ANY Client Agnostic/Revision Agnostic Server

Looks amazing! Cant wait to AI chat my way to a GF! Can you make it so we can pvp player bots? Also Adding bots in Mini games like Castle Wars would be amazing!
 
Looks amazing! Cant wait to AI chat my way to a GF! Can you make it so we can pvp player bots? Also Adding bots in Mini games like Castle Wars would be amazing!
Yes it will have bots playing castle wars and they will be good at it too, definitely part of the plan.
 
I imagine the plan is to have this functional without a connection to the internet, if I'm wrong just ignore the question.
In that case. What would happen to the AI chat that is reliant on Chat GPT? Simply disabled?
 
I imagine the plan is to have this functional without a connection to the internet, if I'm wrong just ignore the question.
In that case. What would happen to the AI chat that is reliant on Chat GPT? Simply disabled?
Hey I want to state, I want to add chat GPT it is my plan but I have not done it yet, but when the time comes I will put my best effort into making sure its done, but since I have not done it yet I can not make any promises, if I for some reason can not figure it out, it will still have AI just not GPT.
and no if it needs internet to work the GPT, and you have no internet, I will have it switch to a regular AI.

It will have AI responses regardless whether its GPT or not

EDIT:
I take that back chatGPT has now been added
 
Last edited:
So just to be clear about how unrealistic this is, there are mutible servers from 05,06, 09 before rsclassic that have been working on this project for years, with out all quests. You pop up like heyyyy I got it all lol. We shall see. I wont download first
 
So just to be clear about how unrealistic this is, there are mutible servers from 05,06, 09 before rsclassic that have been working on this project for years, with out all quests. You pop up like heyyyy I got it all lol. We shall see. I wont download first

What are you even talking about
 
What are you even talking about

I hope I am wrong, I am saying it is a little odd when people have been working for years on specific time periods of rs say rsc, 06, or 09. Mind you on those versios only classic has all quests added and working. So then you come in like heyy, i got everyyyy time period playable, with all working quests and what not. Seems sus thats all. But if im wrong i apologize and hope this is legit!
 
Really hope this is legit too, looks absolutely incredible if so.

With the release are you planning on making it a closed-source click and play type deal so people can play offline, or more of a server launch?

Best of luck with the project, dakota. :)
 
If you don't wanna read a three paragraph post skip to the TL;DR version below them.

So I've been part of a really long discussion about this project(not to the creator), and have years of experience in the WoW PS(I know completely diffrent game but the private server communities don't really differ when it comes to issues too much). I will admit I'm probably one of the biggest Critics/detractors of this project, but I do hope it is legit.
The thing is in my experience in PS communities, claims/projects like this are almost always a scam of some sort. Usually because, unless you worked/work for the games original company it's completely improbable to make a 100% accurate emulation of the game.
Second major issue is the claim of having all the quests and all this other content working. Like others have said many projects have been working on the quests alone for years(10+ in some cases), for different revisions on RS, none of them have accomplished it yet. So of course a claim of all the quests working, after about 2 years of work, has created scepticism.
My last issue is, I'm hoping, a bit of confusion. You show working NPCs in the video yet you mentioned somewhere that their isn't NPCs, where you referring to the base you used? If so, how did you get all the NPCs working, all the quests and mini games working, as well as .are it span so many revisions in two years of work?
My last issue is the cache changes are massive in certain cases, so massive that it prevents many from doing what this and Miges projects dose. How did you overcome that?

TL:DR people are sceptical of this for many reasons from Cache changes, claims of all the content working, and how much time you yourself admitted you worked on this for. Many hope it is legit.
 
Who actually believes this guy lol

I'm sure his code is real but his "caches that nobody else has" is not real as they are just edited from public caches that are near that revision.
Additionally very odd that the entire website(s) looks manually coded in Java and isn't an actual website, but more of a Java GUI application.
 
It just seems too good to be true, especially with it coming out of the blue as if it were made by some wizard in a cave somewhere.

Fingers crossed though.
 
Who actually believes this guy lol
It isn't hard to believe at all, plus he showed some code behind it.

The reason people don't do this in the first place isn't because it's difficult in any way. There just isn't any good reason to actually do it, the cons far outweigh the pros.
- Codebase becomes an unmaintainable mess. Every piece of content that has every been changed from revision to revision will have some switch block to determine the version differences.
- It takes FAR longer to then code the server. Coding a private server is already a very time-consuming task, taking anywhere from 2-5 years to create before one could consider it playable. Having to shift through various little differences over time just makes this process far, far slower.
- Some things just aren't as easy to solve as a simple switch block, e.g. the introduction of a skill. This is where a lot more thought has to be put into it, and decisions must be made.
- The OP is covering a pretty small range of revisions, while there were a couple rather challenging updates in it, it is nothing when one were to compare it to pre-eoc or even post-eoc.

All for what? Isn't like you can just press a button and have your gameplay switch to one from years back or years in advance. All it does is provide the ability for people to fork the codebase(which, as we determined is very unmaintainable like this) and pick their own revision out of the selection. While great in theory, horrible in practice. All the overhead that comes with this project is, in my opinion, far too horrible to consider this approach. Think of it like this - if someone were to take this project and pick a revision they wish to focus on - they now have a huge amount of baggage in their codebase for stuff they did not want in the first place, often times having to design their code around these revision-agnostic requirements, making it a far worse experience. Realistically, there isn't much use to a revision-agnostic setup, other than the first-time revision selection, where the developer is given a choice rather than a fixed revision to stick to.
 
It isn't hard to believe at all, plus he showed some code behind it.

The reason people don't do this in the first place isn't because it's difficult in any way. There just isn't any good reason to actually do it, the cons far outweigh the pros.
- Codebase becomes an unmaintainable mess. Every piece of content that has every been changed from revision to revision will have some switch block to determine the version differences.
- It takes FAR longer to then code the server. Coding a private server is already a very time-consuming task, taking anywhere from 2-5 years to create before one could consider it playable. Having to shift through various little differences over time just makes this process far, far slower.
- Some things just aren't as easy to solve as a simple switch block, e.g. the introduction of a skill. This is where a lot more thought has to be put into it, and decisions must be made.
- The OP is covering a pretty small range of revisions, while there were a couple rather challenging updates in it, it is nothing when one were to compare it to pre-eoc or even post-eoc.

All for what? Isn't like you can just press a button and have your gameplay switch to one from years back or years in advance. All it does is provide the ability for people to fork the codebase(which, as we determined is very unmaintainable like this) and pick their own revision out of the selection. While great in theory, horrible in practice. All the overhead that comes with this project is, in my opinion, far too horrible to consider this approach. Think of it like this - if someone were to take this project and pick a revision they wish to focus on - they now have a huge amount of baggage in their codebase for stuff they did not want in the first place, often times having to design their code around these revision-agnostic requirements, making it a far worse experience. Realistically, there isn't much use to a revision-agnostic setup, other than the first-time revision selection, where the developer is given a choice rather than a fixed revision to stick to.

Sorry, I don't doubt any of that and I should of specified. I'm only really questioning his claim to have every single quest implemented and completable through the proper means. The code at 3:02 in the quest video looks like old PI code for updating a quest tab interface to me.
 
It isn't hard to believe at all, plus he showed some code behind it.

The reason people don't do this in the first place isn't because it's difficult in any way. There just isn't any good reason to actually do it, the cons far outweigh the pros.
- Codebase becomes an unmaintainable mess. Every piece of content that has every been changed from revision to revision will have some switch block to determine the version differences.
- It takes FAR longer to then code the server. Coding a private server is already a very time-consuming task, taking anywhere from 2-5 years to create before one could consider it playable. Having to shift through various little differences over time just makes this process far, far slower.
- Some things just aren't as easy to solve as a simple switch block, e.g. the introduction of a skill. This is where a lot more thought has to be put into it, and decisions must be made.
- The OP is covering a pretty small range of revisions, while there were a couple rather challenging updates in it, it is nothing when one were to compare it to pre-eoc or even post-eoc.

All for what? Isn't like you can just press a button and have your gameplay switch to one from years back or years in advance. All it does is provide the ability for people to fork the codebase(which, as we determined is very unmaintainable like this) and pick their own revision out of the selection. While great in theory, horrible in practice. All the overhead that comes with this project is, in my opinion, far too horrible to consider this approach. Think of it like this - if someone were to take this project and pick a revision they wish to focus on - they now have a huge amount of baggage in their codebase for stuff they did not want in the first place, often times having to design their code around these revision-agnostic requirements, making it a far worse experience. Realistically, there isn't much use to a revision-agnostic setup, other than the first-time revision selection, where the developer is given a choice rather than a fixed revision to stick to.
So in sort you are saying it's probable but not very practical. Yet several questions are unanswered, he says he only worked on it for about two years, no one has came forward and said they assisted in it, leading me to believe it was a one man endeavor. You're own words basically say that for a working server of any revision it takes about two years. Add in all the content he claims and the worktime dosen't add up still. This is the Main reason I'm sceptical. If it is legit awesome, but I'm not gonna be surprised if it's not.
 
So in sort you are saying it's probable but not very practical. Yet several questions are unanswered, he says he only worked on it for about two years, no one has came forward and said they assisted in it, leading me to believe it was a one man endeavor. You're own words basically say that for a working server of any revision it takes about two years. Add in all the content he claims and the worktime dosen't add up still. This is the Main reason I'm sceptical. If it is legit awesome, but I'm not gonna be surprised if it's not.

Oh yeah, some of what he claims(or perhaps those are the future goals? somewhat ambiguous) in the original post is complete bollocks. If the idea is to implement every quest, you're looking at significantly longer time period than what I quoted, more than twice probably even. Quests are absurdly time-consuming, it's far more than just dialogues. People don't often realize but quests introduce a lot of weird items and otherwise unused content, which often times has special mechanics and whatnot, making it harder than just plotting down an animation and graphics to an existing dataset.
 
If you don't wanna read a three paragraph post skip to the TL;DR version below them.

So I've been part of a really long discussion about this project(not to the creator), and have years of experience in the WoW PS(I know completely diffrent game but the private server communities don't really differ when it comes to issues too much). I will admit I'm probably one of the biggest Critics/detractors of this project, but I do hope it is legit.
The thing is in my experience in PS communities, claims/projects like this are almost always a scam of some sort. Usually because, unless you worked/work for the games original company it's completely improbable to make a 100% accurate emulation of the game.
Second major issue is the claim of having all the quests and all this other content working. Like others have said many projects have been working on the quests alone for years(10+ in some cases), for different revisions on RS, none of them have accomplished it yet. So of course a claim of all the quests working, after about 2 years of work, has created scepticism.
My last issue is, I'm hoping, a bit of confusion. You show working NPCs in the video yet you mentioned somewhere that their isn't NPCs, where you referring to the base you used? If so, how did you get all the NPCs working, all the quests and mini games working, as well as .are it span so many revisions in two years of work?
My last issue is the cache changes are massive in certain cases, so massive that it prevents many from doing what this and Miges projects dose. How did you overcome that?

TL:DR people are sceptical of this for many reasons from Cache changes, claims of all the content working, and how much time you yourself admitted you worked on this for. Many hope it is legit.
Ok, you have written a lot, and so have a lot of other people,
to answer 100% emulation; I don't believe I made that claim, but that would be nice.

To answer quest section; if people are taking 10 years to do all the quests they're terribly inefficient.
If I add 1 quest and make it as perfect as possible, typically took me about 1 full day each. So I did that in some cases, however it is very very easy to simulate the quest, by dumping all of the data for each quest, finding all of the steps, required items, and using the help of chatGPT/GPT-4/OpenAi will find a simulated version of full quest dialogues for each quest npc, per step, then you add in the item/npc/ or any requirement to fulfil the next step. And done full quests completely dumped, can easily be reworked and made exact if you feel necessary, but the fact that you can make them all completable and fast and accurate, going this route saves a lot of time, and they all feel like the real quest as chatGPT/GPT-4/OpenAi knows all, and you can always go back and make it exact; the quest journal can be dumped easily using osrs login to the game and there are game modes that have every quest completed and you can get completion txt on all quests. You can also dump all data from the quest by editing an osrs client, logging into the main game and have all of the dialogues dump as you click through them, and have it track everything you are doing for ease.




Since people keep mentioning the code, maybe there was a reason I had it display in the background like that? I mean I could have had anything else back there...
here you go
// use binary search to find the first version greater than totalDateNum
let left = 0;
let right = versions.length - 1;
let index = -1;
while (left <= right) {
const mid = Math.floor((left + right) / 2);
if (Misc.totalDateNum >= versions[mid]) {
left = mid + 1;
} else {
index = mid;
right = mid - 1;
}
}

// return the time between gameDate and the found version
if (index !== -1) {
return Misc.getTimeBetween(Misc.gameMonth, Misc.gameDay, Misc.gameYear, versions[index]);
}
same code

Additionally very odd that the entire website(s) looks manually coded in Java and isn't an actual website, but more of a Java GUI application.
Maybe that is because I did manually code the website into a java GUI and I did not even look at a source code.
 
Last edited:
Are you able to discuss your architecture as to how you supported multiple revisions? I'm imagining the content is mostly in scripts that can be loaded into a server tuned to run to a specific revision, is that along the right tracks? As for the client, is it just one "loader" which then loads the required client?

In addition, would you be able to show us footage of a quest in action? Possibly one of a more involved members quest?
 

Users who are viewing this thread (total: 1, members: 0, guests: 1)