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How would you rate this update out of 5?
5 19%  19%  [ 3 ]
5 19%  19%  [ 3 ]
4 13%  13%  [ 2 ]
4 13%  13%  [ 2 ]
3 6%  6%  [ 1 ]
3 6%  6%  [ 1 ]
2 6%  6%  [ 1 ]
2 6%  6%  [ 1 ]
1 6%  6%  [ 1 ]
1 6%  6%  [ 1 ]
Total votes: 16
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 Post subject: 15-Sep-2010 - Z-buffering
PostPosted: September 15th, 2010, 6:13 am 
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15-Sep-2010 - Z-buffering

Advances in our engine will bring graphical improvements for players using RuneScape's Software and Safe modes, and increased speed to players using OpenGL or DirectX modes. The use of a Z-buffer across all graphical modes unifies their workings, which means artists can now create more complex models and more interesting animations, where previously they have been limited by the software modes.

One element of this we're particularly excited about is the ability to model and animate players and NPCs outside of the 'square' on which they’re standing. This will allow us to improve weapon wielding, combat animations and various other aspects of your appearance. Artists will also be able to design and build more impressive areas, which are less constrained to the grid-like nature of the RuneScape world.

Additionally, users in Software or Safe mode should see less in the way of graphical ‘clipping’ (where objects/locations in the world cut through each other incorrectly). We have also seen speed increases in OpenGL and DirectX of up to 50%, but this does depend on the area you’re playing in.

Mod Chris E
Game Engine



In other news...

Due to the z-buffer changes, the Wilderness ditch no longer looked right (in fact it looked rather unsightly). As such, the ditch has been filled in and a low wall has been built in its place. The positioning and path of the wall follows where the ditch was, and you can still jump over it as quickly as you could the ditch.

We've enabled access to our developer console to allow players a small selection of commands, which you may prove useful in tracking down the cause of more technical issues with the client on your computer. Just hit the back quote key (`), also known as the grave accent key, which is found left of the '1' key on most QWERTY keyboards. Input 'help' into the developer console for more information and a list of available commands.

The adjustments to skillcapes have now been copied (they were modelled and optimised for the z-buffer). Female skillcapes should be identical in length to the current male version. This was necessary to massively reduce graphical issues due to the length of the capes.

The loading screen has been reworked and updated to give it a fresh look and give it a little bit extra. These features have been live for a few weeks, but the system was previously emulating the old loading screen until the new artwork was ready.

In addition to choosing the colour of your split chat, you can now choose the colour for your Clan Chat messages via the chat display options button on the settings interface.

Upon entering a dungeon, your bound items and ring of kinship will now be automatically equipped, which should save you a bit of time at the start of each dungeon.

You can now examine compost bins to see how full they are. This should now tell you how many items are in there, from empty through to completely full (0-15 items).

If you hover the mouse over any of the Agility shortcut icons on the world map, you'll now get a tooltip listing the level requirement and equipment necessary to use it.

Elf teleport crystals, the explorer’s rings and the Falador shields have had the order of their options adjusted, which should make them more convenient to use.

One of the smaller fonts used in various places throughout the game has been reworked as part of our ongoing effort to improve usability.

We've increased the selection of farming seeds available in the Vinesweeper reward shop.

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: September 15th, 2010, 6:13 am 
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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 15th, 2010, 9:56 am 
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About the counsel... I'm not really sure that displaying my Java Info and Frame rate necessarily counts as a tool. Unless there's more to it than what I noticed, because the only other two options I saw besides those two were Exit, and Clear Screen.

As far as your bound equipment and kinship ring being equipped when entering a new dungeon, I think that was more of a clean up job than anything and should have been in place when the dungeoneering *cough* skill *cough* was released.

And the ditch... was originally placed there to end a common trick people would use to PK other players... That can't happen anymore since pk'ing has been removed from the wilderness, and all but a few worlds, and the few worlds it does exist in... are PK Worlds, which means that pk'ers don't need to drag you into the wilderness area anymore... they can just kill you on the spot. So.. on those worlds, the ditch was useless as well.

SO to replace the what was coined "Ditch of Stupidity" with the Great Wall of Stupidity is rather odd to me. Since it no longer serves its original function, why not just remove it entirely?

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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 15th, 2010, 3:50 pm 
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I agree with topper4125 on the points he mentioned. The console has pretty much no use to us, unless they are planning on implementing little things in the future. (The ability to toggle face styles or other display options to make other players happy for example. And maybe a command to make other players disappear from the game, to reduce lag.) Little things that don't deserve their own buttons or the like, to help players customize their experiences to their liking. Stuff that will have only aesthetic changes to the game, and not give any advantages.

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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 15th, 2010, 5:41 pm 
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topper4125 wrote:
SO to replace the what was coined "Ditch of Stupidity" with the Great Wall of Stupidity is rather odd to me. Since it no longer serves its original function, why not just remove it entirely?


As Xbladez noted on Runewire, the Great Wall of Runescape has kept the green dragon bots confused, at least for the time being. :P

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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 15th, 2010, 9:04 pm 
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If I was them, I'd just char people from a distance. Or if I was a Revanant, I'd shoot over the wall. But that's just me. I forgot simple logic doesn't work for NPCs in RPGs. xD

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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 17th, 2010, 12:21 pm 
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Duke Juker wrote:
If I was them, I'd just char people from a distance. Or if I was a Revanant, I'd shoot over the wall. But that's just me. I forgot simple logic doesn't work for NPCs in RPGs. xD


lol duke..he's talking about the green drag "bots". as in the botters that kill green dragons, teleport to varock to put hides and bones into g.e. and go back up.

because the option is different for jumping over the wall.. it has confused the programming and now it doesn't know what to do. kinda like if i told you to go dig a whole with the shovel found 20 steps north..and told you to burry your head in the whole.. but i took the shovel away.. you'd just be like what? no shovel?? what do i do now and just stand there


ontopic though:
-zbufferings amazing imo
-i dont mind the ditch.. as long as its just an easy one click and doesnt hinder pking for me (though i wouldnt mind a ditch that slowed u down from running -.- hate runners)
-and i think equiping the bound items is great...i always either forget to do it and run into a monster room and get annilated or i usually take the time to do it right when i enter a room cause otherwise i forget.

great update all in all. some nice fixes and graphics stuff

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: September 17th, 2010, 12:21 pm 
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 Post subject: Re: 15-Sep-2010 - Z-buffering
PostPosted: September 18th, 2010, 10:17 am 
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The Z-Buffering is Causing so many graphical bugs for me.

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