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* Reapply "Make all news posts use proper templates and use the Jekyll post system (#243)" (#244)
This reverts commit 597567687d
.
* Change /services/m=news/latest.html to show the latest update rather than redirecting to stop Saradomin launcher from crashing
The launcher really shouldn't crash when it fails to retrieve news
items, but alas.
109 lines
6.1 KiB
HTML
109 lines
6.1 KiB
HTML
---
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title: Bugfixes in Gielinor
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tags: news
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layout: newspost
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collection: Game Updates
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date: 2023-08-20 00:00:00 +0000
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authors: ryannathans
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excerpt: "Some bugs have been squashed in Gielinor..."
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modtype: "Lead Developer"
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avatar: avatar8fa9.gif
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---
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<p>Greetings Explorers</p>
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<p>There have been some more changes in Gielinor:</p>
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<ul>
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<li>Audio Refactor<br />
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<br />
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1st of many audio refactors, the end goal is removing AudioManager.java and using contentAPI functions for all sound<br />
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Refactored playAudio<br />
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Refactored playGlobalAudio<br />
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Fixed lunar teleport sounds to not play if teleblocked<br />
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Refactored the following sounds:<br />
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All the special attack and DFS sounds defaulting to new API radius of 8 instead of 5<br />
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Dropping coins, item, and destroying object sounds fixed<br />
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Ectophial refill sound<br />
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Agility pyramid sounds<br />
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Emptying a fishbowl<br />
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Enchanted jewellery teleport sound<br />
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Enchanted jewellery enchant tab sound<br />
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All the sounds for Elemental Workshop 1 listeners<br />
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The sound when getting experience from a lamp<br />
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Blessing and repairing a grave<br />
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Hunter pitfall sounds<br />
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Hunter sound when catching a kebbit with a noose<br />
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Lunar cure me and cure group spell sound<br />
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High and low alchemy spells<br />
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Silver crafting at a furnace<br />
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Spinning at a spinning wheel<br />
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Drinking from a waterskin in the desert<br />
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Sound when being blessed by drezel in nature's spirit quest<br />
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Sound when poison immunity has 30 seconds left and when your immunity expires<br />
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Shearing regular sheep and the penguin sheep at lumbridge<br />
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Sound when regular spell book charge spell expires<br />
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GE sounds: making 0 coin offer when buying, not having enough money, placing a buy offer, not enough room in inventory<br />
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Sound when filling vessels from a water source<br />
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Regular and ancient combat spells</li>
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<li>Fixed incorrect message when trying to use teleport levers while teleblocked</li>
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<li>Players now can't attack deep wilderness threats focused on other players</li>
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<li>Improved teleblock condition checking</li>
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<li>Added new camera API methods (including shake and reset)<br />
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Added new admin commands for testing camera movements (::poscam, ::movcam, ::rotcam, ::shakecam, ::resetcam)</li>
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<li>Code cleanup<br />
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<br />
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Reorganised imports<br />
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Removed redundant qualifiers</li>
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<li>Spiritual warriors and spiritual rangers now correctly drop hard clue scrolls</li>
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<li>Fix edge case save parsing issue for poison</li>
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<li>Obelisk improvements<br />
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<br />
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Made the wilderness teleport obelisks roll the destination obelisk fairly<br />
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Improved obelisk teleport positioning logic<br />
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Made the obelisk teleport capture a 3-by-3 bounding box of players, in accordance with the teleport animation</li>
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<li>Fixed regression causing random events to trigger for bots</li>
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<li>More sounds + audio refactoring<br />
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<br />
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Modified default audio radius default parameter to be safer, 8 tiles instead of 15<br />
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Improved location/direction based sounds<br />
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Fixed the way sounds are handled for magic spells (All modern and ancient combat spells. All lunar teleport spells.)<br />
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Magic spells now correctly fade in volume the further away you are from a target/player casting or being hit by a spell. The sound starts to fade after a few tiles until it cant be heard anymore<br />
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Refactored lunar teleport sounds to use playGlobalAudio<br />
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Humidfy now can be heard globally by other players<br />
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Fixed Lunar fertile soil spell graphics and animation to be authentic<br />
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Weapon attack sounds now start to fade after a few tiles until it cant be heard anymore<br />
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NPC attack sound now fades with distance<br />
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NPC hurt sound now fades with distance<br />
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NPC death sound now fades with distance<br />
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Fixed combat punching sound when no weapon is equipped so it can be heard globally<br />
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Fixed a issue where you would hear a punching sound when casting any combat spell<br />
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Fixed male player hurt sounds when in combat<br />
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Implemented female player hurt sounds when in combat<br />
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Failing agility obstacles will now play the correct hurt sound based on gender<br />
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Fixed low wall agility pyramid sound<br />
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Fixed taking damage from dying of thirst in the desert to use correct sounds<br />
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Fixed the sound of drinking from a waterskin in the desert<br />
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Implemented sound when attaching godsword blades to a hilt<br />
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Fixed rune essence mine teleport sound so it no longer loops 10 times and plays authentically<br />
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Implemented undead tree attack sound at Draynor manor<br />
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Implemented all ectofunctus bone grinder sounds and the sound when offering to the ectofunctus<br />
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Implemented mort myre ghast attack and player hurt sounds<br />
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Fixed thieving pickpocket fail sounds<br />
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Implemented falador guards combat sounds<br />
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Implemented varrock guards combat sounds<br />
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Implemented draynor market guard combat sounds<br />
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Implemented cyclops combat sounds (warriors guild cyclops)<br />
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Implemented animated armor combat sounds (all warriors guild animated armors)<br />
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Implemented white wolf/big wolf/wolf combat sounds (wolves on white wolf mountain)</li>
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<li>Added Dockerfile</li>
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<li>Fixed typo in "the poison has worn off" message</li>
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<li>Fixed issue where unequip listeners did not fire on death</li>
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<li>Timers can be flagged for removal on death (fixes deep wilderness threats attacking for brief period after respawn)<br />
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Fixed an issue with the skill restore timer that caused overheals to be reset to normal hp</li>
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<li>Random event manager rewrite<br />
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<br />
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Time until next random event now persists across logins<br />
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Events will no longer spawn while the player has an interface like the bank open<br />
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Replaced the slurry of random event commands with a singular ::revent admin command<br />
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Random events now support being associated with multiple skills<br />
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Random event selection is now more robust<br />
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Players will no longer get skill-based random events if more than 2.5 minutes have passed since training the skill</li>
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</ul> |