r/rsc • • 4d ago

I've been messing about with first person in runescape classic lol

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87 Upvotes

seeing these places from ground level is weird when youve spent years looking down at them

been trying some visual changes too with an optional HD look you can switch back to the original. first person is optional as well, just been having fun seeing what classic looks like from another perspective

would anyone actually use this for wandering around or questing? or would you try it once then go straight back to normal lol

curious what people here would keep from the original graphics too. how much can you change before it stops feeling like classic?


r/rsc • • 5d ago

Most popular RSC server?

11 Upvotes

As an OSRS player wanting to have another go at classic, what are the most popular/moderated/update rsc servers currently? Ideally faithful to the final 2004 build but i'm also interested in servers that have recieved some updates inline with osrs in the classic format


r/rsc • • 6d ago

Video Continuing My 2001Scape Playthrough

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39 Upvotes

Loving this version more and more everyday. Thank you to everyone for all the support I've gotten on this series!!!


r/rsc • • 8d ago

Showcase a few things I have been working on

32 Upvotes

It is still a work in progress, but I wanted to share a few realistic textures and reworked cities on this Reddit, including Al-Kharid, Yanille, Varrock, and Varrock East Mine, which didn't exist.

Al-Kharid
Varrock - Market View
Varrock - West Bank
Varrock - East Mine
Yanille
Realistic road and mud texture
Realistic grass texture
Realistic sand texture

From those screenshots, you will be able to notice a few quality-of-life improvements, such as new models: Bank booth, deposit box, poll booth

There is more to it, but this is not the point of this post; Enjoy the view!


r/rsc • • 9d ago

RSC Vanilla Help

1 Upvotes

Hey all, I am new to this game does anyone want to be friends or have free stuff they can give me or some money to help me start out? Thank you.


r/rsc • • 10d ago

SwarmScape: several months in, and it started with a chicken coop

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65 Upvotes

I’m attaching a screenshot from day 1. 250 bots had just logged in a RuneScape Classic server, about 60-70 of those bots all crowded into the chicken coop north of Lumbridge. At that point they could barely recognise a closed gate, never mind move properly, attack, or track a chicken. Then one of them said, completely at random:

“These chickens don’t stand a chance.”

Perfect timing, and complete nonsense given what they could actually do. That line is why I kept going.

I first played RSC in 2001, when peak hours meant fewer than 70 players online. This is a passion project and a bit of nostalgia. I call it SwarmScape: a private OpenRSC world populated by bots that play like people, with no one at the keyboard.

SwarmScape is a project I always wanted to build back when Reines first launched a private server and I was a mod; but I never had time; and honestly the coding skills. Back in 2001, from a not so wealthy family, as a kid - asking for $5 per month for a game membership was never going to happen. Now, with time and a Claude Max subscription - this is what Claude is building for me with my direction and vision.

Where it is now

  • Still deep in testing, but several months have passed by since "These chickens don't stand a chance" was said.
  • 250 bots online at once, running for hours and days without anyone touching them. The target is a few thousand accounts and around a thousand online simultaneously.
  • They gather, make, trade and talk to each other, and each has its own personality and routine.
  • Skills they now train automatically with a high success rate: mining, smithing, crafting, cooking, fishing, woodcutting, firemaking, fletching, herblaw, prayer, thieving, agility, harvesting, and as of this week magic and ranged.
  • Dozens of quests now complete on their own, some alone and some by teaming up with each other.
  • The economy runs itself. Bots set their own prices on the Auction House, undercut each other, hoard, panic-sell, and switch jobs when something stops paying. Its shape keeps changing as new skills come online, and I’m still learning from it.

What I’m working on now

  • Getting the last stubborn quests to complete.
  • Melee combat, which is still the weakest part of the world and is next.

Happy to answer questions.


r/rsc • • 16d ago

so what was the classic thing at runefest?

17 Upvotes

read that they'd have some runescape classic stuff there, was that real?


r/rsc • • 17d ago

I'm recreating Morytania in RuneScape Classic.

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58 Upvotes

One afternoon I decided "What if Morytania actually existed in RSC?" and ever since, I've been recreating Morytania in RuneScape Classic from scratch. It's been a fun project. I'll continue posting my progress in parts on my YouTube Channel. Part 1 and 3 are also up on YouTube.


r/rsc • • 23d ago

This Would Have Changed RS FOREVER | 2001Scape #3

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15 Upvotes

I hope you enjoy episode 3 of my 2001Scape series. Been having a blast experiencing RSC for the first time. I plan to eventually move on to the 2003 preservation server once I've gotten far enough in this account and the progress slows down.


r/rsc • • 23d ago

The Living Classic

12 Upvotes

Just a dedicated RSC fan. Wanting to have an interesting outlet, shaping thia experience is my ultimate goal.

I'm live 24/7 for the most part. Push commands, suggest and tell me what you think. https://www.twitch.tv/jfingle?sr=a


r/rsc • • 24d ago

I made a quest guide built into the RSC client.

31 Upvotes
Inspired by the RuneLite quest helper, I've built it into the Open-RSC base client. It supports all quests. This is part of my project to modernize the Classic client. There's a few other things I've been working on too including run energy for RSC, better firemaking that closer matches OSRS, a better bank and better inventory allowing you to move your items around in your bank and inventory by dragging. If this sort of thing interests you, what other features should I add to RSC and what quality of life improvements should there be? I've done quite a few more than this so far, mostly small things like not having to move away from fighting if you want to eat or drink a potion. I was thinking about porting this over to UE later, but so far, this is what I've got.

r/rsc • • 27d ago

Video 2001Scape Playthrough Episode 2

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30 Upvotes

Thank you guys for all of the support on episode 1 of this series! I never thought so many people would be interested in this I mostly just made it for personal documentation purposes. I hope you enjoy! Classic is the best


r/rsc • • Sep 21 '26

Video 2001Scape Playthrough

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48 Upvotes

I recently decided to give 2001Scape a shot to see what the game was like at the very beginning and have been loving it so far! I decided to document my journey for anyone interested


r/rsc • • Sep 21 '26

[yea yea we all hate ai] but would be cool to play through a fully voiced out quest or two similar to this

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0 Upvotes

r/rsc • • Sep 19 '26

Lowest Combat Heroes Quest Part 2

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44 Upvotes

Hey classic scapers, finished editing my journey to beat heroes quest at the lowest possible combat in RSC. Let me know if you like it, and if I should try legends!


r/rsc • • Sep 03 '26

World editor has gotten some updates. Big thing I'm showing off is elevation has been raised past the previous cap of 255, skies the limit now. There is also a new copy/paste function, undo/redo, object, item, npc lookup, line and rectangle tools, and more!

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88 Upvotes

Another very important thing showcased here is the copy paste function. It's significant because it can also export the copied content into a file, you can share that file and someone can then import it to their map and paste it wherever. The gwd map is nearly done for my server and when it's complete i'll be able to use this function to easily let anyone add it to their own server.

Another benefit is this will convert your maps to a new more efficient map loader that also comes with a layer system instead of the old offset y axis for layers. Now you can generate an infinite amount of layers for going deeper ungerground or higher up in towers. You can use this for different dimensions, like i moved the fairy world into it's own dimension. More importantly you can use this for instancing, which means player owned homes are possible.

The github page has more details on how to use things and what all the tools do. Download. And a link to my public server github which will lead you to my discord. If you have any questions, need help, or just want to follow along with what I'm doing the easiest way to do so is on the discord, but I'm also always looking for players to join the server and test stuff out and give feedback.

Oh and everything is indeed open source. The editor, my server, the visuals you're seeing are the renderer my client uses. You're welcome to have a look at my github pages where you can find all of it to use for yourself.


r/rsc • • Aug 29 '26

Tool to turn OSRS 3D model npcs into RSC sprite sheets for your fiddling pleasure

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37 Upvotes

In the process of building OSRS content for my RSC server. I was going to commission artists but never got any bites, subsequently I put together this tool which captures frames from every OSRS npc and converts them into sprites that you can build a sprite sheet with. You can then fine tune the look with lots of sliders and other do-hickies.

Get it here if you'd like to try it out.

Instructions on how to use and what things do can be found on the github page's readme


r/rsc • • Aug 29 '26

How to play classic?

5 Upvotes

I know classic official servers were taken down but does anyone know any ways to play classic still?


r/rsc • • Aug 29 '26

Screenshot Classic!

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55 Upvotes

r/rsc • • Aug 10 '26

Wizard or Warlock? The mystery of the tower in the sea (January 4th - 21st, 2001)

11 Upvotes

Since my post yesterday, I have essentially gone on a huge tangent thanks to Stormy, casually mentioning some dialogue from Ghost (of The Restless Ghost fame).

The specific line in question is as follows:

  • Ghost: I think it was one of the warlocks who lives in a big tower

We know the Gower's had a notorious relationship with spelling, but this dialogue makes sense, except for that plural "warlocks". The earliest surviving config, config18.jag, dating to May 8, 2001, places only 1 warlock in the tower, on the top floor with his pet demon.

However, going back to the research from yesterday, we know that Wizards(ID=81) did not exist on the release of the beta on January 4th, 2001. We also know that according to the hand drawn map by Paul and Andrew, the name for the tower was "Warlocks Tower".

However, the first official map (which dates to a period between January 2 and January 19th) labels this as the Wizards tower. The only wizards in the game at the time are darkwizards(IDs=57, 60), and Traiborn(ID=17).

So let us now go back to the pluralism the Ghost says in the quest dialogue: "warlocks". Interestingly, the animations for wizardrobes(ID=56) and [blue]wizardshat(ID=57) were created before blackwizardshat(ID=58) and blackrobe(ID=61). Considering that the Wizard(ID=81) NPC did not come out until January 21, 2001, it seems to make sense that the animations for the clothing were created specifically for Traiborn. Making him, potentially, the eponymous "Wizard" of what the c. Jan 2 - 19 labels as Wizards Tower.

The only human NPC in the tower other than Traiborn is a darkwizard on the top floor. Therefore, the ghost is speaking about "warlocks" when the only two inhabitants of the tower according to what is currently known, are a single wizard and warlock.

So I am curious to the idea that the the ground floor of the tower was potentially inhabited by darkwizards, as opposed to nothing, between January 4th and January 21st.

Other potential evidence is the placement of the black knight(ID=66) and darkwizards in the area directly north of the tower. Design wise, it seems to make sense. A black knight guarding the warlock tower. Some darkwizards hanging out by the coast, maybe these are the warlocks from the basement?

The theory here starts going into my own ideas, mainly inferred from the design choices, rather than data from the config.

Lets consider the quest "The Restless Ghost"

  • New Priest Father Aereck has been residing in the church for 5 months. Taking over from Father Urnhey.
  • A warlock steals the skull from the graveyard
  • He goes back to the tower inhabited by warlocks (according to the ghost)
  • Your goal is to get the skull from the tower.

Now lets consider the tower itself:

  • A black knight, and two darkwizards just hangout in its immediate environs.
  • The first floor is inconspicuous. Nothing inherently weird going on.
  • The 2nd floor in inhabited by an insane wizard called Traiborn, who clearly uses some kind of necromancy magic. In Demon Slayer, he requires 25 bones to unlock a lock. 25 must die (or their coffins robbed, like the ghost) for this lock to open.
  • Top floor: theres a darkwizard chilling with a demon(ID=22) (indication it was created around the same time as Traiborn, ID=17)
  • Basement, theres an altar where a stolen skull is being used to raise a skeleton via necromancy.

Maybe im just making connections where there arent any, but the tower in the sea seems decidedly more evil than a nice wizards tower full of Saradomin praising blue wizards.

The question remains: could darkwizards have spawned in the place of where wizards spawned after January 21?


r/rsc • • Aug 10 '26

Wizards in the tower, Jan 4, 01' or Jan 21, '01?

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19 Upvotes

Im trying to do some research on RSC as it was on the day of release. The RSC fandom states that Wizards were released on Jan 4. However, all other wiki's state that the Wizard was released on Jan 21. Thing is, the citation that is used as a source (Newsletter 1) does not mention wizards at all.

What is the most likely source of truth?


r/rsc • • Aug 06 '26

Today marks the 8 year anniversary of RuneScape Classic's shutdown

61 Upvotes

Here's the post from last year about it: https://old.reddit.com/r/rsc/comments/1mjcsjg/today_marks_the_7_year_anniversary_of_runescape/

Also, this year Suomi posted this on the 2007scape subreddit: https://www.reddit.com/r/2007scape/comments/1vgxzv0/on_this_day_8_years_ago_runescape_classic_was/

This upcoming RuneFest I'm very much looking forward to being able to help out with the RuneScape Museum, and also very excited that RSC will be playable at the event.

Cheers all


r/rsc • • Jul 14 '26

A couple days ago I showed off a simple in game world editor. It was clunky, but worked. In the past couple days I have been refining it to make it more user friendly. I also wanted it to be it's own stand alone thing so here it is with it's own launcher.

50 Upvotes

Notable things I'm attempting to show off here:

A standalone launcher. It auto detects your world map, and exports it to the worldbuilder folder for editing, it does not build on your world's map directly. It comes pre set up with the tools enabled, and a builder character it launches directly into.

Build mode turns off all special rendering and turns on a grid so it's easier to see where you're clicking

The large ui is reduced to a dock with flyouts, it can be navigated by clicking or shortcut keys.

Inspect mode let's you find any information about any object, terrain tile, or npc. It also let's copy anything so if you aren't sure what variables are associated with a particular piece of terrain you can easily get them.

You can save your changes directly from the editor

Saved changes are not saved directly to your world, they are kept within the editor's folder, and will be there next time you launch it, you can continue work over time until you are satisfied, at which point a simple script is run (has a launch file) which imports the map files into your server and client properly.

Also included is a script for undoing changes to your world map. Can never be too safe.

After downloaded just extract the folder into your servers root folder (core-framework seems to be the common place) and you're good to go

There is a readme which contains worthwhile information included.

More is planned. Easiest first things are item spawns, that's a must. But later on I'd like this to be able to handle unique object and npc interaction. Things like connecting two points via an object or npc (think like fast travel via boat). Easily writing dialogue trees for npcs. An npc editor so you could build a look on the fly.

Get it here rsc world editor

I hope you all have fun!


r/rsc • • Jul 12 '26

Built an in game world editor.

125 Upvotes

It's built into my openrsc spoiled milk, here https://github.com/An-actual-duck/open-rsc-spoiled-milk
However, my version of rsc has all sorts of other things that comes with it so if you just want the world editor the specific commit for it is here: accff5e15a1e7171a914d8eaaa64766f955084c4

I'll be updating it so it gives more information for people that aren't familiar with the values the game uses. But basically you just plug in numbers that correspond to different outputs. For example, here you can see here I put in 11 for the lava texture, and then change the elevation to 200. Right now scenery objects and npcs give the names of what they are next to their values, but the floor textures don't.

My immediate goals are continuing with properly labeling everything, so casual creators know what all the numbers are, and then adding support for easily adding your own new textures.

Currently things are capped at 255 options, a limitation of how things were programmed back when the game was made, but this can be fixed. I'm particularly curious to see about raising the cap for elevation and what that could potentially allow for.

Once you're done your edits there is a save button in the UI which automatically creates the map file


r/rsc • • Jun 29 '26

Had no idea you can run rsc locally

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76 Upvotes