RuneScape TL;DW 364 - Tech QA Q&A


TL;DW 364 - Tech QA Q&A

Posted: 23 Jan 2018 03:38 PM PST

Stream


Dev Console Tools - General Information

  • These tools help us visualize and identify various things.
  • Sometimes the tools require a lot of CPU usage and can make the game lag.

Developer Console - Quick Look


General

  • Not as useful for Tech QA.
  • Profiling information as well as JS5 Usage.

Bloom

  • Mainly used for environment via the Map editor and messed with by artists.

Colour Grading

  • Make the game more moody or bright/vivid.
  • Controlling the options affect the exposure and illuminations within the game.

Depth of Field

  • May allow players to use in the future.
  • Allows you to easily focus on objects by blurring out the background information.
  • Able to control the focal point at which something comes in and out of focus.
  • Debug tools to display how it messes with the area.

Distance Fog

  • Fog was introduce to improve performance and reduce the dizziness effect players felt.
    • On NXT's initial release players felt dizzy as there was too much visual information to take in.
  • Contains the ability to completely remove fog
    • Increased performance as with fog everything doesn't have to be loaded in.
  • Tools to control the fog distance, color, and other factors.

Lighting

  • Allows full control of how lighting affects the environment.
  • SSAO Settings
    • You can see a realistic shadow effect being applied.
    • We have a tool that allow us to see the effect without all the textures cramming the image.

Minimap

  • Tools to debug the minimap.
  • Allows us to isolate aspects of the minimap to be analyzed.
  • The minimap updates every 15 seconds and takes a top-down snapshot of the area.

Model LOD

  • Allows to downscale items or models in the distance to save on memory.
  • Things in red are on high detail and things in green are in low detail.
    • The radius can be changed so you can see how it has an impact on CPU.
  • No need to show the player everything if they are no where near it.

ObjType icons

  • It changes object icons.

Occlusion

  • Occlusion is about things being hidden behind other things.
    • If you can't see an object the game remove that object.
  • Downsampled GPU depth buffer is used for performance by showing a downscaled version of the game.
  • AABB Depth Buffer - shows how far things are away from you.

Particles

  • Tools to allow us to easily identify problems with particles.
  • Doesn't allow us to change the particles themselves as they are done by the artist.

Shadows

  • Tools to show what something is casting a shadow on.
  • Map Depth shows what's close and far away.
  • Map Translucency

Simple Scattering

  • Tools to work with light-bouncing off something else.
  • Checks to see that colored light retains the color.

Sunlight

  • Allows us to change the sun position.

Texel Density

  • Shows us the size of a model compared to how big its texture is.
    • A tiny model with a really big texture it will display red.
  • Quality
    • Good - Blue
    • Okay - Green
    • Bad - Red.

Visibility

  • Allows us to tweak what you are viewing.

Volumetrics

  • Tools to interact with lighting features and colors.
    • Goes hand and hand with lighting.
  • Tools to show visualizations without textures

Water

  • Tools to adjusts water settings

Developer Console - In Depth Look


Atlases


Debug general atlases

  • Displays all the textures within a given area in boxes displayed on the screen.
  • Green square represent alphas.
  • The blue icon in one of the squares is the skybox.

Debug sprite atlases

  • This is the in-game login screen and all the bank item icons as well.

Show sprite atlas usage

  • Information displayed on the debugger.

Debug Overlay


Show Debug Overlay

  • More tools and displays than what players have access to.
  • Useful for analyzing overall performance and making sure everything works after updates.

List of Options

  • Expand Sections on Mouse-Over
  • Show Graphs
  • Graph Duration
  • Display/Keep FPS Counter/Expanded
  • FPS Sample Count
  • FPS Update Delay[s]
  • Logic-Loops-Per-Second
  • CPU Usage
  • Memory Usage
  • Disk Cache
  • Allocations
  • Shared Pointer Pools Info/LayoutInfo
  • GPU Usage
  • Render info
  • Detailed GPU Stats
  • Shader Info
  • Audio
  • Script Usage Info
  • Picking Info
  • Network Info
  • Occlusion Info
  • Game Connection Status
  • Preload Status
  • World Build Status
  • Player and Mouse Coordinates
  • Camera Info

Debug Rendering


Wireframe

  • Ability to see the outlines of Polys.
  • Helps identify what requires a lot of usage to load in something.

Normals

  • They help show which way a face/plane is facing
  • It's useful for Shadows, Ambient Occlusion, and things like that.
  • Every plane will have a color to show the orientation of a model/plane.

Fresnel

  • Only works with Volumetric Lighting

Emissive Strength

  • Things that create light.
  • Something you add to a model to make it glow.

Specular Strength

  • Shows the parts of objects/objects that shine.

Pointlights Influence

  • Shows the objects that have a light-sources and and where shadows are cast.
    • It isn't about how shadows are cast just the impact of pointlights on models.

Geometry Instance Colour

  • Allows us to see the different geometry instances of objects.
  • Colors help identify and differentiate whole models.

Vertex Bone Colour

  • Allows us to see the parts of the player/NPCs are their own model.
  • Colors help identify and differentiate whole models and clipping issues.

Shadow Caster Volume Capsules

  • How we do shadows.
  • Adds a capsule to show the influence of light on all objects in the game.

Model AABB/OBB

  • Shows the bound box model around objects.
  • Furthest part of a model to the furthest part of a model.

Billboard AABB

  • Displays a box around flat 2D plane objects that rotate with your camera.

Particle/Terrain/Water AABB

  • Self Explanatory

Renderable RT7 Components

  • Turn off/on specific parts of the game from being displayed.

Entity


Players, NPC entities, OBJ Entities

  • Shows name, animation sequence number, and other details related to the entity.

Combined Locations

  • Tools to help identify combined locations, places that are connected together.
  • We combine locations so everything will pop up at the same time.
    • The reason why objects don't appear one by one to a large extent when loading in.

ProjAnims

  • Projectile animations also have their data tracked.

Routing - Players, NPCs

  • Helps identify routing issues and how it is working.
  • Shows the routes of players and NPCs as well as force walk tiles.

World


Something players interact with on a daily basis.

Show Min/Max Level

  • Shows the different levels of the game, like when you are in a dungeon/in a tall building.
    • Polypore Dungeon is a good example of where players can see multiple levels.
  • Not as useful anymore since we have improved tools.

Show Height Map Floor/Water

Show Remove Roof/Roof Labels

  • Players have access to this option already.

Show Picking

  • Decides and shows the objects you are clicking on by highlighting their click-box.

Show Camera Frustum

  • Shows what the camera is trying to look at and whether the FoV feels right.
  • Primarily used for cut-scenes.

Floor Grid

  • Displays the tiles/grid of the game.
  • Wanted to give it to the players, but instead we gave the terrain blending option.

Tool Testing


Compact Lab

  • Contains and displays a large number of devices with different specs and operating systems.
    • Great for being able to test the game for specific device issues.
  • Naming: CPU + GPU + Bench Mark Score + (OS - if it's running something else)
  • Every engine change will be ran on tests through each of these devices to compare results.
  • Windows XP & VISTA is still supported since players still play on it.
    • We don't want to support it anymore.

Map Square Checker (old clip) + (new clip)

  • It teleports my character to every map square, takes a screenshot, and stitches them together.
  • Then it does an image comparison -
    • If it's more than a certain % of difference from the previous version it will flag it for us to look into.

Animation Testing

  • Increases the rate of testing as we can run it on all different machines and easily notice problems.
  • Animation Debugger - Easily automates all animations so we can check if anything is broken.
    • Bosses are important to test to make sure animations are synced up correctly.
    • Removes environmental influences to determine if an issue is with the animation or something else.
    • Currently only have one for Telos, Nex, and Jad.

Other


Current Issues

  • Loot share while bossing bug
    • Being looked into, and a fix has been made. Planned to be hotfixxed this week if all goes well.
  • Clients not being able to close.

New Animation system

  • Currently being worked on, with animators already interacting with it.
  • MIRA should be in their hands very soon.
  • The new animation system should be released some time this year.

Weather

  • Weather implementation depends whether you want to do it by engine or in-game.
    • Doing stuff in engine is more optimal than in script.
  • Players may like a weather feature but there isn't a large benefit for the amount of work needed.

Priority

  • What determines what we work on when and how quickly we deal with it.
  • High Priority - Things that impact the player's ability to play the game.
    • Invisible item issue.
    • Mobile is also in high priority.
  • We have a good understanding of when something needs to be higher/lower.

Other

  • The cutscene making tool creates routes/splines for the camera to follow.
  • Forced Camera Changes - Prevents certain places from causing the camera to go out of/beneath the map.
    • Why the camera changes when teleporting to Prif (since it's on a upper level).
  • Water goes up in the air at the end of a map square as it defaults to 0 as it doesn't have a value.
  • TzHaar City places an environmental Diffuse map which gives it a reflection.
    • Diffuse map are up the the artist whether to put them in.
submitted by /u/ImRubic
[link] [comments]

Exercise Dark spirit

Posted: 23 Jan 2018 11:05 PM PST

With the Bakriminel bolts update releasing new bolt variants, can the Bolt Pouch be looked into storing the bolts, and possibly removing the 255 limit?

Posted: 23 Jan 2018 11:07 PM PST

Emptying a slot in bank adds an extra line to the bottom of the first tab, preventing from mass withdrawing multiple items by just clicking on the same spot

Posted: 24 Jan 2018 05:33 AM PST

Jagex plz. You can't bank subcontracts, which means you can't play Heist for the new Assassin's Contract promo without using or losing them

Posted: 23 Jan 2018 05:46 PM PST

[GAME BREAKING BUG!!!!!!!!!!!! URGENT] Mods help

Posted: 23 Jan 2018 08:31 PM PST

So I was playing with the new Assassin Walk animation and trying out my fashionscape. Currently if you use the new Walk/Run animation WITH Executioners two handed axe cosmetic override you will crash not only yourself but the people around you.

I can see this being used for a lot of dumb shit so hopefully a jagex mod can see this and test this and hotfix it.

submitted by /u/natsak491
[link] [comments]

PSA: maxing prestige does NOT give a tradeable walk token, unlocks walk directly

Posted: 24 Jan 2018 06:17 AM PST

GE Working as intended

Posted: 23 Jan 2018 11:32 AM PST

:Asphyxiate:

Posted: 23 Jan 2018 08:05 PM PST

Upgrading your auras will clog up the favorites list

Posted: 24 Jan 2018 03:31 AM PST

There is currently a bug where if you upgrade an aura (for example Brawler -> Greater Brawler) and this first aura was in your favorites list, it will actually stay there.

It isn't visible in the aura management, only when right-clicking the icon, so you can't take it out.

Yes I've send a bug report, but just thought I let you guys know if case you were planning on upgrading your aura.

submitted by /u/ScartenRS
[link] [comments]

When a friend receives a broadcast, enable us to "message" him directly from here, just like a response.

Posted: 23 Jan 2018 06:24 PM PST

Hosting mounted basalisk head. W32 Taverly. Will edit post when I leave.

Posted: 24 Jan 2018 12:56 AM PST

Got nothing to do but afk for a while. Still here.

RSN: Finny

edit2: Status: online.

submitted by /u/finny_rawrs
[link] [comments]

Basilisk Head @w64

Posted: 24 Jan 2018 05:32 AM PST

Yanille

House owner: Fio

Status: Online

This isn't an altar service, just use the head. :) Just come on in. PM ME, if ya can't enter, or i'm not there.

submitted by /u/Fio_M
[link] [comments]

New Assassin Walk Animation!!!

Posted: 23 Jan 2018 05:05 PM PST

Everything from the new "Faceless Assassin"

Posted: 24 Jan 2018 06:04 AM PST

Seeing the kiln task on Contract after getting Final Boss...

Posted: 23 Jan 2018 04:25 PM PST

SUGGESTION: Can we get some kind of glowy effect of sorts in the skills tab when a skill is boosted? Epic paint skills btw

Posted: 23 Jan 2018 11:12 AM PST

Freebie Subcontracts(?)

Posted: 24 Jan 2018 01:05 AM PST

I'm sure there were at least some people who were as confused as I was when they found out there were no free skips on the new "Faceless Assassin" promo. While I'm glad that this promo is a lot more fair than the "Walk Like a Zombie" one, I believe each person should get 1 free subcontract for each prestige (including first completion). The contagion challenge is a little bit unfair for most accounts considering the requirements. If not that, at least give a free subcontract every prestige to Ironmen as they have no way of obtaining them while main accounts have the chance to obtain them off of Treasure Hunter, be it free keys or mtx.

submitted by /u/inval1dname
[link] [comments]

I don't know what I was expecting

Posted: 23 Jan 2018 12:47 PM PST

hodldor

Posted: 23 Jan 2018 07:19 PM PST

PSA: If you can't afford ascensions, wyvern crossbow is t85, augmentable, has 9-square range, can fire the new enchanted bolts, has a unique poison passive, and costs only 20m

Posted: 23 Jan 2018 10:38 PM PST

No, this post is not a merch attempt; I only own one of these that I bought a while ago and have never bought more since. I'm trying to do mid level players a favor.

This is easily one of the best purchases for its price range.

submitted by /u/ldvgvnbtvn
[link] [comments]

Let's get our heads together - basliskbane

Posted: 23 Jan 2018 06:12 PM PST

You are required to make basilisk bane ore for one of the assassin tasks. That means you require access to a basilisk head.

If you have a mounted basilisk head in your POH kindly share it with your friends and others.

I myself have mounted the one I had and all are welcome to it so long as I am online. I have set my private chat to open so just PM me in game either on my main "Cryinghawke" or my alt "Crying hawke"

PSA : ironman accounts are sadly unable to benefit from this.

EDIT : my house is in prif, I rather not move if I can help it.

Also, It is advised you mine 50 ores before coming to bind. You can use porters to mind them all in 1 trip.

EDIT2 : my house is open to all for FREE. keep that in mind(and your money).

ONLINE STATUS - ONLINE. I am on the move.

submitted by /u/cryinghawke
[link] [comments]

Loot from two years of running a private ex-botting subreddit (story in comments)

Posted: 24 Jan 2018 07:10 AM PST

Jagex never learns - Heist and subcontracts

Posted: 23 Jan 2018 05:05 PM PST

EDIT 2 : YashaX says I was wrong. I will test it later but they say you can take the subcontracts with you.

We've been here before. One of the tasks is a game of heist yet if you have any items on you are not allowed to play.

I happen to have 4 subcontracts on me thanks to my daily keys and I was planning to use them on heist anyway but since some friends asked me to join I decided "meh, why not?" but I can't even do that.

Jagex - hotfix this please. Thank you.

p.s OR... just let us bank the damn things because there is no real reason not to let us do that.

EDIT : Forgot the dungeoneering. You can't bring items there either.

EDIT 2 : YashaX says I was wrong. I will test it later but they say you can take the subcontracts with you.

submitted by /u/cryinghawke
[link] [comments]

How many keys to prestige 5 times?

Posted: 24 Jan 2018 05:20 AM PST

Not got much time to play this week due to work and Monster Hunter World launching.

Anyone got any idea how many keys a full 5 prestige takes? I know there's a handful of tasks that take just a couple of minutes but how ma y keys did it take for you guys to prestige 5 times?

Thanks!

submitted by /u/SevenGhostZero
[link] [comments]

Post a Comment

Powered by Blogger.