The graphics in RuneScape have been continuously evolving, from the simple RuneScape Classic graphics to nowadays' RuneScape HD. This evolving is made possible thanks to fast internet connections and the improving performance of players' computers and Jagex's technology.
DeviousMUD & RuneScape Classic[edit | edit source]
DeviousMUD was the predecessor of RuneScape Classic, written in 1998 and then rewritten and released as a public beta, for only one week, in 1999. There are very few screenshots of it, from which very simple, isometric graphics can be seen. RuneTek 1 was used to develop it. RuneScape Classic, which RuneScape members can play today, is the newer version of DeviousMUD, released in October 1999. It has four separate views, one in each of the cardinal directions (North, East, South, and West). The players, NPCs and monsters are 2D sprites in a fairly low-detailed world.
Release of RuneScape 2 and afterwards[edit | edit source]
With the release of RuneScape 2 on 1 December 2003 as beta and on 29 March 2004 as full release, Jagex unleashed a 3D engine, which brought many graphical improvements. Two detail levels were available: Low Detail and High Detail (not to be confused with the graphics option called High Detail). High Detail offered, among other improvements, musical effects and more texture than Low Detail. As the RuneScape map expanded with the release of new areas, many new visual effects, such as snow on Trollweiss Mountain and the electrical effects in the Killerwatt plane, were added in-game. Also many old and more visited locations, such as Varrock, Falador and Lumbridge, were updated among other graphical updates.
RuneScape High Detail and RuneTek 5[edit | edit source]
RuneScape HD was mentioned for the first time in An Image of the Future and in the following An Image of the Not-Too-Distant Future newsposts. More information was included in A New Look RuneScape - Part 1 and A New Look RuneScape - Part 2 Development Diaries.
|“||We've considered a hardware-rendered version of RuneScape a number of times in the past, but it was only two years ago that we felt Java was mature enough.
-Andrew, Lead Developer
RuneScape High Detail came out on 1 July 2008 as a beta for members and was released on 14 July 2008 as full release for all players. High Detail offered, for the first time in RuneScape history, the full screen mode, although it could also be played in the fixed mode. HD was updated to offer also the resizable window mode on 5 August 2008.
Other numerous upgrades from High Detail included:
- (Improved) textures and better blending.
- Fog effect, causing objects at a distance to gradually come into view, instead of causing them to "pop" into view.
- Sky colour
- More realistic, translucent water, allowing for view of the sea floor.
- Smooth and realistic light effects.
- Dynamic shadows, which change position based on the time of day
- Improved interfaces, animations, cutscenes and emotes.
- Reworked NPCs, chatheads and player kit.
On 2 September 2009, RuneTek 5 was released, being previously explained in RuneTek 5 Developer Blog. The most important technical update of RuneTek 5 was that RuneScape SD and RuneScape HD (previously RuneTek 3 and 4 respectively) could be run on the same game engine and that different graphics platforms (such as DirectX and OpenGL) could be targeted on it. Standard Detail got revamped with the incorporation of full screen/resizable mode, the fog effect, blending, and underwater visibility. Both SD and HD were given an improved minimap and HD got shadowing across all world levels. This update also fixed several long-standing bugs, such as Grand Exchange mis-clicking, and made possible the future introduction of new graphical effects including:
- Particle effects - introduced on 21 December 2009;
- Skyboxes - introduced on 26 July 2011;
- Bloom lighting effects - introduced on 28 November 2011
- Water reflections ("HD" only).
Particles were introduced for the first time into game during 2009 Christmas event by using them to create snow effects.
On 8 February 2010 SD was further updated with improved performance, textures, shadows, and lighting, making it similar to HD. This new version was intended for people with fast CPUs but poor graphics card and, in fact, new SD used more CPU than HD. The old SD was named Safe mode for people who wished to continue use of that mode.
DirectX support was added on 13 May 2010. It looks identical to OpenGL HD mode but gives fewer compatibility problems for those who use Windows. With this update, the graphics option system was overhauled to allow for ease of use. Auto configure option was also released, but with the manual setup still there.
On 15 September 2010 Z-buffering was released, which brought graphical and performance improvements to all graphic modes. This update made possible the modeling and animation of players and NPCs outside of the 'square' on which they stand, allowing for more complessive appearances. In addition, more impressive area sceneries can be released due to this update.
On 24 November 2010, Graphics Options got changed by completely separating the mode in which the game displays from the specific graphical effects you can set. More players are able to run Open GL and DirectX modes, while Mac and Linux users can play in Open GL and Software, respectively. Safe mode was removed completely, with the only way to enable it being to hold "S" while the game was loading. Also, the interface was updated significantly. Found out later, you can still enter Safe mode by turning on a setting that your graphics card cannot handle and an option for it will come up next to other modes. On 15 March 2011 Lumbridge Swamp received a graphical update including a darker look, new trees, graphically updated mining rocks and ambient sounds.
On 4 April 2011 The area south of Falador received a graphical update including initial the Clan Camp, new looking trees and some other ambient elements which use Z-buffering. Also used is a new kind of light-blue coloured fog, as well as new ambient sounds. The Clan Camp was fully released on 12 April 2011.
Draynor Village received a major graphical overhaul on 25 May 2011. With the update, the environment received a darker, nightly, look, with lanterns around. The fog within the area was tinted to dark-blue and the map layout, with NPCs, was changed. To be noted is that the only trees to change were the dead ones.
Another important update was the release of Clan Citadels on 26 July 2011. Other than including new gameplay options for clans, hundreds of customisation options and new graphics, it also introduced skyboxes, which 'surround' the Citadels. Other than that, Citadels may be chosen to have day- or night-time environment.
9 August 2011 saw an overhaul to two popular Misthalin locations - Grand Exchange and Edgeville. While the first one received a major update, making it better-looking and easier to use, the second one received graphical improvements such as visual props and new lighting effects. Also, all young Spirit trees got visually updated and audio improvements were made to magic spells, agility sound effects and few locations, such as Mort Myre swamp, which got ambient sounds. On 17 August the whole Morytania region, including it's swamp and inhabitants, received a major graphical overhaul, along with most trees in free-to-play cities and surroundings.
In the Ritual of the Mahjarrat quest, released on 14 September 2011, there's a cutscene which involves graphics never seen before in-game, similar to ones seen in RuneScape trailer. On 4 October a technical update was released thanks to which the camera angle can be rotated 360-degrees by using the middle mouse (scroll) button.
With the update on 25 October 2011 RuneScape requires Java version 1.6 update 10 to be played, as announced the week before. This is not only required to improve the game's graphics and sounds, but also to fight botting - in fact, the day of the update was called the Bot-Nuking Day.
|“||We've made some improvements to our graphical engine which will aid us in the future development of RuneScape's look and feel. Players using Direct X mode will notice palette consistency for the first time with Open GL. Other visual improvements under development include our new water shader. We'll be continually improving the look of the game over the months to come.||”|
With the same update, in fact, few graphical improvements were released, including new water effects on DirectX mode.
Particular mechanics[edit | edit source]
Draw order[edit | edit source]
When sharing the same space with other players, NPCs or familiars, players always see their own avatar. If a player has summoned a familiar outside the wilderness, then their familiar will appear in a space before other players etc. In the wilderness, a player will see another player rather than their familiar when they share a space.
The Underworld[edit | edit source]
The Underworld is a programming term used by Jagex to describe the area visible beneath the surface of water in RuneScape. The Underworld was developed as part of RuneScape High Detail, which included a redesign of the game's water mechanics.
Everything visible beneath a water surface is programmed within The Underworld. Objects such as reeds, boats, rocks, and shorelines are some of the most frequent examples, although many others exist.
Prior to the addition of RuneScape High Detail, water surfaces were presented as repeated textures, with no actual motion or depth. Plans to change the water mechanics of RuneScape existed for some time prior to RuneScape High Detail, but a number of ideas were considered at length before the development of The Underworld was settled upon.
Map squares typically have five levels, with the surface usually being level 0 and roofs usually being level 3. Most "underground" areas and dungeons are actually on level 0, but a long distance to the north of the rest of the world (this can be observed using map markers). The Underworld is located on level -1, so as not to interfere with the game's teleportation programming (which usually places players on level 0).
Tweening[edit | edit source]
Tweening is a technique to improve animations in RuneScape. Released in Animation Pack 1 in July 2009, it creates a smoother and better-to-look-at animation than before. Originally animations have 25 frames per second however with tweening two frames of animation are interpolated (blended together) to create a third frame in between them. This makes the animation appear smoother to the eye as it effectively doubles the frames of the animation putting them at the game's limitation of 50 frames per second.
Z-buffering[edit | edit source]
|“||"Advances in our engine will bring graphical improvements for players using RuneScape's Software and Safe modes, and increased speed to players using OpenGL or DirectX modes. The use of a z-buffer across all graphical modes unifies their workings, which means artists can now create more complex models and more interesting animations, where previously they have been limited by the software modes.
One element of this we're particularly excited about is the ability to model and animate players and NPCs outside of the 'square' on which they’re standing. This will allow us to improve weapon wielding, combat animations and various other aspects of your appearance. Artists will also be able to design and build more impressive areas, which are less constrained to the grid-like nature of the RuneScape world.
Additionally, users in Software or Safe mode should see less in the way of graphical ‘clipping’ (where objects/locations in the world cut through each other incorrectly). We have also seen speed increases in OpenGL and DirectX of up to 50%, but this does depend on the area you’re playing in.
|— Mod Chris E|
- The z-buffering update made RuneScape run faster for many people in most areas of the game.
- Dropped items are now even with the ground. Before, items were not tilted to match the angle of the ground, even if the ground was slanted.
- The updated scimitar animations make use of Z-Buffering.
See also[edit | edit source]
Update history[edit | edit source]
- patch 14 April 2020 (Update):
- Fixed some issues with the games graphics settings
- The 'Draw Distance' options should now show correctly.
- The new 'Field of View' option is only available on 'High' or 'Ultra' draw distances. If set to 'Medium' or 'Low' the option is disabled, however the checkbox remained checked, this error has been corrected.
- Flickering Effects can now be toggled again.
- patch 6 April 2020 (Update):
- Four new options have been added to the Graphics Settings:
- Depth of Field - Smooths the world view for scenery in the distance.
- Smooth Camera Fade - This is an existing feature where the camera clips into scenery it smooths the edges. This is a new option will disable it - especially useful for content creators!
- Tree Canopy Fade - Makes tree canopies and certain other surfaces transparent if they would otherwise obscure your character.
- Entity Highlighting - Adds colour coded highlights and a pulse upon interaction with NPCs, objects and locations within the game world.
- To support the new Object Highlighting feature the mobile Activity Tracker has a new "Highlight" button. This button serves as a toggle to highlight objects in close proximity to your character.
- Fixed a texture Z-fighting issue on Stormguard Citadel.
- Fixed an issue with some missing geometry in Stormguard Citadel.
- Arcane Blood Mage Hood polycolours are now shown on the male character head when textures are turned off.
- Four new options have been added to the Graphics Settings:
- patch 10 February 2020 (Update):
- Fixed an issue with the four face buttons not animating when stood on during the canal puzzle section in the Liberation of Mazcab raid.
- There are no longer old ground tiles used in Draynor Village near the wheat field.
- Tool decor attached to a wall in the Lumbridge smithing area has been moved forward so the tools no longer clip through the wall.
- patch 3 February 2020 (Update):
- Graphics issues with NPCs at longer draw distances while using the free cam has been fixed.
- patch 27 January 2020 (Update):
- The Cleaners have swept up the Remnants of the Yak Track area in Burthorpe.
- Player no longer disappears halfway through the Hefin Agility Course rope slide animation.
- A number of abilities and items were causing player movement to visually stall on use. These have now been fixed. These changes should make combat feel smoother:
- Dominion Gloves no longer visually stall your movement when they activate.
- The Disruption shield spell animation is no longer cancelled if you move whilst using it.
- The Staff of Sliske special attack will no longer stall your movement when cast.
- Ranged abilities will no longer visually stall you in place when used.
- Special attacks from the God Staves will no longer visually stall you when moving after casting.
- When sharing damage via Soul Link you will no longer be visually stalled if moving around.
- patch 20 January 2020 (Update):
- Content creators, rejoice! You can now get up close and personal to those absolute units in Anachronia before they get camera shy and disappear.
- You can now get closer to an object before it will fade out when in free camera mode and cutscenes.
- patch 13 January 2020 (Update):
- The mannequins outside of the GE have been updated to show a more snowy version of the Sleigher Armour.
- Fixed a clipping issue in the Gnome Maze.
- Fire model graphics have been updated by Islwyn/Eluned.
- Teleport animation overrides that have quick versions will now play in place of many more standard teleport animations while activated.
- The Makeover Mage took a day trip to Anachronia Farm and decided to give General Bentnoze a makeover. Bentnoze no longer uses his Old School model, and has been replaced with a more up to date model.
- update 28 October 2019 (Update):
- When being prompted about out of date graphics drivers - the "don't show again for 90 days" checkbox will no longer be offset.
- patch 23 September 2019 (Update):
- Updated the lambs at Farmer Fred's farm to use newer lamb models, including the infamous "Black sheep of the family".
- Burthorpe clan flag stands now do something interesting, as opposed to nothing interesting.
- Chickens at the Falador farm, Miscellania and Etceteria have been graphically updated.
- By popular demand, the God statue in Taverley has been rotated.
- Totem bases are now correctly centered in your inventory slot.
- Corrected some seed icons when adding them to the Player-owned farm troughs.
- Scroll bars are no longer out of sync with the cursor when clicking-and-dragging
- Graphically updated fires made on Tutorial Island to match fire model now created with the Firemaking skill.
- Certain wieldable items are now hidden during woodcutting or mining animation.
- Using Rover as an override for the War Tortoise will no longer cause the body of Rover to stretch and deform when summoned.
- Corrected a tree canopy near the Hunter tutor south of Burthorpe which wasn't removed when the tree was chopped down.
- patch 16 September 2019 (Update):
- The click-box for the ogre cook has been adjusted to better fit his model.
- Added an mini/worldmap icon to the prayer altar in Burthorpe chapel.
- Corrected an issue where Xenia was blocking the doorway through The Blood Pact if you left the catacombs earlier than intended.
- Environment lighting no longer changes suddenly when climbing up to the All Fired Up beacon east of the Burthorpe imperial guard camp.
- Removed a zone of map blocking west of some crates south of the Taverley windmill.
- Added map blocking to a crate south of the Taverley wind mill.
- Smoothed heightmap in the south-west corner of Hild's house in Burthorpe, to resolve a gap in the flooring.
- Added map blocking to the end supports of the bridge in Taverley.
- White and shaggy sheep in Edgeville that looked yellow are now white and fluffy.
- We've slightly increased the death animation of cows so that they now fade out once dying.
- Flared Cocktail rest animation no longer shows a glowing orb when used alongside the Noxious staff.
- Visual effects from your weapon will no longer persist while resting with the Loves me, Loves me not rest animation activated.
- Removed Duel Arena restriction from a tile outside of Duel Arena.
- The Inventory icon of the amulets obtained from the demons in the Underground Pass quest have had their inventory icon adjusted so they are now centered.
- The water fountain outside of the Legends' Guild now has an updated animation.
- Siphoning a manifested knowledge whilst tuning a harp will now stop the tuning animation correctly.
- Black crystals surrounding a tree in Draynor Village have been removed.
- A graphical issue with the water during the Swan Song quest has been fixed.
- Objects dropped on certain spots in gemstone dragon cave by the exit will no longer float.
- Fixed some shadows flickering on the 2nd floor of the Stronghold of Security.
- Dropping an object on the corner of Crwys elder tree will no longer cause it to float.
- Switching family crest gauntlets from the worn right-click menu no longer deactivates the player's cosmetic overrides.
- patch 4 March 2019 (Update):
- Added multi-threaded shader compilation system for modern GPUs/drivers, which should reduce stutter when playing
- Fixed bug with HBAO causing visual artifacts to appear in the game world.
- Fixed a bug with SSAO causing it to not work on the Samsung S6.
- patch 12 September 2016 (Update):
- The gem colours for Gemi have been corrected while in minimum detail.
- patch 5 October 2015 (Update):
- The environment on the northern edge of the Prifddinas waterfall's cliff has been tidied up, and a stray curtain has been removed.
- The tree at the high level Prifddinas waterfall fishing spot has relocated to east of the fishing spot.
- Iorwerth scout and guard drops are no longer hidden by the environment.
- Dean Vellio's armour has been updated in his 'noob' form.
- Dean Vellio's chathead has been updated to the newer looking Slayer helmet in his 'pro' form.
- The skill guide icons for dust devils, nechryael and abyssal demons have been updated to match the graphically updated NPCs.
- Kardia's staff has been graphically updated to a more fitting model.
- Koschei now has an even tan.
- The battle mages in the Mage Arena have been graphically reworked.
- Carpenter Kjallak's axe model has been updated.
- Pazuzu's model has been updated to use the current mystic robe models.
- Ungadulu now has a better complexion and an up-to-date air staff.
- An outbreak of patchy skin in Shilo Village has been cured.
- Several characters in Nardah now have the correct skin tone.
- A skin tone issue with Fadli has been fixed.
- An issue with My Arm's Big Adventure cutscene NPCs having multi-tonal skin has been fixed.
- The blue bandana and eyepatch combo no longer shows players with two eyepatches in the chat interface.
- Players are no longer deformed when turning into a chicken in Zanaris.
- Capes no longer detach from the player model while wearing the colonist's dress tops, musketeer's tops, highlander's tops or the citharede robe top.
- Moia no longer stretches during the Nadir saga when using any of the available combat abilities.
- A stretching issue with focus sight headbands has been fixed.
- Stretching issues on Void Knights during the Quiet before the Swarm quest have been fixed.
- Interrupting a teleport to rest will now properly animate when using Buried in Sand resting.
- The Spirit Hunter run animation has been made more fluid.
- The colour of the Acca chatheads has been changed to match their model in Low Detail.
- Further blocking has been added to the east side of the Pit of Trials in Mazcab.
- A stretching issue on Avalani's robe bottom has been fixed.
- A rogue polygon colour on the female bear head from the Mountain Daughter quest has been fixed.
- The hooded/unhooded Max, Completionist and Trimmed Completionist capes have been reverted.
- Confused barbarians no longer stretch during their attacks.
- An issue with chameleon extract not updating the palms of the player's hands when wearing dragon wolf gloves has been fixed.
- Updated the inventory icons for void summoning pouches.
- The gaze aura effects now line up correctly with the primal full helm on male models.
- The inventory icons for off-hand adamant and rune short swords have been fixed.
- An animation issue with the bow string on the supreme bow from the Crucible minigame has been fixed.
- A small graphical issue on Firewake Mountain has been fixed.
- A spot near adamant dragons in Brimhaven Dungeon that could be deleted by fires has been fixed.
- patch 7 September 2015 (Update):
- Players will no longer float below the monkey bars when crossing them in Ape Atoll.
- Super hero claws no longer bend backwards during idle animations.
- Added some missing colours to goebies on Mazcab.
- Yakamaru is now green when poisoned in low detail.
- The Ashdale smith will no longer turn to face players while sitting on a chair.
- Fixed the rendering priority of the Deckchair and **Buried in the sand rest animations in the gear interface.
- Spiny helmets are no longer transparent when dropped.
- Corrected the bright flashing issues with DirectX, bloom and anti-aliasing enabled.
- patch 8 December 2014 (Update):
- Players no longer render invisibly if a player looks through certain parts of a willow tree.
- patch 20 October 2014 (Update):
- Sprites that should only appear in the software graphical mode should no longer appear in hardware accelerated graphics (OpenGL) mode.
- patch 22 July 2014 (Update):
- Legacy users will now see the correct minimap icon after completing a God statue.
- Players can no longer see the ocean near Braindeath Island when inside the Stronghold of Security.
- The stun animation above players heads no longer loops infinitely.
- NPCs in the Fate of the Gods now appear darker in OpenGL.
- The rotation of the tips of scrollbars has been corrected across many interfaces in game.
- Lunar teleport spells no longer have random black marks around them.
- Some minor clipping in Yu'biusk has been fixed.
- patch 7 April 2014 (Update):
- When wearing Shadow Ariane's robe top, the skin colour of male players’ torso and arms will now match the rest of their body.
- Some missing textures have been applied to the male Shadow Owen and Shadow Ozan hairstyles.
- The spit roast model in Lumbridge has been updated.
- patch 3 March 2014 (Update):
- A selection of emotes will no longer continue to play when the Surge ability is used.
- Varrock's standard has been updated to match the Varrock lodestone symbol.
- A few minor graphical issues with the GameBlast tunic have been fixed.
- The Arcane and Strongarm teleports now loop correctly when previewing them in the Gear interface.
- patch 17 February 2014 (Update):
- The new resting animation has been tweaked to stop capes from floating.
- The hole in the wall should again be visible during the 'Rat Catchers' quest.
- Airut bones have been scaled up in size to better match the creature they are dropped from.
- The environment lighting settings used across the area have been updated.
- The "don't show this again" checkbox now appears on several warning interfaces around Gielinor.
- patch 30 October 2013 (Update):
- The bow is now wielded correctly during the Dungeoneering cape emote.
- Explosions from the Taskmaster emote once again occur in the air.
- The pickaxes outside of the Taverley mine, and the one held by Tobias Bronzearms have been updated.
- Pirate hats no longer clip with several female hairstyles.
- The damaged colossus helmet is no longer worn too low or too high on male and female characters respectively.
- Bentamir no longer has an orange patch on the back of his armour.
- hotfix 26 November 2013 (Update):
- Players can once again interact with the game world correctly when using Ooglog pools, God Statues, and the Dungeoneering floor complete interface.
- An unnecessary force-walk property has been removed from a selection of tiles near Relleka.
- Force walk by the barrel at Lumbridge Castle's North east tower has been removed.
- patch 25 September 2013 (Update):
- Some rocks on the shoreline of Dragontooth Isle no longer cause odd effects in OpenGL.
- patch 10 September 2013 (Update):
- Ladders throughout Gielinor are no longer pink and white in DirectX and OpenGL display modes respectively.
- Entering a PvP area will no longer cause worn equipment to completely disappear.
- patch 29 July 2013 (Update):
- Completing the Player Owned Ports introduction cutscene now generates the port area correctly.
- Players can once again descend the stairs in Juliet's house near Varrock.
- The ladder in Lumbridge church is once again scalable.
- The bank interface is no longer affected by the transparency setting.
- Players can no longer walk into the air on Ape Atoll.
- Corrected several camera issues with the Vorago fight.
- Added some more blocking into certain locations around Lumbridge.
- patch 9 July 2013 (Update):
- Weapons that were sheathed whilst mining and woodcutting are now sheathed again afterwards.
- A graphical issue with sheathed god banners has been fixed.
- Players in the photo booth should now have their hands properly aligned.
- The lightning staff should now align with the players’ hands when in combat.
- The samba top on male players no longer clips through capes.
- The ram skull helmet no longer differs from the chat head version.
- The inventory icon for broken torag's hammers has been adjusted.
- The animation on the citadel loom has been fixed.
- Several graphical issues in Dominion Tower have been fixed.
- The locker guard chathead now fits into the chat window.
- A graphical bug with Moldark's robe has been fixed.
- Bandits in the Bandit camp no longer have uneven skin tone on face and hands.
- Several stretching issues on NPCs during the Wise Old Man's bank robbery have been fixed.
- When sewing cloth in Dungeoneering, the cloth will now be the correct colour.
- The Fletching animations on female characters has been fixed.
- Animations for aviansies no longer show them hitting the floor.
- Killerwatts no longer turn invisible if they are close to a storm cloud.
- Sacred clay hatchets no longer appears below the ground when they are dropped.
- Cresbot no longer has a giant face when looking at the follower details interface.
- patch 18 February 2013 (Update):
- Sheathed books now sit on your hip instead of floating aimlessly somewhere near your hip.
- patch 9 October 2012 (Update):
- Some graphical issues with the Festival of the Dead cutscenes have been fixed.
- The panda head customisation has been altered to fix the issue where the panda patches didn't display correctly with some hairstyles.
- Ali Morrisane is no longer stood in a crate.
- The roundhouse woodcutting animation now works on Miscellania trees.
- Players no longer slide through the Secret Lair door when it is closed in Some Like It Cold.
- Fixed an issue with the bandos warshield defend animation.
- The Botany Bay trial announcer animations have been tweaked.
- Keris no longer looks like a sword with an aura activated.
- The Al_Kharid_General_Store now has a minimap and world map icon.
- Shields no longer render strangely around Grand Exchange booths.
- The blazing flamberge now overrides all lucky godsword variants and the saradomin sword.
- patch 2 October 2012 (Update):
- All Al-Kharid bankers now face south.
- Spirit Trees have had their chatheads updated.
- Some blocking has been added near the walls in the underground section of Kethsi.
- A misaligned roof has been fixed in Witchhaven.
- The Rimmington crafting store now has a door.
- Torches in the Warriors Guild have had the flames lowered to not protrude through the floor above.
- All player owned house portals should now have the steps into the portal facing the player.
- A missing texture on a wall in Varrock has been corrected.
- Some display cases in Varrock museum should now be less bright with bloom enabled.
- The floor in the lobby of the Dominion Tower no longer flickers in DirectX with textures and scenery shadows on.
- Players will no longer attempt to walk through the tent walls when exiting the photo booth.
- Crows will no longer get stuck when wandering around Draynor Market.
- A line of blocking has been removed in the Lumbridge cow field.
- patch 26 September 2012 (Update):
- Bolrie and Golrana hugging animation is again displaying properly.
- The cutscene at the end of The Prisoner of Glouphrie is now displaying properly.
- The magic carpet ride to Uzer has been made a little smoother.
- The Dungeoneering master cape now has its black smoke effect again.
- Bows should now be drawn from the string rather than the bow itself.
- Texture flicker in a doorway on Ape Atoll has been fixed.
- The male version of the Runner hat has been increased in size.
- The dungeon entrance on Etceteria is no longer covered in grass.
- A border has been added to the farming patch in the Tree Gnome Stronghold.
- patch 19 September 2012 (Update):
- A yew tree has been returned to a certain training spot in the Tree Gnome Stronghold.
- The border around the Fruit Tree patch in the Tree Gnome Stronghold has been returned.
- The princess hairstyle no longer causes players heads to detatch.
- The bare feet cosmetic override now functions correctly instead of replacing players' feet.
- The animation used when failing a leaf trap in Isafdar has been updated.
- Using the scorching axe cosmetic override with the lumberjack woodcutting animation on ivy has been corrected.
- The scorching axe cosmetic override now works correctly within the Jadinko Lair.
- The flashing "New items" function no longer flashes constantly once the shatter storm wand cosmetic override has been bought.
- The cave north of the River Elid no longer goes bright white with bloom enabled.
- Some height mapping near Red Dragon Isle has been fixed.
- patch 21 August 2012 (Update):
- Bears have animations again.
- Magic Carpet journeys have been reworked to hang and jump less often.
- Some cracks on the ground near the Avatar of Destruction during Nomad's Requiem are no longer too bright with bloom enabled.
- The Seal of Approval emote no longer glitches whilst trying to teleport away.
- Several blocking tiles have been made non-blocking.
- Areas during the Another Slice of HAM quest are no longer bright white with bloom enabled.
- Throwing a stick for a pet rock now works correctly.
- patch 11 July 2012 (Update):
- Bloom in the DirectX toolkit no longer causes a black bar to appear at the bottom of the client.
- patch 6 September 2011 (Update):
- Stacks of 1, 2 or 3 Dungeoneering and Herblore seeds have been made larger to make clicking on them easier.
- The legs of male players wearing Darkmeyer gear no longer stretch when performing certain emotes.
- Baby raccoons have had their walk animation updated.
- The floor of Movario's base no longer flickers.
- The farming patches near Port Phasmatys no longer use different textures when empty or weeded.
- Flower and tree patches in Falador Park no longer have clipping issues.
- The Wilderness signs near the Wilderness wall no longer flicker.
- A missing tile in the Elemental Workshop has been added.
- Some tree icons on upper levels of houses and the Wizard's Tower have been removed.
- Strykewyrm mounds have been recoloured to make them more visible.
- patch 9 November 2010 (Update):
- Silver and gold bands on male characters now look different.
- Water on allotments now looks similar in any graphical mode.
- patch 12 October 2010 (Update):
- Fixed the various planks to walk onto ships for those who are using the minimum detail graphics settings.
- patch 6 October 2010 (Update):
- Adjusted various floor locations to prevent any clipping.
- Stopped certain children's hands from stretching when stood still.
- Ground decor on penguin island is now actually on the floor rather than floating slightly.
- patch 21 September 2010 (Update):
- Fixed several models that needed adjusting to work with the new z-buffer rendering mode.
- Prevented bits of flooring covering drops.
- Adjusted the wall kit used in the upper areas of the Ancient Cavern.
- Fixed the floor in Etceteria bank.
- Lexicus Runewright's head now animates properly.
- Fixed Lissie's head model during a Rocking Out cutscene.
- Adjusted the models used for watered farming patches to stop them flickering.
- Corrected the barge workman’s head, as it was previously detached from his body.
- Prevented black dragonhide from changing your arm skin colour.
- patch 5 July 2010 (Update):
- Fixed the models for the box trap when activated on the north and west sides.
- Improved crab movement animations.
- Stopped a gate interfering with the scenery near Tai Bwo Wannai.
- Fixed a problem when holding Eek the Spider while wearing some gloves.
- The Elemental Workshop's entrance now fits slightly better into the surroundings.
- Adjusted player animations when attempting to grapple while performing other actions.
- Remodelled a floor trap to better fit into its surroundings.
- Your head no longer disappears when winching the gates in Lumbridge Catacombs.
- Jimmy the Chisel once again has a jaw.
- Reduced the occurrence of your feet appearing slightly below the ground in Kuradal's Dungeon.
- Fixed a misshapen chathead from the Lunar Diplomacy quest.
- Fixed the flag animations on Neitiznot.
- Corrected some z-bias issues around Port Sarim docks.
- Sir Renitee's chair now renders in front of tiles on the floor.
- The shop sign near the cow field in Lumbridge now swings in the wind.
- Adjusted the Verac plateskirt model when resting.
- Running with the Barbarian Assault Penance skirt should no longer cause issues.
- Fixed a dwarf chathead discrepancy where he had the incorrect number of hair spikes.
- Fixed the mudskipper hat model so that forum avatars will look right.
- Healed a thief of the Black Arm Gang's broken arm.
- Adjusted the cooking animations when using an open fire (roasted chestnuts optional).
- Sickles in Hallowvale were not particularly easy to spot on the floor.
- Removed floor texturing where a ladder goes down into the ground.
- Guards south of Varrock no longer render through the floor.
- Removed a piece of floating roof in Burgh de Rott.
- Adjusted watering can wield positions for a handful of NPCs.
- patch 15 June 2010 (Update):
- Adjusted the height-mapping for several map squares.
- Tweaked the graphics for various tent models to not interfere with the floor.
- Fixed a game engine problem where the north-west corner of an instance wasn't correctly height-mapped.
- patch 16 February 2010 (Update):
- Fixed a modelling problem with the candlesticks used in Draynor Manor.
- Corrected the timing when cooking chompy bird meat on a spit.
- Fixed a problem with chairs and sitting down in your POH.
- Fixed a graphical glitch when playing with Eek the Spider while wearing certain gloves.
- Concentrated ore deposits could render over players who were mining them.
- Hand-shaped cursor was misaligned.
- Ladders near the Clocktower had tops that didn't match their bottoms.
- Santa skirt no longer sticks to crossbows.
- Items placed on tables in the Blue Moon Inn and Explorer Jack's house would float.
- patch 9 November 2009 (Update):
- Prevented the icebergs to the north from being see-through.
- Corrected some mapping where a piece of platform was floating.
- Added map bordering to certain underground areas.
- Removed an issue where players would become invisible if stood on a certain spot.
- Fixed the chimney smoke animation.
- Replaced several broken textures in Standard Detail mode.
- Extracted a fence that went through a tree.
- Removed a few pillars that weren't holding anything up.
- Adjusted fogging and brightness in some catacombs.
- Fixed various graphical issues in several dungeon map squares (mostly lava- and flame-related).
- Fixed a problem with a river bank next to a wall.
- Resolved a few problems with walls that have gaps and holes in.
- Players are now given more information if the client can't switch to High Detail mode.
- patch 20 October 2009 (Update):
- Removed a floating twig.
- Fixed a variety of modelling issues with hair, chatheads and monocles on NPCs in Standard Detail.
- A couple of trees were rendering incorrectly with Yanille’s city wall.
- Items dropped inside the Eagles' Peak cave were appearing in the air.
- Your equipped weapon and shield would display incorrectly while you set up net traps.
- Rendering problems with the fires outside the phoenix’s cave.
- Fixed rendering problem with unstrung amulets.
- Rendering problem with pier on Neitiznot.
- Players' heads kept poking through the scenery while climbing through a shortcut.
- Ugly gap where there should have been sea during a cutscene in the Ratcatchers quest.
- Custom mouse pointers added to more places in the game.
- Adjustment to windmill sails.
- Height map problem on the seabed near Piscatoris.
- Camulet model was badly offset.
- Ghastly height map issue in unicorn cage has been fixed.
- Chathead problem with sacred clay mage hat.
- Unblocked a blocked tile in Yanille.
- Incorrectly coloured monkey in menagerie.
- Purple cats sometimes lacked chatheads in menageries.
- Strange hole in Ape Atoll Agility course platform.
- Unicorns and cows tilted excessively on slopes.
- Adjustment to the positioning of Jad's attack graphics, though his timing should not have changed.
- patch 23 September 2009 (Update):
- Fixed some ground near the turoths in the Fremennik Slayer Dungeon.
- Fixed various animation issues when undertaking tasks on Miscellania and optimised the code at the same time.
- patch 21 July 2009 (Update):
- Removed some transparency from the side of some rocks.
- Solved a mapping issue with missing floor tiles in Low Detail mode.
- Some spurious purple rocks have been changed to regular mud ones.
- The ghostly fire is now back to being a bluish colour.
References[edit | edit source]