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Platinum_Myr

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Everything posted by Platinum_Myr

  1. Seems interesting. I may give this a shot. Future reference whenever you put a QFC from the rs forums put it in qfc tags. There's a button on the post with a "R" symbol, that way people can directly link to the forum rather than having to enter the qfc manually. I edited it to have qfc tag in my quote.
  2. I would much prefer a darker shade, though I actually think this is due to water reflections with the light. They ought to tone down the brightness of that. Also, at the moment some areas just get super bright and then dim again as the lighting updates. I hope that doesn't continue as much.
  3. Yea. overbloom!
  4. [qfc]334-335-755-64910056[/qfc] is the official HTML5 Beta patch nodes. The coolest part of this so far? Warm-fix updates. They can update the client while online and all we have to do is reload the page!!! That is a hell of a lot better than the other way around for client fixes.
  5. Definitely need to tone down some of the brightness, items are all washed out and hard to see, and depending on the area it is hard to see my character...
  6. TBH charm sprites if they're made decent would be very nice. I've got a charm sprite task saved up!
  7. Lots of small things they probably already know about, and definitely needs some speed improvement. Loading is pretty slow, and I'd rather have teleports take a bit longer between if it means less obvious delayed loading, as it's annoying to teleport to a spot and then see everything fade in. But if they can improve that to be better that may not be an issue. Definitely exciting.
  8. imo they should only have that limit in pvp type situations.
  9. It still has a few issues I found: Solomon home teleport caused a crash, overlay colors are all lime green, and yes at the moment it's fairly lag infested. I expect that to change quite a bit.
  10. thejollyroger, that port is simply calling a different java to run it. And yea, the linux thread is definitely worth it. All you are doing from the updater is extracting the new java portion of the client. The Mac/Windows wrapper part is simply there to static link a java version for Mac/Windows.
  11. Using cross platform libraries has issues because that requires the library to be installed, which you can't always guarantee will be installed, there for creating a new dependency. And again, Jagex wants to deliver an in-browser experience. That practically eliminates a client written in C++ or C#, or what have you. As for being for more advanced, that is easy to say and difficult to prove (seeing as we don't have the code for their client) And, it may be far more awesome on your machine(s) but that doesn't necessarily mean it will run everywhere that Jagex wants/requires. But at any rate, the main reason for picking HTML5 is browser-game + mobile platforms.
  12. This is somewhat correct. First of all, a programming language doesn't have to be compiled. (though javascript is actually compiled using what is known as a "Just-in-Time" compiler, it is semi-interpreted). A programming language is a language which describes to a computer how to perform a given task. C++ happens to be a compiled programming language. Python happens to (usually) be an interpreted language. For these languages you could write interpreters or compilers (though some language features become really difficult to compile) But just because it's not a compiled language does not mean it is not a programming language. I believe you are right in why they picked HTML5, as it allowed much better cross platform support, for less work (rely on browsers to get this right). As for speed, it may be possible that the java applet cannot access the OpenGL libraries as easily and has limitations built into the plugin system, which HTML5 lets them get around. An applet is a lot different from a stand-alone java application. Wrong. The stand-alone client is written in java with a light-weight wrapper which contains the java engine instead of relying on the java engine built into Windows. However, it is entirely possible to extract the client java part and run it directly (there are instructions written for linux which explain how to do this, so that linux users can use the client.) While part of this is written in C++, it is absolutely nothing like a fully-fledged game written in C++. Those things being said... It has to be taken looking from an effort vs value proposition. How much effort would it be to properly write a game client in C++ which works flawlessly on all the OS's that they currently support? And keeping it maintained, and updated, and maintaining a single source for this client? These things are all very difficult, and not at all cross-platform. (Each OS has its own hooks, and expects things to hook correctly into their software differently) It is much simpler to write in HTML5 and let browser writers work on the cross platform issues. HTML5 has advantages over Java, because the Java has to be an applet which might create limitations, as it has to work within the browser's java plugin. They aren't running stand-alone on the machine. As long as they want to stay in the browser, I do believe HTML5 is better than the java applet would be. Staying in the browser is a rather big requirement for Runescape. Besides, whether they could technically do better with a java applet than with HTML5, isn't relevant, considering what we really care about is how well it actually works.
  13. Have the magic dmg boosts ever worked properly? They *hacked* the magic levels to enforce dmg boost by adding dmg per-level % (pre-eoc) Magic spell's used as the ammo damage would work.. but this is Jagex. Based on the way bugs and images etc work, they don't reuse any code ever it appears >.> Does anyone know how to confirm if the damage boosts work or not?
  14. The issue, I believe is because magic damage is done completely differently from the ranged and melee damage.
  15. It is max of 3 to keep.. So if you already had 3 you can't get more.
  16. They don't work correctly. As far as I understand it, the bonuses they apply don't actually work.
  17. quite a few phones are far more powerful than some of the PCs that people are worried about not working... And they can gain a lot by being able to re-write client using modern tech... Plus the fact that browsers focus more on making HTML5 work than java work. I've had issues using the java applet due to mouse switching contenxt between browser and app, that should be less of an issue now
  18. Knowing Jagex, redo ofcourse!
  19. I think you can drag them around but hopefully we can save them. EDIT: Sorry for the quad post. I was on my phone and it didn't seem to post, and when I refreshed it wasn't there, so I kept hitting post.. >.< Apparently it was there, just not refreshing properly.
  20. That would be cool. In addition to that I think they should focus on high traffic areas for graphics, but do older ones all before starting over on new ones. Kandarin for sure needs a lick of paint.
  21. But jagex has to think in terms of how many players will visit those areas, and some of them are not visited much at all. Definitely think every major city west of taverly needs to be updated, but places like MA are just dead content. Really, that is a problem in any MMO is when a new player finds content and wonders why no one plays it (and they can't try it because not enough people play it...) I hope they manage to do more shard-worlds so that players on different worlds don't end up not finding each other..
  22. They could update yanille ardounge relleka and the area south of yanille, as well as Karamja the most. Those areas are really outdated.
  23. They have been helped by tying updates to quests. That enables them to focus on areas they wouldn't otherwise
  24. He picked them up for me when I last tried him :) I told him not to give me golds and greens, didn't get them. But I wasn't at a high density charm monster, so I don't know much more than that.

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