Runescape

Runescape Dev Tracker




03 Jun

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    on News - Thread - Direct
It's time to stride with Pride! Check out the in-game activities and community events!

01 Jun

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This is great, thanks for doing this.


31 May

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I'll see your bet, and raise you... (with some glitches, because I was AFKing vyres at the time, and the mockup predates Adventures -> Calendar)

https://preview.redd.it/xd061772at3d1.png?width=968&format=png&auto=webp&s=bbbf2269e21f8820443f00622ac5c16b4a81d6b1

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I don't think he's heard about second Mining & Smithing rework, Pip.

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This is professional level referencing.

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This is super high on our list of things to address if possible. Mod Jack made had actually made it one of the project's aims back when it was being kicked off in pre-production :)

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As currently planned, they will not be

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Have you heard about the Mining & Smithing update?


30 May

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Originally posted by mistrin

Yes! I'm sorry I completely spaced on that cutscene (work has been stressful the last few days, doing a cabinet install for a client that's picky), I loved how the Necromancy intro felt more "alive" so to speak.

So that leads back into the second part of what i was (poorly) attempting to ask as a tertiary part; 2d animations? How difficult would that be? Say as an example as Death is on the rowboat making his way towards Um in the intro cutscene, animating Death to row/wade his oar through the river of souls that aren't just skips in the motions, full animation?

Complete side note; as a carpenter I do take humorous offense to some of how some tools are portrayed in game (like the table saw in Fort, I look at that thing and just think my character is likely to lose a finger to how wobbly that thing is)(The other one that kind of caught me off guard was that there was a log splitter at the Christmas decoration crafting table)

I'm not really an expert on the subject, but based on what I know I would say that if we're talking about something more ambitious than what we did in Necromancy, probably not. The added motion to give the static image a bit of energy is, as far as I know, fairly easy. Beyond that and we're in to actual 2D animation, which is a whole different kind of tech (think Flash) and much more demanding.

(Looking at how the animation movie industry seems to have just completely transitioned to 3D CGI, I would guess that 2D is even more expensive than 3D.)

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Originally posted by mistrin

Honestly loving the amount of insight that you guys have been offering lately.

At the end of the day, it's hard to get people to understand how much goes into development and what kind of time tables are actually there.

Question for you to pick your brain; what about doing a 2.5d cutscenes and is it possible with the engine currently? When I say 2.5d scenes, like it's a 3d environment where you can layer different amounts of depth into it, but everything is done in 2d artwork where you're able to do panning techniques or 2d animations and not fully 3d modeled animations.

Like the Necromancy intro? This was tech that we were finally able to get in for Necromancy, but with the general feedback that 2D cutscenes suck we've ended up backing off from doing them at all.

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Originally posted by LordDarthAnger

Evil Dave’s Big Day out I think?

Dave (you) turns into a woman and your mom has you do the chores. Later on Dave turns himself into his mom while his body is taken over by his mom. He has his mom locked in the basement.

It is the irony

This is the version I toned down. In the original implementation there was a lot more domestic abuse played for comedy.

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A lot of the feedback we get on this topic seems predicated on an assumption that there are two options, and we're basically free to choose between the two, and we chose wrong for some reason. Sometimes that definitely is the case, and sometimes it's reasonable to actually go back and choose differently.

3D vs 2D cutscenes are nothing like this. I feel like sometimes this topic gets unfairly generalised to "2D cutscenes are bad". A lot of the 2D cutscenes were either neutrally or well received. The animated Necromancy intro is pretty universally loved, as far as I can tell.

Really the focus of the ire seems to be on the Extinction scenes which depict epic events. I totally get that it's a bit disappointing to not see them in engine, but I think using words like "shortcut" is a bit of a misunderstanding of the options available.

There is no practical world in which the remaining elder gods, or a scene like Kerapac having an anime battle with an elder god and ...

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Coal isn't hot enough to smelt adamant ore.

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Originally posted by Adamjrakula

various bugfixes/typos

does that include tail bash damage still going through after his death animation starts?

It does

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Originally posted by RsBugsAndGlitches

Really like the addition of an npc that supplies necessary items in the beta, however, I've noticed that the supplier is missing the Magma Tempest ability codex in his shop. Would be good if it was in there so that players can test the feel of it not being 2h locked anymore.

Out of relevancy, any chance that the potion bug be fixed with melee? https://www.youtube.com/watch?v=2Faa68WK8BY This bug happened years ago and was fixed by updating the code to check "current level" instead of base level by Mod Pi. https://imgur.com/a/9eZEfwa It also currently bugs out a player who uses revo if they have boosted stats as shown in a second video. https://www.youtube.com/watch?v=RXf32ZdrVno

Really love when Jagex does betas so hopefully they do these more often. Kinda surprised that this one is so short with only a week.

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Yeah I fudged that, the magma tempest shop item exists (i just overwrote it) MB! not sure it'll be hotfixable, but I can distribute out tempests when im on.

The melee potion bug has a job in, hoping one of us combat devs will be able to take a look when we get a chance.

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Originally posted by 5-x

If you plan to do betas more often, any chance access to beta worlds could be easier in the future? Add a beta setting to the launcher/client somewhere?

Maybe you could prevent the client from redownloading entire 6GB cache a second time just for the beta?

Its something we're trying to get movement on yeah.

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Originally posted by srbman

To further make the collection log easier to find, any chance we can get a Unified Collection Log like the Oldschool folks have? :)

On our radar, but no updates.

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Popped a tweet highlighting some upcoming feedback changes: https://x.com/JagexRamen/status/1796177574713778457

  • Giving Osseous her own tab in Beasts (will continue to share KC)
    • This will make it much easier to get to the collection log interface
  • Heart of the Berserker was missing from the collection log
  • Updated the entry point to be a little closer to the teleporter and climb over
  • Added an option to the teleporter to select your entry point to either inside the lair, or on the island
  • + various bugfixes/typos

Unsure if all these will make it out for the Monday update, but we'll do our best!