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Sign up now!Doesn't lag for meThe game lags a lot for me - this is only the case in SDK mode
SameDoesn't lag for me
1. That's really odd, I'll check into it, my mistake (priority release if that's the case)Bugs noticed:
-Random events broken
"A NullPointerException has occurred while determining the highest priority rs-event"
-area.getCenter() returns made-up coordinates for square areas
-area.getBottomLeft() should be re-added!
-graphics2d.fill(Screen.getBounds().getBounds()) still does not display bounds correctly: they're offset towards the bottom
Screenshot (the red box): http://puu.sh/8txIL.png
Any chance you're playing RS3? Afaik Spartan and I both use OSRS and experience no issues, so that might help identify the problem.The game lags a lot for me - this is only the case in SDK mode
Do you have any specific uses for it that getCoordinates() or contains(Locatable) can't accommodate?@3: just the same as it was before, with circular areas itd be outside of the area's bounds, but the script writer should know when to pick which constructor
Well I used getBottomLeft to generate a random coordinate within the area to walk towards, i switched to center now, but it requires more calculations.Do you have any specific uses for it that getCoordinates() or contains(Locatable) can't accommodate?
P.S. Is the inventory bounds position issue fixed?
Why not use Random.nextElement(java.util.Collection<E> collection) & Area.getCoordinates()?Well I used getBottomLeft to generate a random coordinate within the area to walk towards, i switched to center now, but it requires more calculations.
I will check, sec
edit: perfect
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Doesn't getCoordinates() recalculate the coordinates within the area every time called?Why not use Random.nextElement(java.util.Collection<E> collection) & Area.getCoordinates()?
You're right, your way would be more efficient but I'm hesitant to re-add it because of the new circular areas and the future polygonal areas... I'll consider it but I'm not sure whether I'll re-add it just because I don't think the easy answer that you suggested would be the proper and expected result from it.I feel like the best solution may be calculating the most south-western point within the circle.Doesn't getCoordinates() recalculate the coordinates within the area every time called?
I just used area.getBottomLeft().derive(Random.nextInt(area.getWidth() + 1), Random.nextInt(area.getHeight + 1))
Then add a area.getRandomCoordinate() method which returns what I do (or similar) for squared areas and uses getCoordinates() for circular areasYou're right, your way would be more efficient but I'm hesitant to re-add it because of the new circular areas and the future polygonal areas... I'll consider it but I'm not sure whether I'll re-add it just because I don't think the easy answer that you suggested would be the proper and expected result from it.I feel like the best solution may be calculating the most south-western point within the circle.
It's OSRS. I get 10-20 Fps but in SDK mode that drops to about 1-4Any chance you're playing RS3? Afaik Spartan and I both use OSRS and experience no issues, so that might help identify the problem.
Weird, I don't drop below 15 fps.It's OSRS. I get 10-20 Fps but in SDK mode that drops to about 1-4
My PC is shit so I always get below 20 fps anywayWeird, I don't drop below 15 fps.
I do wonder why the client is limited to 20 fps though, as osrs itself runs at 50.
ah ouch, i can run bf4 maxed out 1080p with easeMy PC is shit so I always get below 20 fps anyway
The only thing limited to 20fps is the canvas overlay (aka paint) which is async from the main game. To get the actual fps of the game do RuneScape.getFpsWeird, I don't drop below 15 fps.
I do wonder why the client is limited to 20 fps though, as osrs itself runs at 50.
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