Old School Runescape

Old School Runescape Dev Tracker




05 Feb

Comment

Originally posted by Untraveled

Fight caves wasn’t designed for level 3s

Just because something is designed for a certain target audience, it doesn't mean nobody outside of that target audience can complete the content. In this case, it means we expect to see way more groups than solo players playing the content.

(Still appreciate the joke, nice 1)

Comment

Turns out our map editor has the function to export height data, so I suppose you're in luck!

This also made me realise how small Gielinor really is as each pixel represents a game tile that is roughly 1 meter. Therefor the width of the entire map is only 2,752 meters. It's also very messy due to how the maps are assembled out of blocks. You can see the seams between map files quite a bit in some areas but a little bit of blurring should solve that.

Hope this helps!

Comment

The poll blog you are referring to with the changelist has a line directly under that changelist in bold that reads "The Siren's Tome will not be released with The Nightmare. You can read more about that here."

Comment

I don't doubt people will be able to solo it, it's just designed for groups.

Comment

Originally posted by Unlikely_Island

Meta question, but can we know whose going to be on the couch in these threads?
It would be neat if we could tailor questions to the people whose working on the content we got questions about.

Very meta. Unfortunately, it's not clear who will be on the sofa at the time we put these threads up. Anyone in the team's schedule can suddenly change making them either available or not.

Comment

Originally posted by D1xon_Cider

Is kree not a female?

Happy cake day.


04 Feb


03 Feb

Comment

Originally posted by [deleted]

So if this project...

• doesn't mess with bot detection systems

• doesn't have a trash and unstable code, nor Jagex copyrighted code

• prove to be stable and have a good performance on modern and old PCs (Runelite GPU plugin perform very well and this HD project is being built on top of it)

• be totally free and open source

Could it use the original HD textures?

I don't see why not.

Comment

I flippin love threads like this, like you sometimes lose that feeling of how many people out there are playing this game, as a dev team when you're just stuck in the office each day, bumps of motivation along the way! <3

Post

Join the JMods on the sofa at 5pm this Wednesday UTC here: twitch.tv/OldSchoolRS

In the meantime, leave any questions you have for the team down below and we'll answer as many as we can!

External link →

02 Feb

Comment

Originally posted by RulerOfTheApes

I really don't think there is anything to worry about. OSHD used copyrighted content to develop off of. The runelite plugin has been confirmed to use no assets.

The biggest problem with most OSHD clients was the technology behind it, not the assets. Hell, if it had worked we would have used it. Sadly the OSHD code was not up to scratch for a commercial company and making it so would have meant opening hooks into the code which could've been exploited by bots.

I think the OSHD client mentioned below tripped a whole lot of bot detection systems so would not have been workable either.

This may well be different, will be good to see where it goes.


31 Jan

Comment

Originally posted by SinceBecausePickles

I just wish more things were locked behind series of quests that make sense lore wise. Corp beast is the biggest offender here, but there’s so many other things that would benefit from having been released along side a new quest requirement or several. New OSRS quests are almost exclusively two minute beginner level quests or master level quests that basically just serve as osrs advertisement and to occasionally lock high or end game content behind them. A taste of hope is an example of the good type of quests release that should make up the majority of new quests, not just a single instance.

I know what you mean but unfortunately quests of that size and level are quite expensive to make and tend to take a long time to design and develop from scratch so it's something we have to have the right balance on. However I can assure to you that we care about quests like we care about many other areas of the game, we just can't keep making the same type of content all the time.

Comment

Your login will always remain the same, regardless of you changing your dispaly name.


30 Jan

Comment

Originally posted by BioMasterZap

I can't recall if he ever posted it, but I know GentleTractor was working on a concept for Necromancy. I believe the gist of it was you conjure the undead, then you cast a spell to make it attack; so it is attacking in place of you rather than being a minion like with Summoning. At that point, it is just flavor on casting new spells with some added mechanics of perhaps the undead being stationary and needing to recast or inventory management of needing to bring supplies to recast when it runs out.

Not sure how well that would go over, but if instead of new Bane spells you attacked for undead that acted like Bane spells and you have to create them a bit like setting up a cannon (placing down a stationary entity with a spell and components from your inventory, not the "hits everything in the room" aspect, though perhaps one could be a magic cannon...) it would be an interesting mechanic at least. Like I could see going to Dragons and trying to set up your dragonbane undead in...

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There are a few ways I suppose to avoid the summoning-esque feel to raising the dead to fight for you. Having them as timed persistent followers would certainly be a no due to the prevalence of pets and the potential of making it a meta for most situations. If they acted more as a physical representation of a damage over time effect (equivalent of a magical version of poison) with the cure being a set time (a minute or so) or running out of HP. That might work. Also, tying them to a specific item that needs to stay equipped which could have fairly high negatives to melee/ranged to encourage them to be paired mostly with magic. I recall reading the ideas GT put forward back when the original Spellbook rework was shared. They were great solutions to avoiding the summoning lite features that may not go down well with the more ‘anti-change’ players.

Just spitballing really :P there’s plenty of ways it can be done to be as unobtrusive to the standard combat systems that everyone...

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Comment

Originally posted by SinceBecausePickles

Freaking wack man. I hate how nobody cares about quests

We do care about quests! The quest Sins of the Father will be the next thing we'll be working on after the release of the Nightmare of Ashihama and is due to be released later in the year. You can find out more about it here.

Comment

Originally posted by 0zzyb0y

Not just alien, but a struggle to make useful without completely changing the meta for some contemt

For sure, the balance will be super important and we wouldn’t want a repeat of summoning.