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Veiva

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Everything posted by Veiva

  1. Veiva replied to Leoo's topic in Off-Topic
    Speaking of video games and literature... I updated a demo of the game I'm making today. It's based around an interactive epic, so it makes use of both literature and interactive elements (who would have thought?!). Looks like this: I don't have much feedback though (only one person I know of has tried it)...
  2. Pointers can be abstracted as references. When you pass a class in Java as a parameter, it passes it by reference; that is, it does not create a copy of the class. Instead, it passes the address of the data to the method. The same goes for storing it. The difference between this C++ code: class A { public: int foo; }; void ChangeFoo(A* a) { a->foo = 1; } and this Java code: class A { public int foo; } static void changeFoo(A a) { a.foo = 1; } is nonexistent. Java internally passes classes as pointers.
  3. Not sure if it's any good to use, but holy water is an alternative to darklight. It's useful considering their spawn prayer is melee, so you can immediately lower their shield.
  4. This would be delightfully meta. If we end up with corporations, dibs on the seed industry. Dibs on "Kaiba-corp" I claim CABBAGE CORP. And if anyone dare disrupt me, I shall scream to the heavens about my dear cabbage.
  5. Yeah cause a boss with good drops that you still need pretty decent stats to fight is dead because it can be duoed and the ge value of the drops got lowered in line with what ppl actually paying. Just like how no-one ever does GWD since it can be soloed and not a soul goes to nex or corp since they got done easily and like all thier drops actually sell at ge value! I mean god, what appeal is there left? [/sarcasm] You can easily solo GWD bosses. The prep time is small. The Kalphite King is like Nex in that it requires a team, even if just two people (though how many RuneScape players will be able to duo it, honestly?). If the King's drops drop to less than a piece of Nex gear and are rarer in any shape or form, yes, you have content that is quickly dead.
  6. Yep, those graphics are mine :)!
  7. I'm still developing a game framework for use in personal projects. Targets include the Wii (homebrew, of course!) and modern graphics cards (think OpenGL 3 or so). I'm trying to determine how to handle a fixed function pipeline and a programmable pipeline in one framework. This is important for such features as alpha testing, which is implemented in the shader on progammable hardware, but as a fixed function operation on other targets (e.g., Wii)... Currently it's only running on Windows. I do have a working pooled memory allocator though, which will alleviate much of the problems on the Wii hardware, such as the subpar amount of RAM, etc. Of course it's not used in the Windows build... There's not much to look at right now:
  8. Rejuvenate being a 5 min cooldown: wat (there goes the great use of shields!) Strength bonuses on armor: wat (there goes the armor balance) "Rebalancing" of armor (again, but for the worse): wat (at least player-owned ports armor will be worth it I guess???) I was happy with EoC. Now they just screwed it all up.
  9. This fine creature stares into my soul... Oh, how it burns!
  10. No, but for prayer bonus, you'd want Akrisae's robe top. It's not only cheaper than Subjugation, but offers +1 prayer point more.
  11. Are you looking at it as the time you put in during and after the release of the GWD relative to other sources of income during that time? Personally, I had become inactive during the GWD release and so on so I'm merely speaking from an outside point of view. However, from what I learned from friends, the GWD was a massive source of income in 3+ groups. In my clan (before it kicked the bucket), there were friends who made several hundred million in a few short months. I know one who bought at least a handful of partyhats merely from the GWD income. I know of no other means in RS during that time where one could make hundreds of millions outside of grinding out nature runes or merchanting in a similar timespan. Again, I was inactive during the 2007 era, so I'm not sure what I missed and if there were indeed better ways of making money.
  12. If you fail the mission, can you get it again? I sorta assumed yes and threw my crew into it with like a 60% success rate. It worked so all is well, but that was probably a really dumb thing to do. Yes, you can. I failed the siren mission in the Skull, for example, but managed to get it again and complete it successfully.
  13. There's not much I can do about that, sadly. I have optimized it as best I can. I just added a small note at the bottom of the results display that informs you of the calculations it performed (each calculation = one combination), to provide an idea of why it takes so long. :P As an example, with 25 crew members and 5 captains, the configurator goes through 21,517,650 (I believe) unique combinations. The best suggestion I can provide is to use the latest version of your browser, as it should perform JIT compilation of the JavaScript and optimize it further. On my computer, the max combinations takes one minute to perform (Core i7 920). I can understand that it would be painful on weaker computers (e.g., Atom or ARM). I'd suggest a couple of things to help improve things a bit in terms of the calc as a whole 1) Re-tweak the layout - the instructions/save/load bar is kinda in the middle for no apparent reason and based on where it is you'd assume it's only saving crew data but looking at the notepad it's saving the lot. 2) Incorporate the speed stat in now, even if it's not used, so that when we do have enough data to see how much speed saves in either % of time or minutes it can be included in the output (possibly as an optional extra via a tick box seeing as it'd no doubt slow down calcs) 3) If at all possible cause hitting calculate to display a spinning loading symbol or something whilst it works - the blank page with no signs of loading but frozen out is a bit disconcerting; heck you could even have a running counter of calculations run or something. 4) Perhaps have a button on the results screen that when clicked close the window as well as automatically deactivating the used crew. 5) Perhaps swap out 'active' for 'available' - it's just a bit clearer seeing as (in the used context) active could either mean available for use or actively on a voyage where as available is more cut and dry this crew man is available for use. But yeah only real way to speed things up would be via a back-end database of possible combos, which whilst doable would require server space so perhaps only feasible for a fansite proper; and would still require some calc time as it'd have to cross reference ur crew with the databased combos leaving a tolerance for captains and trait stuff then from the combos it'd have to splice in ur actual crew data to see which fits best; which all in all seems like more hassle than it's worth. 1. Done 2. Will look into seeing if this is useful. 3. Done*. 4. Done. 5. Done. Thanks for the feedback. :) Note: #3 is only applicable on browsers that support web workers. AKA most things but Internet Explorer versions prior to 10. In browsers where web workers are not supported, then the program will resort to old behavior. I got a suggestion too: Would it be possible or feasible to Calc for multiple journeys? So sending 2 ships at once with different requirements so you can get optimal distribution across your ships for highest chance to send them both. Ofcourse it should be optional to also pick 100% on the highest rewarding voyage (tick box?). That would be extremely computationally expensive. I don't think it's feasible, regardless of algorithm. The drop down box now displays correctly (it will appear above the entry if there's not enough room). I also added a check that marks crew as dead or dismissed. This means when you perform any operations that reorganize the table (sorting, loading) they will be removed and when performing any calculation they will not be included.
  14. There's not much I can do about that, sadly. I have optimized it as best I can. I just added a small note at the bottom of the results display that informs you of the calculations it performed (each calculation = one combination), to provide an idea of why it takes so long. :P As an example, with 25 crew members and 5 captains, the configurator goes through 21,517,650 (I believe) unique combinations. The best suggestion I can provide is to use the latest version of your browser, as it should perform JIT compilation of the JavaScript and optimize it further. On my computer, the max combinations takes one minute to perform (Core i7 920). I can understand that it would be painful on weaker computers (e.g., Atom or ARM). I'd suggest a couple of things to help improve things a bit in terms of the calc as a whole 1) Re-tweak the layout - the instructions/save/load bar is kinda in the middle for no apparent reason and based on where it is you'd assume it's only saving crew data but looking at the notepad it's saving the lot. 2) Incorporate the speed stat in now, even if it's not used, so that when we do have enough data to see how much speed saves in either % of time or minutes it can be included in the output (possibly as an optional extra via a tick box seeing as it'd no doubt slow down calcs) 3) If at all possible cause hitting calculate to display a spinning loading symbol or something whilst it works - the blank page with no signs of loading but frozen out is a bit disconcerting; heck you could even have a running counter of calculations run or something. 4) Perhaps have a button on the results screen that when clicked close the window as well as automatically deactivating the used crew. 5) Perhaps swap out 'active' for 'available' - it's just a bit clearer seeing as (in the used context) active could either mean available for use or actively on a voyage where as available is more cut and dry this crew man is available for use. But yeah only real way to speed things up would be via a back-end database of possible combos, which whilst doable would require server space so perhaps only feasible for a fansite proper; and would still require some calc time as it'd have to cross reference ur crew with the databased combos leaving a tolerance for captains and trait stuff then from the combos it'd have to splice in ur actual crew data to see which fits best; which all in all seems like more hassle than it's worth. 1. Done 2. Will look into seeing if this is useful. 3. Done*. 4. Done. 5. Done. Thanks for the feedback. :) Note: #3 is only applicable on browsers that support web workers. AKA most things but Internet Explorer versions prior to 10. In browsers where web workers are not supported, then the program will resort to old behavior.
  15. ^ I disabled the ort drops for that very reason. I got this yesterday:
  16. There's not much I can do about that, sadly. I have optimized it as best I can. I just added a small note at the bottom of the results display that informs you of the calculations it performed (each calculation = one combination), to provide an idea of why it takes so long. :P As an example, with 25 crew members and 5 captains, the configurator goes through 21,517,650 (I believe) unique combinations. The best suggestion I can provide is to use the latest version of your browser, as it should perform JIT compilation of the JavaScript and optimize it further. On my computer, the max combinations takes one minute to perform (Core i7 920). I can understand that it would be painful on weaker computers (e.g., Atom or ARM).
  17. My configurator is 100% accurate as far as I can tell now in calculating the final bonuses! Have fun on your voyages and enjoy! Boom!
  18. Hey everyone, one last quick update to the configurator tonight (well, EST!). A friend requested two quick features, so here they are: I added sorting crew members (it sorts alphabetically by name, then from highest to lowest level) and custom names for captains. I'm planning a voyage management feature next, which will automatically check/uncheck crews and captains. Enjoy!
  19. I have updated my configurator with the latest updates to crew members (the clansmen and soothsayer). Thanks to those who posted the info.
  20. Yes. I got a scroll for a Death lotus body and I don't have 90 crafting.
  21. Some of the Solomon weapons would fit perfectly, if you're willing to go that route. Otherwise, good. :thumbup: The classic tone plays...
  22. Once again I updated my player-owned ports voyage configurator. I have a helpful help button and more robust error checking. Check it out! Any questions, feel free to ask. Note: if you've used it before, you may need to hard-refresh to obtain the latest version. To do so, press CTRL+F5.
  23. It's broken in my eyes =d... For example, when I press calc I get a result like this: Chance of success: 119% Deck item 1: Entwined rigging Deck item 2: Entwined rigging Hull: Reinforced hull Ram/figurehead: Polished figurehead Captain #1 Eastern overseer (level 2) (288 morale, 288 combat, 308 seafaring) [*]Eastern musketeer (level 2) (40 morale, 860 combat, 0 seafaring) [*]Eastern guide (level 3) (30 morale, 0 combat, 920 seafaring) [*]Exploding golem (level 4) (476 morale, 570 combat, 40 seafaring) [*]Eastern bannerman (level 4) (980 morale, 0 combat, 0 seafaring) However my overseer is actually: Level 2 with 144 Morale, 144 Combat and 164 Seafaring. And this goes on for the whole list. I'm going to write a help thing. It's not clear what to do. For crew stats, you aren't supposed to enter their actual stats, but instead their personal and trait bonuses (hover over the stat in the crew roster to get this information).
  24. I've updated the player-owned ports configurator once again to support personal bonuses and the solidarity trait. For other traits, simply treat it as a personal bonus until I get around to adding each of the traits. The process can take upwards of 50 seconds of searching for a suitable match if you have all 25 crew and 5 captains. So while the search is taking place, the tab will seem as it's not responding. I'm going to look into using Javascript web workers, but until then, enjoy!
  25. For anyone interested, I updated my player-owned ports voyage configurator to include saving/loading. I still need to implement personal bonuses and traits/abilities/whatever-they're-called.

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