Forum:RuneScape 3 - HTML5 and Java
|“||Images that use the live games graphics are to stay that way, are not to be updated, until HTML5 goes live. Exceptions can be made if the image is used to inform the reader about RuneScape 3.||”|
|— RS:IMG - HTML5 Beta and Bestiary|
Ello. As you all know RuneScape 3 is set for release on July 22nd, 2013.
I'd like to propose that we don't replace images (DII, equipped, chathead, misc.) simply because the new version is HTML5. As you can see, players will be able to chooose between HTML5 and Java. What'd I like to discuss in this thread is when to use these two. Clearly HTML5 will be an excellent choice for scenery images, but that doesn't mean ALL images should be replaced JUST because of HTML5.
In a nutshell, don't replace images just because of HTML5 changes. Common sense should be used to determine if an image would be better taken in HTML5 or Java.
Hmm - I'd prefer if we had this discussion before RS3's release, to
pervert prevent revert wars like File:Dominion tower bridge.png, which led to Forum:Water - DirectX or OpenGL. I'd go for not replacing images just because of HTML5 changes, but if it's scenery images, well, use common sense. -- SpineTalk 13:17, July 17, 2013 (UTC)
Support Java only, except when draw distance is needed - Since Java > HTML5 when it comes to textures, AA, shadows, etc. we should use Java where possible, unless draw distance is needed. That is not to say other HTML5 images should not be allowed, but replacing a perfectly fine Java image with an HTML5 one just for the sake of it should be discouraged.13:22, July 17, 2013 (UTC)
Suggestion - I would say scenery images (like images of Varrock) will be HTML5, as draw distance and equipped/dii/chathead images NIS, as HTML5 lags for some and we have more of those. — Jr Mime (talk) 13:21, July 17, 2013 (UTC)
Support: Only the Main view of the city requires the full draw distance, however keep any smaller building images at Java to keep the focus on them. Only change those if the building cannot be fully shown in Java, such as Al Kharid Palace. 13:25, July 17, 2013 (UTC)
Support: Perfectly fine images taken in Java shouldn't be replaced just for the sake of replacing. As Fswe points out, textures, AA etc. are better in Java even, so where the large draw distance is needed for Scenery mainly, then html5 would be the better pick. Using common sense ofcourse. AmoVos 13:43, July 17, 2013 (UTC)
Whichever looks better - If I remember correctly the consensus before was to use HTML5 if it replaced a poor quality Java image. If both are running parallel forever (for now at least) then why not adopt a similar stance? If it's a Java image and looks like ass, and someone has an HTML5 image that looks good, use the better one. And vice versa, crappy HTML5 images (thinking more towards future content, not likely to only have a bad HTML5 image for current content) could be replaced by a good quality Java one. As Fswe said, don't replace for the sake of replacing, but don't ban HTML5 if some really pretty images could be taken and uploaded. Real Nub 16:03, July 17, 2013 (UTC)
Hmmm... - support, or cake? I choose both!
Oil4 I made this 18:51, July 22, 2013 (UTC)
Closure - Images may be taken from both the Java or HTML5 version of the game. However, HTML5 is the preferred graphics setting for images that require a large draw distance, while Java is preferred for images presenting an equipped item, detailed item, etc. Nonetheless, common sense should be used if an image should be taken in Java or HTML5. -- SpineTalk 18:00, July 25, 2013 (UTC)