JagexLenny

JagexLenny



23 Jun

Comment

Originally posted by DivineInsanityReveng

This is cool! But Tile Marking is completely broken in the Sire area. Doesn't mark tiles at all. Tried changing the colour and such, didn't work.

I was at Abyssal Sire location. Tried resetting my UI scaling too (as this causes a whole number of weird graphical bugs still, with your health bar overlapping with itself and such). No fix.

EDIT1: seems like the tiles worked at craft guild, POH and in the Sire lobby area. Cannot mark anywhere as soon as the ground changes colour, and I actually just crashed my game by trying to mark a tile on the edge of the walkway.

There are a few things we're aware of that will prevent tile highlights from showing as intended - I guess that the Sire area is one of those) - regarding crashing trying to mark a tile on the edge of the walkway, could you provide any more info of where exactly that was happening?


15 Jun

Comment

Originally posted by Nottheadmin5

Is mouse over tooltips the same as the ground items plugin within runelite, or will that be done in a future phase?

Mouseover tooltips are just what you see in the screenshot with the Lumbridge guide, showing the text that usually appears in the top left of the screen by your mouse. Showing a list of items in a stack on the ground is something further down the line.


14 Jun


30 Apr

Comment

Originally posted by minutemaid101

Its chess though? Is there open source code you can just throw in there and make it work with java?

Content in the game itself isn't written in Java - although the engine is, the actual content is comprised of RuneScript, our in-house scripting language, and although there are plenty of things that it does very well, it doesn't have the flexibility of most "programming" languages, so we can't just port it over quite like that.

Comment

Originally posted by Sbmalj

  • Great response. Solid approach on the en passant, basically exactly what I was imagining.

  • Shame to hear on the queen-only promotion at the moment, though that’s honestly unsurprising as I remember it ended up being a very odd break in control flow to wait for the user to select a promotion piece. I do dearly hope this makes it into the final release (if we do see one) because underpromotion is rare but usually SICK when it pays off. From like a uhh, chess player’s perspective I guess haha. More so it would be heartbreaking to not have as an option when it would otherwise be a good move.

  • Also somewhat unsurprising the hear the draw conditions haven’t gone in yet and/or may need to be limited, but unfortunately you’ll kinda need them to be at least slightly robust to avoid infinite games from people who refuse to resign basically. The closer you could get the full drawing rules the better, since it’s a very easy game to troll in without them...

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One of the biggest constraints there is with trying to implement the sorts of representations that you're talking of is the limited sorts of data storage that we have in the scripting language - we don't have any sort of dynamic data structures, and our handling of strings (particularly on the server, where we need to keep our "true" representation of the board) is rather limited.

The way that the board state is stored is as an inventory of objects, with a few single bit variables for whether or not en passant is available, whether certain pieces (each rook and king) have moved, an integer of the "slot" that en passant is available at, and an integer of game state for the player about to play (in check, in checkmate, in stalemate, or none), and then we have a couple of copies of that for the state after any moves that need considering when checking for game state or move legality, and in that format, it's not easy to keep remembering more and more states. I've considered tr...

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29 Apr

Comment

Originally posted by SirVyve

If it becomes a problem, yes. Chess anticheat already exists and is open-source. Online chess isn't a new thing, and neither are chess engines. Implementing open-source chess anticheat might be a good intern task to get them in the bot-busting mindset and help them learn about some of the methods modern cheating detection technologies use.

None of this is to say that chess bots are going to be a bigger problem than most of the other bots in game, but you have to reinvent the wheel to deal with machine learning bots which intentionally act like humans. You don't have to do that with chess.

Even with it being open source, it's unfortunately not something that we'd be able to easily put to use in game - it would have to be written into the game itself, in our in-house scripting language, given the way that chess itself would be written as a part of the game.

Comment

Originally posted by DangerZoneh

Further, you can't castle if an opposing piece sees any of the tiles the king would move through, but you CAN if they see ones the rook moves through. So as white, you can castle queenside if there is a rook on b2 but not if there's one on d2.

I've got to say, this all came as news to me, when I was implementing castling! I can proudly say, though, that I believe it's all accounted for.

Comment

Originally posted by Jomflox

Please DO NOT forget to implement the "En passant" move.

Don't worry, that was one of the first things we made ourselves implement! Who cares about being in check or checkmate if you can't en passant?

Comment

Originally posted by Sbmalj

THANK YOU! Chess and RuneScape are my two favorite games, this is a dream come true.

I’ve seen some people pointing out not to forget some of the more nuanced rules, and I also happen to have coded a chess game/UI from scratch before and I’ll give a quick list of every tricky part I ran into and/or didn’t realize was coded incorrectly at first and are worth triple-checking. I’m sure y’all are already well aware of a lot of these, but maybe this can help Nin and Kieren if they happen to see this.

In no particular order, these are the things I remember giving me grief:

  • en passant conditions. I’m sure you’re well aware of this already but it can become tricky to implement in a way that doesn’t require scuffing the regular pawn movement code. From what I recall a single flag that is checked and set for each pawn when the conditions are right did the trick.

  • edge cases of pawn promotion (under-promotion, promoting into check or checkmate...

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Really interesting write up, thanks for the insight to some of the finer details! To go through some of the points.

  • En passant has been handled, and I believe any strange edge cases accounted for! Funnily enough, this was the first thing that we sat down and decided we had to do. We weren't willing to even acknowledge it as a real attempt at programming chess, without it. My approach here was basically to just set a flag, when a pawn moved two squares, that en passant was available, and take note of the square that was jumped over as being the square that it's available on, and then using that as a reference when considering what moves are legal on the next turn... And then as soon as another move is made, the square taken note of gets forgotten, and the flag to say that en passant was possible gets taken away again.
  • We took a bit of a cheap way out on promotion, only allowing promotion to Queen, instead of offering any choice. If we actually look to release ...
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Comment

It is worth noting that this isn't something that's definitely going to be added, just yet - it's just been a fun little programming challenge that myself, Mod Nin and Mod Kieren took on out of hours!


06 Jan

Comment

Originally posted by JagexHusky

Sorry, it's just an issue in the messaging and dismantling the item will still correctly give back normal graceful item and the kit instead of two graceful items!

And to follow on from that, the messaging should now be correct!


15 Dec

Comment

What are the tick manipulation methods to speed this up further?


19 Aug

Comment

Open Reddit after nearly two weeks off, to see this... Guess I better go book some more holiday!


13 May

Comment

Originally posted by puq123

Mod Lenny (Unknown Lead)

I thought y'all had no clue what Lenny was doing, until I read that The Unknown is literally the name of a team. Like Lenny just showed up one day and nobody had the courage to ask what he was doing in the office

I'm not too sure what I do, sometimes, either... If you've managed to figure it out, let me know!


23 Jan

Comment

Originally posted by Spineweilder

I haven't seen it mentioned in here yet, so I'd like to thank /u/JagexLenny for putting in the work required to make the Wiki Integration possible!

And a huge thanks to yourself and the rest of the Wiki team for your help along the way with it!

Comment

If you're using a 3rd party client that already had its own Wiki Integration (and if you have it enabled in said client), you may find that it's currently showing their options for it as well as the game's.


12 Nov


31 Jul

Comment

🔔🔔🔔


30 Jul

Comment

Originally posted by Mod_Ry

Every good boi needs a place to nap

Cat.


26 Jul

Comment

Originally posted by Mod_Curse

Really glad you enjoyed playing it as much as we did making it :)

:D