The Abyss obstacle ring wants per-viewer loc changes #127

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opened 2026-08-06 13:02:13 +00:00 by sickday · 0 comments
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The Abyss is built except for its inner ring. Its thirteen rifts are placed and named, and the eleven that lead to craftable altars are wired — a rift teleports into the altar it belongs to, which is the whole of the Abyss's payoff. The Mage of Zamorak carries a Teleport option in this cache and the Dark mage a Repairs one, and the second is already wired to pouch repair.

What is missing is the obstacle ring between the outer and inner circles.

Why it is not a content job

The cache places one unnamed Go-through loc (25384) at all twelve obstacle spots. The differentiated obstacles a player actually sees — rocks, tendrils, boil, eyes, gap, passage — are not in the landscape at all. The real server spawns them per player against a varbit, so which obstacle stands at a given spot is a property of the viewer rather than of the zone.

World.LocChanges is per zone: everybody standing in it sees the same thing. Modelling the ring wants a per-viewer loc change, which this engine does not have.

What that implies

This is an engine capability with one known consumer rather than a Runecrafting task, and it is worth pricing as such — anything else that wants a player to see a different world object from the person beside them lands on the same mechanism.

Until it exists the Abyss is still usable: the rifts work, so the shortcut into an altar is there. It is only the obstacle course that is absent, and a player walking the ring passes through an undifferentiated Go-through at every spot.

The Abyss is built except for its inner ring. Its thirteen rifts are placed and named, and the eleven that lead to craftable altars are wired — a rift teleports into the altar it belongs to, which is the whole of the Abyss's payoff. The Mage of Zamorak carries a `Teleport` option in this cache and the Dark mage a `Repairs` one, and the second is already wired to pouch repair. What is missing is the obstacle ring between the outer and inner circles. ## Why it is not a content job The cache places **one unnamed `Go-through` loc (`25384`) at all twelve obstacle spots**. The differentiated obstacles a player actually sees — rocks, tendrils, boil, eyes, gap, passage — are not in the landscape at all. The real server spawns them per player against a varbit, so which obstacle stands at a given spot is a property of the viewer rather than of the zone. `World.LocChanges` is per zone: everybody standing in it sees the same thing. Modelling the ring wants a **per-viewer loc change**, which this engine does not have. ## What that implies This is an engine capability with one known consumer rather than a Runecrafting task, and it is worth pricing as such — anything else that wants a player to see a different world object from the person beside them lands on the same mechanism. Until it exists the Abyss is still usable: the rifts work, so the shortcut into an altar is there. It is only the obstacle course that is absent, and a player walking the ring passes through an undifferentiated `Go-through` at every spot.
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Revenant/Server#127
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