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      Key fixes and what's to come   06/20/17

      Late last night we worked on some things and discussed where we're heading update and bug fix wise.  Last night we changed the way our drop system works, along with switching and NPC pathing or pathing in general. -For a long time unlike OSRS our drop tables worked like this: Each kill you got a roll at a random chance of items.  -Instead, OSRS gives you a roll at the rare tables first, then moves on to the other items on the possible drops. That is now how our system works. -Pathing was tinkered just a bit, and it seems everything is working in order with NPC's. We will move on to PvP pathing and get it to optimal performance. -Switching is being tinkered with to mimic OSRS. We are working on this and will get it where it should be. We will be working on updates for Wild-Isle to try to get it out as soon as possible. This is where you guys come in. Reply to this thread or PM me ideas that you'd like to be seen in Wild-Isle. Also i would appreciate if i was told about ANY bug that you know about that you think needs to be fixed ASAP. Thanks everyone and we hope to see you on board with us.  


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coors last won the day on January 2 2016

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  1. Being aware of a bug isn't always enough. Every single one of us developers have spent a lot of time on this bug in particular, synchronising state over a network is an inherently hard problem. Reversing 1 hardcore iron man death starts a chain reaction and I'm sure you understand why we don't want to do that. As always, if you have any feedback which may help feel free to hit me up.
  2. The frustration is understandable, but others went through the exact same situation. Also, people have died on OSRS for the most ridiculous reasons (including bugs) with more hours put into the game. Just how it works.
  3. I like it, but the orange-y colour scheme doesn't quite match the feel we're going for
  4. Consider noting which mobs drop which seeds too.
  5. Due to the issues alot of players have been experiencing recently, we've decided to employ somewhat of a feature freeze until we've fixed all of the game-breaking bugs which currently exist. For the foreseeable future, no major content updates will be released. We intend to bring the server to a perfectly playable state, and until then, we highly encourage you all to file a bug report for every issue you encounter in-game. You can track the progress of our so-called "Bug Smashing Marathon" in our Trello board at: https://trello.com/c/N1s3SrLi/40-bug-smashing-marathon The card currently contains a long checklist of issues we've compiled from the many bug reports we've received on the forum. This would not be possible without the initiative some of our players have taken, we thank you for that. Feel free to comment on the card if we missed any important issues.
  6. Hey guys, In the spirit of open development and feedback, we have decided to create a Trello board where everybody can track the development cycle of Lost Isle. This board can be used to file bug reports, suggest features, vote on existing cards and much more. We highly encourage all of you to check it out and provide us with any feedback you have (ideally on the board!) The board is available at: https://trello.com/b/KZCtxunm/lost-isle
  7. In light of recent issues, it seems some players are becoming frustrated with general server affairs, so I thought it would be a good idea to inform you guys of what is going on behind the scenes. Priority #1: Traditionally, almost all private servers store player information in flat files (meaning all data is saved to disk, usually 1 file per payer) and they are only written to disk either upon logout, or on a scheduled interval. And outside these periods, all player data is kept in-memory. This approach is very dangerous due to a few key points; these being: 1) Data is easily corrupted when any disk-write operation fails, and this leads to totally invalid data due to the storage format. This data can then only be restored manually from a backup, which is typically performed on the hour. 2) Any server malfunction has the possibility to corrupt in-memory player data, which will then lead to this invalid data actually being persisted to disk and leading to the exact same problem as point #1. 3) If the networking session between your client and our game server somehow dies in the middle of a save or logout, this can also cause multiple weird race conditions such as the issue we experienced recently where the client disconnected but the server didn't fully acknowledge this, and the same player was logged in which loaded the player file from disk which was NOT YET SAVED for the character which was disconnected (remember what i said about player data being in-memory?) which leads to the new login reading the out-dated save file from the disk and overwriting data which is in memory. E.G. RIP your character if any wide variety of scenarios happen which is out of our control, such as our host dieing, a failing disk, a memory leak, and many more... Our plans: To combat this issue, I've personally been working on moving our data model to a real database, where player data is persisted often and upon any important event happening (for example if you pickup an item, this should immediately be persisted to your account!). This poses quite a problem, since we do _not_ want to lose our existing player data, and due to how complex our in-memory data model is, these things need to be shifted over to the database piece by piece, ensuring backwards-compatibility with our on-disk saves until the database is ready for prime time. In an ideal world, this will lead to us almost _never_ losing player data if done properly, though in extreme and rare cases, a rollback would at maximum, anywhere from seconds to a few minutes. This is how the big boys deal with it, like blizzard and the almighty JaGeX. Variants of this are found on other private servers, where they now-and-then persist data to a database on a similar schedule to how our player saving currently works. We do not want a half-fledged solution. Go hard or go home. Priority #2 Bugs, fucking bugs. A very good example of this is the recent no-clip bug which was affecting almost all players, this took many hours for us to track down and debug due to the stupidity of it (prime example of a single-line bug which affects the server hugely). Things like this impede our progress towards new and exciting content for the server. Another important fact is to mention some bugs can be fixed instantly with a dirty solution, this is not future proof and we refrain from quick-fixing any bugs until we can truly fix it for good. Priority #3 Content. We have alot of ideas brewing in the pipeline regarding content, and these releases will start rolling out as soon as we've fixed the more important issues. We are currently loading the latest Runescape cache which allows us to implement any functionality present in the latest client, including the slayer updates, the Abyssal Sire, poll booths, grand exchange, zulrah, and much, much more. The content we are currently working on is being developed side-by-side with the new technology we are slowly introducing, and the first roll-out should be happen soon™. TL;DR: - Things will improve as time goes on. No more RIP's. - We are moving to a new host. - Content is coming. - We hope you understand these changes are necessary now and not later. Future-proofing is our best bet to ensure a quality experience in the time to come. These infrastructure changes prepare us for unique and stable content. - This is a BETA, and we are not yet actively advertising. We decided to keep lost-isle on the low-down until we're certain that we give a solid impression to any new players.