Thread: Project Insanity Reworked [v1.0]

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  1. #21  
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    Quote Originally Posted by kuroneko View Post
    What action system?


    What I'm considering for the second version

    - A lightweight control panel
    - NIO networking (includes concurrent aka 'multithreaded' player updating)
    - JAGGRAB/Ondemand
    - Option for decoding RSA?

    anything else?
    The way actions are held in Project Insanity, like ActionHandler, ClickingButtons, ClickObject, ClickItem, I'm sure there is a more refined way to going about this. I would like to see a skilling system base aswell. Not saying program any skills within it, but more like your Artemis base.

    Looking forward to the updates.
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  3. #22  
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    Nice job lare.
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    combat redone, a skill handler system, better commands system, plugin support, core improvements, etc
    All the best,
    Wiki




    coming soon
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  6. #24  
    Banned Project Insanity Reworked [v1.0] Market Banned


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    I'm only going to be rewriting core/important stuff, if I rewrote every little thing id be wasting my time. No one would use it because it would look nothing like PI, and they might as well have just used runesource, rs377d, hyperion, apollo, or any other base that isn't a winterlove derivative because that's probably what it would end up looking like anyway.


    Quote Originally Posted by Braeden View Post
    The way actions are held in Project Insanity, like ActionHandler, ClickingButtons, ClickObject, ClickItem, I'm sure there is a more refined way to going about this. I would like to see a skilling system base aswell. Not saying program any skills within it, but more like your Artemis base.

    Looking forward to the updates.
    ummm I took the walking-to-actions stuff out of the process() method already so there isn't really much more I can do that doesn't involve me re-writing it. ClickingButtons, ClickObject, ClickItem, and whatever classes are in the server.world.entity.player.packets package are all fine... The way packets are decoded in project insanity (in a primitive array or sometimes a HashMap) is okay although the design could use work. Parent skilling mechanisms that provide implementation for child skills is a great idea. I can do the same thing for minigames too, and provide an example of a minigame and skill that use the systems.


    Quote Originally Posted by RS Wiki View Post
    combat redone, a skill handler system, better commands system, plugin support, core improvements, etc
    Meh, I can take a look at combat but from what I've seen its a total mess. Like I said before I'm trying to avoid completely rewriting things but eh. A skill/minigame 'handler' system is a great idea and I'll definitely write them for the next release! The commands were mess when I looked so I'll definitely take a look at those. Not gonna bother with plugins because no one using this is gonna use them, and core improvements have been done already but I'm thinking about furthering that with NIO networking and using a Phaser and a ThreadPoolExecutor to get player updating done faster



    Thanks for the suggestions, I appreciate it.
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    Something I have always been annoyed with is the way drops were handled with Project Insanity. I realize there a numerous tutorials on newer systems, but it would be a nice addition to have something where it loads all the drops before the server starts accepting connections so it is not looping the drops.

    With the addition to new drops reworking the player saves into a better format would be great. I've looked at a framework called Flare, which used GSON files for the player saves and it is much cleaner then text files. Making all the directories uniform to lowercase would be nice, because Linux users like myself are unable to load frameworks without changing the directories for each of the loaded files.

    Like everyone has stated, further core improvements and engine load enhancements would be ideal, but make sure you're not writing content and more focusing on improving the framework!

    A later build, if you continue with the project, containing a skeleton for entity based combat would be great; That being said it's not majorly important.

    Good luck, will be following.
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  9. #26  


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    No problem, will post again if anything comes to mind.
    All the best,
    Wiki




    coming soon
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  10. #27  
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    Yeah, better combat system would be amazing
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    Gj bb
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    If you are going to implement jaggrab, take it from here please instead of ripping the older version from Hyperion like everyone else.. https://github.com/apollo-rsps/apoll.../org/apollo/fs
    Also, try adding json if there is a need for it that is.. (if you use a library, use Jackson).
    Ps: If you are going to redo combat take a look at how the entity system is implemented on iconicpk.
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  13. #30  
    Banned Project Insanity Reworked [v1.0] Market Banned


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    okay so this is what I'm doing for sure in v2

    - A lightweight pre-startup gui
    - Skilling and minigame system with one example skill/minigame already done using it
    - All disk IO is going to be done on a seperate thread (will reduce overhead like crazy)
    - Will clean up all of the commands
    - Going to completely re-write the drop system (I'll keep it simple)
    - Rename folders to lowercase for linux users



    some things im still considering (may or may not get done)

    - Raw NIO networking
    - Parallel player updating
    - Combat cleanup
    - JSON player saving



    any other suggestions speak now or forever hold your peace
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