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All_Bogs

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Everything posted by All_Bogs

  1. That's odd. If it starts happening after a little while, it's usually a sign that your graphics card is starting to age. But if it doesn't occur on other games, that's probably not the case. Deleting your cache might work, though I think it's unlikely, since your problems don't occur right away. For me, my game cache is located under C:\Windows\.jagex_cache_32\runescape. You can safely delete the entire folder, as far as I know. You could try to change your display mode from OpenGL to Direct3D, or vice versa, in-game. You can access those via the "custom" button in the graphics options menu. If that doesn't fix anything, you could try tuning down various graphics options. While your PC may have handled RS just fine in the past, the game engine has steadily been changing, and something might've changed that causes issues. Swiftkit, hrm, I don't know. Probably not, but I have no idea how Swiftkit determines what Java to use.
  2. Do these graphical oddities occur as soon as you log in, or after you've been playing for a while? Have they also started occuring in other games, recently?
  3. I'm running at a steady 50 FPS in most places. It drops at some of the more notorious places such as the GE, and also at certain dungeoneering rooms such as the tile-flipping puzzle room and the starting room after Vhellcat has spent 15 minutes collecting stuff. I'm using mostly high settings, with 4x AA, but "Lighting Detail" is set too low. Setting it to high makes dungeons really, really dark, which is bad times when taking screenshots, and I can't be bothered switching around all the time :P
  4. It should have no problems whatsoever. The 9800 might have some issues in 25-man raids when you have spell details set to high settings (I'd recommend against doing so as overly complicated spell graphics tend to cover up things that are more important, such as The Fire :P), but other than that nothing should cause significant slowdown.
  5. That'd definitely be useful. I'll go ahead and add it to the guide. Edit: and done. Changes should be live shortly...
  6. Bad news :( There's two problems with the map-shifting controls. The first would be that there's no room to conveniently place them. As it is, the tool already takes up most of the screen on lower-resolution monitors. Adding even more would force users to scroll, which is very impractical with a tool such as this. The second problem is that to make the controls work properly, a lot of the code would have to be rewritten, and worse yet, rethought. This will likely take up a lot of time, and because right now time is limited and the todo-list is big, I feel that it isn't really worth it. I might get around to it sometime in future, but no promises. In the meantime, just double-check if you got the starting room's location right. Personally, I find it useful to mentally split up the map in four blocks of 4x4 squares and then go from there. In somewhat unrelated news, this topic will be locked, and disappearing into the pit of completed submissions shortly. Should anyone have suggestions or bugs to report, feel free to open a new topic in the Maps & Calculators subforum :)
  7. Bright green skin sounds like file corruption or a graphics issue. The blue 'n white cubes are used as placeholder models on the beta server...no idea why you're seeing those. It sounds like you might indeed be suffering from file corruption. Tried running the repair tool yet?
  8. Pulling a muscle while trying to open a barricaded door in Daemonheim can hurt as much as six lesser demons punching you in the face simultaneously. I mean, lesser demons hit for up to 80 damage, yet pulling a muscle deals up to 500 damage? Really, Jagex? :unsure:
  9. Thank you for pointing that out :) I've adjusted the text such that the cape is now 100% less final. Changes should be live shortly...
  10. Great, thanks :) It seems safe to assume that it also grants extra prayer points for the other types of 'higher quality' bones, then. I have adjusted the table accordingly, changes should be live shortly...
  11. Thank you for your suggestion :) Well, if you look closely you should be able to identify the exact spot of the starting room, but I admit that it would be easy to make a mistake early on without noticing it. I can see the merit of being able to shift the map in a certain direction. Unfortunately, properly implementing this is fairly complex. In addition, for a feature like this we'll also need an undo functionality, in case a user accidentally ends up clicking a 'shift' button without meaning to and ends up deleting some rooms near the edge by shifting them off the map grid. I have a lot of things on my hands right now, so it might take a while before I get around to implementing this.
  12. All_Bogs replied to JacTise69's topic in Rants
    I agree. There are a number of methods to greatly reduce the chance of you wasting a 'rubble phase', but sometimes you simply get the short end of the stick as far as rubble placement goes. Being able to completely eliminate the luck-factor would be nice.
  13. Thanks for sharing :) Now that the game actually indicates when you hit your maximum, we can hopefully isolate the cause of the problem.
  14. Suck values? :mrgreen: Considering that the introduction of the weight-check option set us up for a massive re-check of the weight of many, many items (we're about halfway done atm...), I think we'll live through this one. Still, any information you guys post is appreciated. Please include screenshots if you can be bothered :)
  15. It should properly account for levelling now. I used the following code, should it be of interest: function calculate_xp_gain(skill_name, skill_xp, lamps){ // Input: an XP value and the number of Dragonkin Lamps. // Output: the amount of XP that will be gained. var xp = skill_xp; var i; // Use the lamps, one by one. for(i = 0; i < lamps; i++){ lvl = xp_to_level(xp, skill_name); xp = xp + Math.floor((Math.pow(lvl, 3) - 2 * Math.pow(lvl, 2) + 100 * lvl) / 20); } return xp - skill_xp; } Edit: uh, yeah, the comments fail to mention what 'skill_name' is for :oops:
  16. His ultimate attack is probably of an 'uncategorized' (meaning not melee, range nor magic) damage type, so soaking won't affect it. And thank god for that :P
  17. I don't know. A lot faster than two hours, that's for sure. I'd say 10 minutes or so, for a quick run.
  18. That's great, but like I said, I've encountered both level 26 and level 203 Mercenary Leaders while doing a dungeon all by myself. Per that theory they should all be the same level, right? As for the 'you're playing a demo' argument, isn't the point of a demo to convince people of a game's quality, such that they'll end up purchasing it, or a subscription to it? Mercenary Captains aren't really 'hard' to beat, as using the proper strategy isn't really that challenging. It is however pretty darn boring, especially in F2P, as you'll be hitting even more zeroes. If I were to run into an encounter like that in a demo version of a game, I'd probably question the developer's ability to create balanced and entertaining encounters for the premium content... The proper no-damage strategy seems to involve waiting for proper spawns. Waiting and getting lucky just don't seem to be concepts you can base an entertaining encounter on. The only thing it tests is my patience.
  19. Apparently there's some (permanent) despawn issues related to Nefarian. It's probably why there's so many high calibre guilds stuck at 11/12 for the time being. I hope Blizzard can works things out before the next raid reset; with Nefarian being the gatekeeper to heroic difficulty for the Blackwing raid, there'd be a huge cabbagestorm if many of the top guilds get delayed by a week due to a bug. I've been keeping in touch with the guild I spent most of my WotLK raiding time in, and they're having a pretty hard time with the 10-man bosses. Considering that they're at a respectable ranking even with only 5 boss kills, it seems that they're not alone in this, either. That said, considering the speed that they've been levelling at I don't really regret not re-subscribing. I don't think I'd have enjoyed the levelling experience if I'd have to rush to level 85 in a few days' time.
  20. You're right, they did mention that you'll be penalized if you take an exceedingly long amount of time to clear a floor. I've never really noticed it myself, so I guess I'm not as slow as Jagex allows one to be. I'll do something like a 2-hour run of a small floor later and see if that makes any difference. If the time limit's even more lenient than that it's pretty much safe to disregard it. Edit: two hour dungeon run, small floor, 14/14 rooms cleared. Same amount of floor XP awarded as I got during the usual runs. The time limit either doesn't exist, doesn't work, or is so lenient that it doesn't matter. How sure of that "definitely" are you, Zaaps? :P
  21. I meant prestige value as in the 'previous progress'; the two-digit number. Thus, your own combat level, and your "combat level relative to the group's average", don't seem to matter at all. Your group's average combat level probably does matter, though it's also been suggested that it the entire difficulty scaling system is based on constitution level instead of combat level... Yup, I'm sure of it. One unexplored room was a dead end I didn't explore on purpose. The missing room was entirely surrounded by explored rooms. It just doesn't make sense atm...
  22. The mercenary leader definitely seems to be tuned in a strange way. From what I hear, the difficulty scales with the amount of players by having the guy call for more troops, not by actually increasing his potential maximum combat level. I'd say this makes things easier for larger groups, as quickly rushing in, getting in a few hits and then porting out again while the reinforcements arrive is just more efficient like that. I also wonder what's up with the wide level range of the Mercenary Captains you encounter. While soloing, I've seen them as low as level 26 and as high as level 203, which just doesn't feel right. I've actually encountered a level 203 MC right in the first room beyond the starting zone. While it may be beatable at that point through patience and fighting dirty, it will take a long while as the MC has a TON of hitpoints and at higher levels, quite a bit of armour as well (concrete robes I say). At that point you might as well quickly reset the dungeon, as fighting it like that just is no fun at all. While it's not impossible, it does seem to be poorly tested and a bit out of line with other challenge rooms. If anything, I'd like to see their defence lowered drastically. It's just so annoying when you get in a few precious hits which end up doing a grand total of 0 damage, it feels like you're not making any progress at all when that happens and the waiting gets annoying fast.
  23. That's a good idea. I'll calculate that from now on. Floor XP increases way faster than prestige XP. For each floor I go up (currently in the mid 20s), floor XP increases by a couple 100, and prestige XP increases by ~24 per floor. The "increase-in-floor-XP" vs "increase-in-prestige-XP" ratio isn't constant, either, as floor XP gains between floors keep increasing whereas prestige XP increases seem to be constant. Room types don't seem to matter at all. This seems to be not-quite-correct :S. I tried F4 on my second account (with Prestige 4), and got 272 for both "Prestige 4" and "Floor 4." Then, I did F5, increasing my Prestige to 5. I re-did 4, and got 276 for "Floor 4" (and 0 for "Prestige 5", of course), 4 higher than the previous time. Everything was the same (and the dungeons were finished completely) except for the xp. Yeah, that claim isn't true. The simple fact that prestige XP increases slightly as you go up in floor-number invalidates it. Still, your observation is very odd. I did a floor today with three other people, and between the four of us we all had different prestige values. Yet all of our floor XP rewards were identical. We also had different combat levels, so if anything, only the group's average combat level seems to matter. A lot of data just isn't making sense right now. Very annoying. I've fully cleared floor 28 a number of times, each time yielding the same amount of floor XP. Clearing 13 out of 14 rooms, however, yields more XP than clearing 14 out of 15 :|
  24. The entire barrow gloves issue is a pretty big flaw. If the only way to wear them at 10 defence is to break the rules and get your stats reset, it needs to be addressed as soon as possible. I guess putting (appropriate) defence level requirements on the gloves could restore things to how they used to be. Or maybe a 'quest reset' where quests are wiped and all quest-related items are purged, that'd take care of most other issues too...no idea if that'd be feasible though. This was probably just an oversight which slipped through when they came up with the stat reset system, but it's a bit disappointing that it hasn't been corrected yet.
  25. Thank you for your submission and welcome to the forums :) This item still seems to be missing, I'll go ahead and add it. When you equip it, does it temporarily boost your DG skill by one, like with the other capes?

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