Jump to content

Mil

Members
  • Posts

    1164
  • Joined

  • Last visited

Posts posted by Mil

  1. http://services.rune...ic-clue-fest-ii

    qfc: 42,43,635,61538175

     

    The Cryptic Clue Fest is back! This time you'll find yourself on a journey to piece together a rather fascinating and fictitious mystery...

     

    As the event proved so popular last year, we have some brand new brainteasers and puzzles for you to solve. We've tried to take on a lot of feedback from last time to make this Cryptic Clue Fest even better.

     

    Like last year, new clues will be posted on the forums each day and you will need to solve them to figure out the next person to talk to and the key items needed to progress.

     

    To start Cryptic Clue Fest II, simply head to the thread in the RuneScape Events Forum.

     

    Mod Mark H

    Community Management

     

     

    [spoiler=Answer for 1st Clue]3 Cooked Pike

    2 Buckets

    10 Feathers

    to Roddeck the Advisor - Lumby

     

    [spoiler=Answer for 2nd Clue]2 Gold Amulets (strung)

    5 Leather Boots

    8 balls of wool

    Talk to Lowe in the Archery Shop,. Varrock

     

    [spoiler=Answer for 3rd Clue]3 Bones

    6 Fires Runes

    to Megan at Party Pete's in Falador

     

    [spoiler=Answer for 4th Clue]7 Iron daggers

    3 planks

    4 Earth runes

    -Talk to the hairdresser in Falador.

     

    [spoiler=Answer for 5th Clue]6 Bronze Mace

    2 Uncut Ruby

    4 Fire rune

    to Ranael in Plateskirt shop in Al Kharid

     

    [spoiler=Answer for 6th Clue]2 Pikes

    6 Earth runes

    1 Bronze mace

    to Duke Horacio in Lumby.

     

  2. Most simple and easiest advice I can give:

     

    Little and often. See the weights in the morning when you wake up, do a set of 10 of a few different exercises. Before lunch/dinner? Go grab the weights again... same thing before you sleep/before a shower. Doesn't really matter what you do, as long as you're doing something that feels good and that's pushing you slightly. Of course you're doing other exercises as well I'm sure, so mix it up, little but often. "Little" doesn't have to mean slow, doing intense exercise for 10 minute bursts with a variety of things can get the heart pumping and you feeling good. But of course, I'm sure you know/do this.

    Stick to doing something everyday, don't skip out a day; something everyday, even if it's a few minutes of intense exercise if you're short on time. They say after 3 weeks of doing something everyday it'll become a habit?

  3. http://services.runescape.com/m=devblog/view_post.ws?post_id=100

     

    Please note that this project, in particular the visual design, is work in progress. The final version may be subject to change.

     

    Part of the development of Dungeoneering was to create the chaotic equipment. Due to this new equipment being able to hit harder, we also had to introduce a countermeasure to allow people to defend against this higher damage potential - the level 80 shields.

     

    It was at this time it was raised that although these shields did a fair bit to reduce incoming damage, there was no real way of feeding back what was going on to the person wielding it, other than a "Your shield helps reduce the damage you take." message in the chatbox. You don't know how much it has reduced damage by and may even question whether or not it even worked at all! While we had to release the equipment with this simplistic feedback, we didn't want this to be the final product.

     

    Hit marks v2.0

    hittypesthumb.jpg

    Magic, Ranged and melee damage

    So, after Dungeoneering was released, we worked on adding support to make the hit marks system far more flexible, with new things like icons, background scaling, animation, fading effects, and even multiple marks in one. This was originally done to allow the support we needed to show damage soaking on screen For example, if you got hit for 600, but your shield soaked 200 of that damage, you'd see a red hit mark for 400, followed by a blue soak mark for 200 - so you'd immediately be able to see the effect your shield had on that hit!

     

    More than for soaking

    hitotherthumb.jpg

    Watching other players deal damage

    With all of this new functionality, we thought it was a shame to think we'd only use the two hit marks on one line, so I spent some time investigating if I could incorporate some of RuneScape's other features to improve the combat experience and feedback it provides. The first thing I looked at was damage types (you may have seen some of these new hit marks in a recent Developers' Blog video). When I first played Dungeoneering (and I've seen it plenty since!), people had trouble identifying what they were being attacked with when, say, a mysterious shade hit them. Some people thought they only used magic attacks, so got confused when they were still taking damage while using a magic protection prayer. This new system outputs a neat little icon when damage is applied, so you know if prayer might help reduce or block the damage. The picture here only shows hit marks for magic, ranged and melee damage, but it doesn't have to be limited to just those three types. The last image in this blog shows an example of damage caused with a dwarf multicannon and a deflect curse.

     

    That's my 200!

    hitmixedthumb.jpg

    Which was my hit?

    Another thing I was aware of from my in-game experience and from seeing various mentions on the forums was those times where two (or more) people hit an NPC at the same time. One person would hit a really high number and everyone would claim it was theirs! Given some further support, I've incorporated what I've come to call 'fade splats'. Basically, if you see a vibrant colour with the damage amount in it, it means it is something to do with you (either damage you are taking, or damage dealt by you or your familiar). If it is a faded colour, it means you were involved in whatever combat you are looking at, thus you know what hits are related to you.

     

    For example, if you were watching NPCs fight in the God Wars Dungeon, the damage splats would be a much darker, saturated red, but if you hit one of them yourself, you'll see a bright red one, as it was something to do with you.

     

    Something else you might notice is that the hit marks expand if the number is bigger, so if you hit a 1, the hit marks will not be as wide as if you hit 100.

     

    The problem with 0s

    hitcannonthumb.jpg

    Cannon and deflection damage

    Who likes hitting 0s? We certainly don't, so this was one thing I was really keen on looking into, given this project would involve a lot of work within the core combat system anyway. We are still finalising what we want this to be - it could be the word "Miss", an icon or perhaps even an animation (something to prevent words appearing all over the screen in busy areas).

     

    With the current hit marks system, a 0 can depict one of two things - either you missing your opponent, or hitting them but causing 0 damage (save for magic, which has a different 'squib' animation for a miss). In these cases, I went through many, many files to update them so that with the new hit marks system, you will either 'miss' your opponent or cause a minimum of 1 damage. While this isn't groundbreaking, it means the system shouldn't 'lie' anymore, it's more informative. A hit will always mean damage is inflicted and a miss is you missing the chance in the first place.

    Wait, theres more?

    Oh, yes, and theres something I've not mentioned, another unique feature that is also being implemented, and which hasn't been shown in the pictures here...and which has turned out to be a big hit with people here. But you'll have to wait until the new hit mark system arrives before finding that one out...

  4. Patch notes[hide]

     

    Graphical

     

     

    Adjusted some of the humidify animations.

    Various ranger headwear including the Saggitarian coif had the wrong models on chatheads when worn.

     

     

    Activities/D&Ds

     

     

    Ancient effigies now use your base Summoning level rather than current level.

    Added some quick options for Hide 'n' Seek to Larry and Chuck.

    Clarified some chat when talking to Larry and Chuck about penguins.

     

     

    Miscellaneous

     

     

    We've relaxed the Grand Exchange restrictions on kegs of beer.

    Fixed a potential issue with the ring of slaying and switching slayer masters.

    Charms have had their config cost reduced to prevent them being kept over other more useful items.

    Prevented certain items from being alched in Dungeoneering.

    Updated raw jubbly on the Grand Exchange so that jubbly hunters can get a better price for their catch.

    Added a message to the Assist System to let you know when a player can next assist if they’ve hit the experience cap already.

    There is now a chance for your subjects to find raven eggs in birds’ nests on Miscellania.

    Optimised some of the more combat intensive NPCs to reduce overall server load. This affects the God Wars Dungeon NPCs, creatures in the Dagannoth area and various other NPCs. [/hide]

  5. Nice stuff :thumbup:

     

    It's always nice to see modifications to RuneScape imagery/videos, there are some nice shots up there^^. But of course, you have to be slightly careful with overusing some effects. Though I'm sure a lot of stuff looks more epic with some music and motion.

  6. Jagex has made people angry because those people (most of RuneScape) are not understanding of the situation. The amount of money entering the game was very very small, but people think it is huge, hence prices are rising.

    If Jagex just pull out some statistics I think everyone will shut up. Yes some players benefited hugely, but thats really just a handful in comparison to all members of the game.

     

    But it's always nice to have such drama in the community. :smile:

  7. Patch notes http://[Use Quick Find Code]/[Please Use QuickFind Code]?15,16,677,61185137

     

    [hide]

    Graphical

     

     

    You shouldn't float anymore while wearing a trimmed rune plateskirt.

    Fixed a nurse's skillcape in the Duel Arena hospital.

    Slightly tweaked the animation when fishing with a big net.

    Straw beds on the floor should now look a bit better.

    Fixed the ladder down into the gem mine.

    Adjusted the ground around Waterbirth Island.

    Removed some blocking from the dungeon under Karamja’s volcano.

    Leaving Stealing Creation with headgear on shouldn't change your hairstyle anymore.

    Adjusted the animations when climbing up a rope.

    Improved animation timings for a selection of teleport spells (mostly necklace ones).

    Fixed a problem with the Saradomin cape and a handful of holiday items being worn at the same time.

    Updated the run animations when wielding chinchompas.

    Roddeck's chathead will no longer stretch slightly.

    Fixed the models for the well in the Regicide quest.

    Sir Prysin's chathead shouldn't turn into a cat's head during Demon Slayer.

    Fixed an oddly shaped pond near Tai Bwo Wannai Village.

    Adjusted the curse deflect animations to be faster. This was an animation issue only; running/walking is still the same with or without curses active.

    Tweaked pirate hats for better photos!

    Updated a scimitar icon used in a random events.

    The ogre club model should now fit on its inventory icon.

    Fixed the animations when attempting to mine living rocks, if you've just been using the Dream spell.

    Prevent long beards from clipping in certain detail modes.

    Fixed a small hole in the ground in front of a cave entrance.

    Fixed a stretching issue with a circus top and the candy cane.

    Fixed a stretching issue with the abyssal whip and penance skirt.

    Fixed the water colour of the top of the God Wars Dungeon’s hot spring eruptions.

    Resolved some clipping with the tops of the God Wars Dungeon.

    Improved the fishing-with-a-lobster-cage animation to better suit all scenarios.

    Fire giant heads no longer shrink midway through their death animation.

    Fixed the look of the brown apron while resting.

    Corrected an issue wherein animated shadows stopped when you had your mouse over the location, for example.

    Fixed some of the bookcases sticking through ceilings.

    Fixed a problem with fine breeches when using the Home Teleport spell.

    Removed some random white triangles from the various islands where penguins can be found and around Mos Le’Harmless.

    Fixed a label issue with the penguin-spotting animation and hunting capes.

    Stopped a rock pile flickering on the ground.

    Give you an auto-setup option if we couldn't load your previous graphics settings.

    The snowy pine tree stump colour now matches the tree.

    The Taverley pet shop sign should now be visible from all angles.

    Stopped trees rotating as you attempt to pass through them in Lletya.

    Corrected an issue with a Wilderness banker.

    Zanik now looks better in some of the detail modes that were previously causing issues.

    The enchanted version of the berserker ring from Mobilising Armies should now have a slightly different colour to it.

    A plaque in Catherby should now render in front of the wall it resides on.

    Lifted up some of the fence on Entrana.

    Magic tree roots are now rooted in the ground.

    Removed floor texturing where a trapdoor has been placed down.

    Fixed the Judge's wig in the Seers’ Village courtroom.

    Removed some flowers that were floating on water.

    Fixed a problem with haircuts and medium helmets.

    Resolved a long-standing issue when wearing party hats with a particular female haircut.

    Fixed the zombie protestors’ animations.

     

     

     

    Audio

     

     

    Added goblin attack and defend sounds during the tutorial.

    Added missing combat sounds to the bow from the Blood Pact quest.

     

     

     

    Quests and Achievement Diaries

     

     

    Clarified the Ranging Guild task for the Seers’ Village Achievement Diary.

    Adjusted a few bits and pieces at the start of the Blood Pact quest to meet new standards.

    Clarified the messages when paying Glough to help with the puzzle during Monkey Madness.

    Stopped the occasional spawning of two Dagannoth Mothers during Horror from the Deep.

    Adjusted the interface graphics for a puzzle in Monkey Madness.

    Removed outdated code from a selection of older quests.

    Prevented further duplicate Adventurer's Log entries for Fairy Tale Part III.

     

     

    Activities and Distractions & Diversions

     

     

    Corrected an issue with player ranks in Burthorpe games room.

    Added some checks to the Mobilising Armies tutorial when clicking to continue.

    Prevented juggling of random items, not just circus objects.

     

     

     

    Miscellaneous

     

     

    Fixed a few typos in Nomad's Requiem and Fairy Tale Parts II and III.

    Adjusted the balance beam option text to closer match your actions.

    Added a few extra checks to the staff of light’s special attack.

    Fixed a problem with Sir Prysin taking about Silverlight.

    Bankers in Port Phasmatys now face their customers correctly.

    Prevented a bit of quest chat being cut off prematurely.

    Corrected an issue with the in-game Smithing skill guide.

    The Constitution status globe should now take advantage of any Dungeoneering anti-poison potions.

    Clarified the use of granite in the Summoning skill guide.

    Fixed a problem with a particular challenge room in Daemonheim involving (not) waking guards.

    Adjusted the phrasing of a few Quick Chat choices.

    Corrected the book interfaces so you're given mouse-over options to choose the next/previous pages.

    You can now recharge your camulet by using it with camel dung or vice versa. Previously, this only worked one way round.

    Adjusted some of the game loading code for diagnostic purposes.

    Fixed an interface that wasn't possible to use in one of the detail modes.

    Egg-streme Management should no longer appear on the Adventurer's Log for those who've not started it.

    [/hide]

  8. Although those suggestions are great and would be quite awesome on the World Map, I don't think there's enough time for the coders, developers, and mappers on Tip.It to do this. They may be working on other things, some of which may have higher priority, but rest assured that this suggestion has not gone unheard and I'm sure sooner or later there will be improvements such as these to the World map. :thumbup:

  9. Why did they put a Dragon Scimitar shop in Varrock? Are people really that lazy...

     

    Oh well, nice update anyways :) Kind of reminds of "Shattered Heart" though.

     

     

    Yeah seems quite pointless...

    At least this is some high-level content,people are always complaining that there isn't enough.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.