chest without having to re-open the interface.
  • Promethium equipment can no longer be found on the Grand Exchange search.
  • Promethium weapons now have a higher chance of increasing the damage of rot infections.
  • Attack speeds of karil's crossbow and elemental bow are once again 2.5s.
  • Zamorak robes can no longer be put in the armour case.
  • Glaiven, ragefire and steadfast boots / gloves have received one additional strength bonus to have them better in line with other items.

Engine fixes / changes:
  • Inventory icons of Jad and Corporeal beast pet have been improved.
  • The timeouts for loading the map has been increased to avoid slow computers not being able to load anything at all.
  • The game client now tries to recover from faulty traffic instead of crashing the game. I've seen a small amount of crash reports on this topic.
  • Sound cache size has been decreased to better support machines running on low memory configurations. Please bear in mind that old clients (<1GB RAM configuration or Java 1.8 or older) require more memory to run stable!

This update including all changes and fixes was released a bit early due to problems with the Grand Exchange. I am still working on superior slayer monsters and will keep you guys updated on the progress. :)

All the best,
Thomy
46
Resolved Bug Reports / Re: Barrow invisibility
« Last post by Tate Andrew on January 15, 2023, 08:27:27 pm »
Ye ive reinstalled
47
Resolved Bug Reports / Re: Barrow invisibility
« Last post by Thomy on January 15, 2023, 07:09:22 pm »
Have you reinstalled the game already?
48
Resolved Bug Reports / Re: Barrow invisibility
« Last post by Tate Andrew on January 15, 2023, 09:40:41 am »
It still happens, but my shadowplay cant record emps world somehow, but this time, they appear invisible for a sec, and do the spawning animation i guess? So they come back visible again.
edit: today ive done many rounds and havent happen this situation anymore
49
Resolved Bug Reports / Re: Barrow invisibility
« Last post by Thomy on January 14, 2023, 08:04:25 am »
Let me know if it happens again after reinstalling your game. I am unable to reproduce this.
50
Resolved Bug Reports / Re: Barrow invisibility
« Last post by Tate Andrew on January 13, 2023, 06:17:17 pm »
They do spawn visible, and one point they turn invisible, does happen rarely tho.
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