If you enter a name that is invalid / already taken the account creation on the website will suggest names you could use :)
https://secure.runescape.com/m=account-creation/g=oldscape/create_account
If you enter a name that is invalid / already taken the account creation on the website will suggest names you could use :)
https://secure.runescape.com/m=account-creation/g=oldscape/create_account
So. It’s been a while since our last post regarding the infernal cape but that doesn’t mean in any way that we haven’t heard your… shall we say, strong opinions, regarding the first redesign. Alongside the issues with our proposed texture, we recognise that you dislike the ‘heavy’ looking ornament attached to the bottom of our redesigned cape. This was in response to quite a few of you expressing that this cape should be something different; something unique to set it apart from the Fire Cape. Feedback in this area was mixed to say the least and brought along with it a lot of different suggestions – some of which we are entirely against for many reasons whether for technical constraints or otherwise (Kiln/Rhino Cape).
After our first reveal we were left in a split between those of you that wanted a simple Fire Cape texture swap, and those that wanted something more extravagant which led to our first redesign. We took a suggestion that popped up frequently which was way too ...
Read more External link →Hey everyone!
As you saw on today's live stream we have an idea of where we want the Infernal Cape to be heading but we now need your feedback to push it in the direction you want it to go.
So for a little background; we looked closely at the previous two attempts to nail a design for this cape, both of which failed to conjure a solid design that appealed to a majority of players. We saw that not only did a lot of the designs presented to us have a very similar number of supporters, but they also didn't take into consideration the technical limitations we're blocked by (mainly the really dark and washed out textures).
There was one aspect that correlated between the most popular suggestions; the shape. It was clear from the designs offered on ...
Read more External link →Hey,
Wasn't sure about the bloodvelds myself, thanks for the feedback, I'll get them sorted.
Mod Ghost.
Zeah is an area that can evolve visually as we progress with OS updates, so it's definitely a valid request.
I've been working on a few updates to the appearance of Arceuus in my spare time that I'd hope to poll with future updates, so I'd definitely consider giving this area a bit of polish in the distant future.
At the moment it looks like we've got quite a few QOL jobs to get through, so that's my focus for the next few weeks. That said, it's good to know that people are passionate about working with us to improve areas on Zeah.
Mod Ghost
Mod Ghost,
Thank you for replying so promptly and professionally. You're a real asset to the Oldschool team.
The key issue I (and it would seem others too) have with the textures is that they are very blurry. When a player runs over the textures this effect is amplified by the constant visual change based on the motion of the game window.
Overall I believe (and I am sure that most would agree) that the area has been very well designed, and we all respect your continued attention to detail across the board.
Might I suggest that the juxtaposition of the textures causing the blurriness be attended to?
I hope this makes sense. Once again, thank you.
Hi,
I've checked this out in game and see that the sand inbetween the floor slats does flicker a lot and makes the area unclear when the camera is moving.
I'd be more than happy to remove this sand, so I've asked Ash to put a last minute poll question in to make sure the community is happy with this change.
Thanks for getting in touch and explaining the issue.
Mod Ghost
Thanks for your contribution, it's great to read ideas from the community and the time you have spent on this post shows how passionate you are about our amazing game.
I'll leave it to rest of the community here to give you feedback your ideas, best of luck, I hope it does well.
Mod Ghost
Would it not be possible to make the game think you dont have a haircut whilst wearing headwear?
Hi, here's a reply to a similar question.
We have a system where a head model and a hat model can be placed on a player; the head item having the hair. For full helms or larger hats we model the head gear into the head model and place nothing in the hat slot.
If we wanted to adjust the models to accommodate large hairstyles, we'd have to go through every worn hat model (326 in total) and create a new head with the hat built in and update all the hat object configs to use just these head models and no hat.
NPC's that have a specific hairstyle and hat would need to have unique models and their configs updated.
Then there's the time it would take to QA test every new head/hat model in game and check which NPCs wear a hat and if their configs have been updated. This task would be expanded further for NPCs that have multiple versions of themselves for things like quests.
To resolve this issue the resources required would be quite large, so unfortu...
Read moreLove the idea of new hair styles. Just an idea I want to throw out there about large hair styles that clip, would it be possible to have those hairstyles have some sort of check when equipping a head item such that when such an item is equipped, the hair on a players head defaults to a "close to the scalp" yet similarly shaped cut so that things wouldnt clip? For example a female player with long hair with a large ponytail coming out the top of it would, when equipping a helm, default to a long haired haircut without the ponytail so long as the item is equipped, and revert back when unequipped?
We have a system where a head model and a hat model can be placed on a player; the head item having the hair. For full helms or larger hats we model the head gear into the head model and place nothing in the hat slot.
If we wanted to adjust the models to accommodate large hairstyles, we'd have to go through every worn hat model (326 in total) and create a new head with the hat built in and update all the hat object configs to use just these head models and no hat.
NPC's that have a specific hairstyle and hat would need to have unique models and their configs updated.
Then there's the time it would take to QA test every new head/hat model in game and check which NPCs wear a hat and if their configs have been updated. This task would be expanded further for NPCs that have multiple versions of themselves for things like quests.
To resolve this issue the resources required would be quite large, so unfortunately it's better to just offer some larger hairc...
Read moreREVERT THE DAMN HALOS
THEY LOOK TERRIBLE
I'll be discussing changing them to suit the original post put on here before I implemented feedback from Twitter.
''We only have 2 graphic designers, so we can't get done much''
Please dont spend time on this awfull looking dead content cosmetic shit
This sphere on an existing head model, recoloured, took 10 minutes. A lot of what is asked on stream is in excess of 2 hours or more.
That said, this January we are able to offer small QOL updates like this requested by players and poll them to see if people want them.
This post is just putting out some feelers, if you don't want them please just say so politely.
Can we actually improve the game instead of adding dumb ghetto hairstyles nobody will use? thanks
These are requested by the community as part of a series of small QOL updates we will be releasing over the coming weeks. If you don't like this update, hopefully there will be some other graphics QOL jobs which you can enjoy too.
Also, remember that these will be polled, so you will ultimately be able to have your say then.
No one even wears that awkward looking head cushion though.
Read 3rd comment in, we need to consider that people do when we create updated like this.
Also, let's have some with lighting bolts down the sides!!!! Afros with spikes too! Wow that would be amazing! Let's see your imagination run wild ghost! Pures would love these for pking, as long as it is worth wearing for them. Anyone else have any ideas on how to make these Afros the most wicked Afros to exist in all eternity?
The designs must be kept basic to keep modelling times down and so not to devalue the existing afro available from clue scrolls: http://2007.runescape.wikia.com/wiki/Afro
Devalues my afro elite clue reward.
Multi colour afros will not be offered and the scale of the afro will not be as large.
Hi,
Further to my recent post requesting ideas for haircuts: https://www.reddit.com/r/2007scape/comments/5npnjm/new_hair_model_suggestions_wanted_sadly_not/
A common request on Reddit and Twitter has been for an afro haircut.
Whilst I would like to create this haircut unfortunately an afro added to your player as a haircut will clip massively with some head items: ...
Read more External link →Sorry guys, I was very happy with this area when I designed it, I don't see the issue here.
Can you be more specific with how this is causing you visual issues please as, I will need very specific evidence to present a case to remap the area.
Many thanks, Mod Ghost.
Bowlcuts pls
This is already in game.
These are in game. The wilderness sword and easy, medium and hard achievement diary kits I do believe. You'll need to complete their respective achievement diary task to acquire them.
The agility courses were created by mod Reach using preexisting animations I believe.