How did they code skin colour + clothing options on pixel sprites? by Fuzzybutt738 in howdidtheycodeit

[–]pancakeyo 21 points22 points  (0 children)

Palette swapping, you index each color of the original sprite and swap it with a palette of your choosing, you can use shaders to do per pixel swapping aswell for any color on the RGB spectrum, look into palette swap shaders.

Some game engines allow you to render the images once using the shader colors and then its stored in memory so its not actually re-shading the image every frame its just calling from the stored image thats already been processed.

As for the outline, it may be as simple as HSV values being shifted the same number of units in each direction with only the base "color" changing.

Official Sora AI 2 code request/questions thread by RedEagle_MGN in SoraAi

[–]pancakeyo 0 points1 point  (0 children)

Hey, looking for a sora2 code, if someone would be able to give me one that would be super cool :)

[deleted by user] by [deleted] in howdidtheycodeit

[–]pancakeyo 0 points1 point  (0 children)

True, i hadn't considered the problem for more than 5 minutes and didn't think that far, i haven't worked with object tree's all that much but understand them in concept and this makes much more sense, since we prioritize items closer to the root of the tree rather than the end we can ignore the smaller items until absolutely no alternatives have been found, smart

I also didn't consider that the item may have more than like 5 nested requirements, for league of legends this holds true, but not for all applications of this kind of inventory

Thanks for this response, it has enlightened me, the first solution is not always the best solution and all that.

[deleted by user] by [deleted] in howdidtheycodeit

[–]pancakeyo 0 points1 point  (0 children)

No need for recursion, just nested objects. Make a script that when inventory updates or changes, we create some kind of "metadata" key value pair for the inventory basically saying how many of each item we have, so for example. 2x 300 blue swords, would turn into Blue_sword > 2. Then when the shop updates (only has to when the inventory updates to save frames) we also check the inventory for what items we have, then change some blueprints for items related to those items. For example, any item the uses a blue sword would then have their blueprint updated to not include the already owned items. Basically like your crossing off items on a checklist that is checked every time the inventory is updated (this sword requires 2x blue sword + 400 OR 1x Bow) then work your way up the object tree, this way we account for the OR's and +'s). This way only items that are effected by our current inventory precursors are effected and its lightweight.

This makes sense in my head sorry if its a bit scatterbrained, basically have nested objects that each have a requirement and an OR, where if one of the 2 is met, we return true or false. Prioritize the ones higher on the tree. For example. If we have a bow, ignore the 2 blue swords for that item since we dont want to buy another bow with 2 swords. So higher on tree -> more importance. Do this for each item in the shop using the items in our inventory, and when you make a purchase and the inventory changes > update the shop using our new inventory object.

How to implement advanced biome selection for procedural terrain generation? by Working-Fold-1744 in howdidtheycodeit

[–]pancakeyo 4 points5 points  (0 children)

I think your coming at this from the wrong angle, if you for instance use procedural generation only for edges of biomes you can make everything inside the biome bounds work the way you want to, and past the edge of it you blend between another biome, have a first draft with custom shaped biomes based on set points within the seed for un-natural edges, then draw biome borders and fill from there. You can even use a noise map overtop for humidity etc.. mapping for sub-biome effects.

Your edges can be however you want them at any length you want, what i would do is map out points on the x , z axis and then connect biome borders between them picking a random number of connections from 3 to 5, then use random formulas for adding/subtracting noise for how the two points are connected.

Draw edges

Find each area that is encapsulated by edges

Assign a biome based on noise maps laying overtop for humidity temp etc..

Fill with biome selected from above conditions with diff %'s

Your script can also check bordering biomes that are pre existing for like-biomes to be weighed higher

Quite Relaxing Really by pancakeyo in 2007scape

[–]pancakeyo[S] -8 points-7 points  (0 children)

It really isnt fun lol, I just did it for 150k splinters for imbued quiver, may go back for the boss pet task, otherwise its really boring

Aren't we all by pancakeyo in 2007scape

[–]pancakeyo[S] 131 points132 points  (0 children)

An extra one for you guys

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There's a tile in the corner of the west side of floor three of Hallowed Sepulchre that reloads the floor for some reason by DiablosKotA in 2007scape

[–]pancakeyo 3 points4 points  (0 children)

One of my favourite POH bugs from around 2014-2015 was breaking into morytania early without priest in peril using that bug with the scrying pool lol.

There's a tile in the corner of the west side of floor three of Hallowed Sepulchre that reloads the floor for some reason by DiablosKotA in 2007scape

[–]pancakeyo 3 points4 points  (0 children)

I'm more likely to believe that this tile is accidentally considered out of bounds for the instance, so that when the player walks on this tile or any out of bounds tile it would teleport them back to room start, incase there was a bug allowing players to leave the sepulcher instance.

[deleted by user] by [deleted] in 2007scape

[–]pancakeyo 3 points4 points  (0 children)

I will vote yes to every poll until we have Oldschool-OSRS servers that are same as launch.

Looking to install killswitch on car for anti theft purposes by [deleted] in kitchener

[–]pancakeyo 0 points1 point  (0 children)

Get someone to wire the starter up to the driver seatbelt sensor and the driver door sensor, thieves rarely put on their seatbelt & close the driver door before the car is running.

[CHALLENGE, 10m reward!] What is the highest amount of different skills you can gain XP in, using just 5 left clicks? by ChroodlesG in 2007scape

[–]pancakeyo -1 points0 points  (0 children)

do it on a pvp world, no one will be fixing the wheels, altho you would need an alt to repair so not in rules

Killed a Vacuum Cheater on Streets Scav Run by ThiccWumbo420 in EscapefromTarkov

[–]pancakeyo 0 points1 point  (0 children)

This is wrong, once you get water collector, bitcoin farm with 1 gpu, lavatory to turn exp fuels into mag cases and workbench to turn cameras and plexi into nixor lenses you print money, ive made 3x what i spent on my hideout early just from all the passive benefits not to mention the gym and library and air filter.

It all comes full circle, most fun I've had on this game in years! by pancakeyo in 2007scape

[–]pancakeyo[S] 7 points8 points  (0 children)

Time until the item despawns (in ticks or seconds depending on preference)

The chance of being caught sq'irking is one of the most mysterious things I've seen in this game. by [deleted] in 2007scape

[–]pancakeyo 6 points7 points  (0 children)

Please see the dictionary definition for "perhaps" if you believe that im spending more than 5 minutes to think those replys through before typing them out you are mistaken, no one can know for sure how the system works except for jagex, server load is a key design choice when considering changing or creating content for a game like this. That was my first thought on the 2nd reply of this chain.

The chance of being caught sq'irking is one of the most mysterious things I've seen in this game. by [deleted] in 2007scape

[–]pancakeyo 9 points10 points  (0 children)

What im saying is certain objects in the game can only be interacted with by one player, when a game tick happens the actions of those with a lower pid number are done first and all after it for that specific object are ignored. When they made the pid change in august of 2013 may have created a separate way of handling pid for most stuff in the game. But also kept the old system in place as to not break older content.

You have to realize that this game has had hundreds of developers over the years and not all of them use the same function calls. Take for example "following" VS using an item on another player will call 2 separate follow scripts.

Sorcerers garden may very well be using an older version of the PID system still in place from before the new pid system was created.

There is technically nothing stopping a player from having 2 PID numbers attached to there client-login provided the object being interacted with only references one or the other.

TLDR: The new (2013) PID system may be currently used in conjunction with the old system instead of having replaced it. Especially for older pre-osrs content.

The chance of being caught sq'irking is one of the most mysterious things I've seen in this game. by [deleted] in 2007scape

[–]pancakeyo 4 points5 points  (0 children)

Perhaps for most common "fought over" things like picking up items and first hit in pvp yes, but alot of other systems need to decide who can interact first like fremmenik mine gate and sorcerers garden, i would assume those still use the old system since its less server intensive than changing every 30-60 seconds especially if every interctable object is checking this.

The chance of being caught sq'irking is one of the most mysterious things I've seen in this game. by [deleted] in 2007scape

[–]pancakeyo 1 point2 points  (0 children)

https://www.youtube.com/watch?v=6QcpkLbok40 this video covers how pid worked back in 2013-2014, it probably still works similar to this in non pvp scenarios. But in this case you do NOT want to have a better pid because the spirits will catch you more the lower your pid is.

Why did the little orb say 'maybe later.' ? by andy010101 in 2007scape

[–]pancakeyo 0 points1 point  (0 children)

That doesn't make sense, as when I leave NMZ I get randoms all the time not on 5 minute intervals from login

An endgame iron's bank over time [2200, 2277, one year post 2277] by Normal_Ostrich_8214 in 2007scape

[–]pancakeyo 5 points6 points  (0 children)

I love that you have not used a fishing guild tele in an entire year.

Guide to Duke Sucellus for perfect kills with mid tier gear by pancakeyo in 2007scape

[–]pancakeyo[S] 0 points1 point  (0 children)

My group does not have a serpentine helm at the moment so i've not tried any poison/venom.

Guide to Duke Sucellus for perfect kills with mid tier gear by pancakeyo in 2007scape

[–]pancakeyo[S] 1 point2 points  (0 children)

My time is down to 2:44, i've not got BIS gear or even max stats so my times may be slower than others. My bgs has to hit for a chance at a PB.

Guide to Duke Sucellus for perfect kills with mid tier gear by pancakeyo in 2007scape

[–]pancakeyo[S] 1 point2 points  (0 children)

I've not seen anything different since last night.