16 days ago - /u/JagexAzanna - Direct link

PSA - Update will launch at 13:45 Game Time

Gamejam is wrapping up and we are getting back to business just ahead of Christmas! Check out this bumper patch list, We are adding more sources of Wood Spirits ahead of 110 WC/Fletching, making updates to tank armour health bonuses, addressing the strength of the Blood Reaver familiar, fixed the disappearing Ode of Deceit and Diagonal Divination and more!

Check them out here - https://secure.runescape.com/m=news/november-postjam-patch-week---this-week-in-runescape

To assist us with monitoring any issues that arise please use the following template to help us gather data and find your issues quickly.

1. Describe the bug you are experiencing.

2. List the steps to reproduce the bug.

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External link →
16 days ago - /u/JagexAzanna - Direct link

PSA - Update will launch at 13:45 Game Time

Gamejam is wrapping up and we are getting back to business just ahead of Christmas! Check out this bumper patch list, We are adding more sources of Wood Spirits ahead of 110 WC/Fletching, making updates to tank armour health bonuses, addressing the strength of the Blood Reaver familiar, fixed the disappearing Ode of Deceit and Diagonal Divination and more!

Check them out here - https://secure.runescape.com/m=news/november-postjam-patch-week---this-week-in-runescape

To assist us with monitoring any issues that arise please use the following template to help us gather data and find your issues quickly.

1. Describe the bug you are experiencing.

2. List the steps to reproduce the bug.

3. Do you have any additional information that would be useful?

Please also include your display name (RSN) and continue to submit in game reports to assist the team with resolving these issues.

External link →
16 days ago - /u/JagexAzanna - Direct link

Originally posted by JD0064

Sorry then I dont understand "PSA - Update will launch at 13:45 Game Time" vs it being 14h00 UTC gametime and not being live.

Does it not mean it "should" be live?

It should be live but it hit a snag, team is working on it atm. Will be updating the ETA shortly

16 days ago - /u/JagexAzanna - Direct link

Originally posted by JD0064

Thank you, but it IS the Reward (not Membership) tokens right?

16 days ago - /u/JagexAzanna - Direct link

Originally posted by Lions_RAWR

Oh wow! Halloween patch notes... How can I get to that place?

Or right... It's not there until next year, but sure let's post those patches and say that they are implemented this week.

Does anyone actually look at the news post before hitting the post button? At one time the patch notes were actually just patches that came into the game for that week.

I included the Halloween notes so that they are documented so that next year when the hub is back there aren't people complaining about undocumented changes.

They had been prepped shortly before the end of the event but weren't implemented as we had been focusing on GIM updates so now that things are back to regular business they were implemented.

16 days ago - /u/Jagex_Stu - Direct link

Originally posted by yuei2

Fixed an issue where the player with the Risen Walk animation override active was unable to move after replaying The Death of Chivalry cutscenes using the skull of remembrance

What….what caused that???

Risen Walk's idle animation has a higher priority than most idle animations. (I think so the idle has a chance to finish before starting the walk cycle, so the animations blend more smoothly.) When you complete/skip the Death of Chivalry cutscene, any animations running on the player are cleared, so if there's a looping animation or cutscene animation playing at that point in the cutscene when you skipped it, the animation doesn't persist when you teleport out of the cutscene instance. (Some of the cutscene animations are long and elaborate, and some loop indefinitely.)

Back when I developed Death of Chivalry, there was an engine bug wherein passing a null animation caused the player to briefly T-pose before they started playing their ready animation. (I think due to more resources being streamed on demand at the time, leading to an issue where your current idle animation might not be cached at the time it needed to run.)

(Might've also had something to do with how these types of animator-constructed cutscenes were entirely client-side at the time and ran at the client clock speed. This feature was later removed when HTML5 was retired and all the animation editor cutscenes built in modules that ran on the client had to be hastily batch-processed into roughly equivalent server script - which is why various cutscenes from that era are a bit glitchy because their animation delays are now having to conform to a 0.6 second tick rate when the cutscenes were originally built around the client's more precise 30 frames/second animation tick rate when timing all the camera splines and long-form animations.)

Anyway, so to get around the issue with nulling a scripted animation, I instead got your base animation set's idle animation and passed that animation to the player animation command, so the transition back to a ready pose was a bit smoother.

Because the Risen Walk's idle animation has a higher priority than its walk animation, though, this meant the player was stuck in place and clicking to move wouldn't override the idle animation.

So I fixed the reported bug by passing through null to the player animation command now that works as expected.

16 days ago - /u/Jagex_Stu - Direct link

Originally posted by yuei2

TIL, Thank you Stu!

That’s genuinely interesting also sounds kinda headache inducing lol. It’s funny how just a slightly different priority in the playing of animations could cause such a ripple. 

I recall the deprecation of the client-side cutscene format giving Mod Liono lots of headaches! He took on the unenviable task of converting all the HTML5 client cutscenes (I think we had about 40 at the time) to server-side code and I remember him spending hours and hours manually tweaking the batch-processed scripts trying his best to fine-tune the delays for 30 frame/second client data to 0.6 second server increments. He managed to get most of them pretty close to the original, but eg there's a particular Tuska cutscene that's fundamentally ill-timed for a less granular tick rate.