PkHonor's work in progress and future updates will be posted here.
-
Mike
- Programmer
- Posts: 6348
- Joined: Sun Nov 01, 2009 8:00 pm
- Location: PkHonor HQ
Post
by Mike » Thu Nov 17, 2016 1:34 am
Sverre wrote:Skullsnipe wrote:Will the client have it's full release after you're finished fixing those bugs? Or is that just the end of the bug hunter contest?
I hope he will release a final test client. Much easier to find more glitches if all other ones are fixed.
There will be a final testserver release with a feature-complete client once the last 40 bugs are fixed and the new pathing is fully added. The auto-updater will not be a part of it yet, but that'll be the only thing missing - we'll be working out the final adjustments once the new testclient is released, so we can keep at least somewhat busy while the players are doing their final tests.
The current bughunter contest will be ended when the new testclient is out, the winners will be declared and rewards immediately handed out, then we'll be organizing a second bughunter contest with slightly lower rewards! Except this time it'll be really hard for the players to actually find any bugs - meaning the few who can find any will be getting lots of credits for just one or two reports.
-
Skiller
- Developer
- Posts: 2030
- Joined: Fri Jun 05, 2015 11:50 pm
- Location: Generally ::skilling
Post
by Skiller » Thu Nov 17, 2016 5:22 pm
Mike wrote:Sverre wrote:Skullsnipe wrote:Will the client have it's full release after you're finished fixing those bugs? Or is that just the end of the bug hunter contest?
I hope he will release a final test client. Much easier to find more glitches if all other ones are fixed.
There will be a final testserver release with a feature-complete client once the last 40 bugs are fixed and the new pathing is fully added. The auto-updater will not be a part of it yet, but that'll be the only thing missing - we'll be working out the final adjustments once the new testclient is released, so we can keep at least somewhat busy while the players are doing their final tests.
The current bughunter contest will be ended when the new testclient is out, the winners will be declared and rewards immediately handed out, then we'll be organizing a second bughunter contest with slightly lower rewards! Except this time it'll be really hard for the players to actually find any bugs - meaning the few who can find any will be getting lots of credits for just one or two reports.
*makes note not to report any more bugs he finds til the new contest opens*
-
Jonas
- Fanatic
- Posts: 4921
- Joined: Mon Aug 26, 2013 8:50 pm
- Location: Lithuania.
Post
by Jonas » Thu Nov 17, 2016 5:37 pm
Mike wrote:Sverre wrote:Skullsnipe wrote:Will the client have it's full release after you're finished fixing those bugs? Or is that just the end of the bug hunter contest?
I hope he will release a final test client. Much easier to find more glitches if all other ones are fixed.
There will be a final testserver release with a feature-complete client once the last 40 bugs are fixed and the new pathing is fully added. The auto-updater will not be a part of it yet, but that'll be the only thing missing - we'll be working out the final adjustments once the new testclient is released, so we can keep at least somewhat busy while the players are doing their final tests.
The current bughunter contest will be ended when the new testclient is out, the winners will be declared and rewards immediately handed out, then we'll be organizing a second bughunter contest with slightly lower rewards! Except this time it'll be really hard for the players to actually find any bugs - meaning the few who can find any will be getting lots of credits for just one or two reports.
:O
viewforum.php?f=67
-
Mike
- Programmer
- Posts: 6348
- Joined: Sun Nov 01, 2009 8:00 pm
- Location: PkHonor HQ
Post
by Mike » Fri Nov 18, 2016 4:42 am
17 November progress update:
24 more bugs to go!
And I've also added some additional improvements:
> Heavily decreased client load on region change (when you get the 'loading - please wait' screen) by removing lots of excessive (unnecessary) packets and combining all custom object and item spawns into a single packet.
> Improved hit delay (so magic spells and ranged attacks take the proper time to travel to the enemy - something that still needed some tweaking)
> Perfected the way noclipping is handled server-sided. Now the only thing that needs to be fixed yet is the actual following of other players or NPC's, which isn't that much work.
> Fixed the roof-removal feature which caused maps like the GWD to get glitchy
-
Brant
- Honor Player
- Posts: 4324
- Joined: Tue Aug 12, 2014 3:17 am
Post
by Brant » Fri Nov 18, 2016 5:46 am
Idk if the osrs has this or not, but will there be building agility, like going on the roofs in varrock and training agility there?
-
Triadical
- Novice
- Posts: 44
- Joined: Wed Nov 16, 2016 8:36 pm
Post
by Triadical » Fri Nov 18, 2016 5:53 am
Brant wrote:Idk if the osrs has this or not, but will there be building agility, like going on the roofs in varrock and training agility there?
Yes, Osrs has it, And i think you have a good idea, Should really suggest this in the in-game suggestions with a poll
-
Skullsnipe
- Premium Donator
- Posts: 1353
- Joined: Sat Apr 13, 2013 3:10 am
- Location: Rapsey's Basement
Post
by Skullsnipe » Fri Nov 18, 2016 7:33 am
Mike wrote:
> Improved hit delay (so magic spells and ranged attacks take the proper time to travel to the enemy - something that still needed some tweaking)
-
Azu rite
- Premium Donator
- Posts: 17605
- Joined: Wed Apr 10, 2013 1:42 am
- Location: Over there in that one place
Post
by Azu rite » Fri Nov 18, 2016 8:21 am
Skullsnipe wrote:Mike wrote:
> Improved hit delay (so magic spells and ranged attacks take the proper time to travel to the enemy - something that still needed some tweaking)
-
Rwter
- Honor Player
- Posts: 4582
- Joined: Fri Jul 03, 2015 6:30 pm
- Location: kbd
Post
by Rwter » Fri Nov 18, 2016 1:34 pm
Mike wrote:
> Improved hit delay (so magic spells and ranged attacks take the proper time to travel to the enemy - something that still needed some tweaking)
Can't wait to barrage to korasi gmaul and hit 140 damage in one tick
-
Jonas
- Fanatic
- Posts: 4921
- Joined: Mon Aug 26, 2013 8:50 pm
- Location: Lithuania.
Post
by Jonas » Fri Nov 18, 2016 1:49 pm
Kishan wrote:Mike wrote:
> Improved hit delay (so magic spells and ranged attacks take the proper time to travel to the enemy - something that still needed some tweaking)
Can't wait to barrage to korasi gmaul and hit 140 damage in one tick
That'd be fun lol if you actually get the rng
. Even is osrs you can stack like 36 barrage+81 ags+40 gmaul max with void max gear, or somethin'