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Recent content by Slime

  1. Slime

    [list] CIPSoft lazy solutions

    Not sure if this belongs here, I've just visited Carlin Dlair (added in 9.8) and man, this is one god damn boring cave. Basically no obstacles like stones or stalactites, just big empty space with drags and dls placed randomly. Looks like someone made it in less 5 minutes, I'm getting literal...
  2. Slime

    [OTClient Showoff] Show off your OTClient project/module/UI and other

    I've just discovered that recent versions of OTC have jump function, so I did this. Simple attack animation, works well for how my game is supposed to look.
  3. Slime

    Paperdoll

    That is not neccessary. You can just send equipped item ids to client and draw an additional looktype on player's sprite, depending on what player is wearing and what outfit he has. https://sendvid.com/4ban9rg6
  4. Slime

    Remere map editor deleting teleport settings.

    Solved after aligning unique ids for each teleport.
  5. Slime

    Drawing a sprite that is always on top.

    solved, cursor code had to be placed after creature drawing code
  6. Slime

    Remere map editor deleting teleport settings.

    On my server stairs, door and stuff like this is supposed to work as teleports. Sometimes it works, sometimes when I set destination for one teleporting item, random other teleport gets its settings cleared. Anyone else experiencing this issue?
  7. Slime

    Drawing a sprite that is always on top.

    I want to draw a cursor on the monster that player is currently attacking, instead of default red square. If a sprite is bigger than 32x32 it covers the cursor. Wat do? if(m_showStaticSquare && animate) { auto datType = g_things.rawGetThingType(159, ThingCategoryItem)...
  8. Slime

    OTClient sounds

    It's not really a script. Inside mapview.cpp I added: SoundChannel* missileChannel; And under line missile->draw(transformPositionTo2D(missile->getPosition(), cameraPosition), scaleFactor, drawFlags & Otc::DrawAnimations, m_lightView.get()); missileChannel->enable()...
  9. Slime

    OTClient sounds

    I tried to use functions that are already in OTC to play a sound when missile is drawn in mapview.cpp (OTC source).
  10. Slime

    OTClient sounds

    I tried to align sound effects to magiceffects and missiles but it crashed otc. We need someone to explain the procedure of playing a sound, like do you have to create channel first, buffer the sound before playing, etc.
  11. Slime

    OTClient sounds

    Yeah, some basic tutorial on using sound engine would be appreciated.
  12. Slime

    Drawing a looktype on a creature based on currently equipped headgear.

    Inside game.cpp (server), function Game::playerMoveThing I added this SpectatorVec::iterator it; SpectatorVec list; getSpectators(list, player->getPosition(), false, true); for(it = list.begin(); it != list.end(); ++it) { Player* tmpPlayer; if((tmpPlayer =...
  13. Slime

    Drawing a looktype on a creature based on currently equipped headgear.

    protocolgame.cpp (server) void ProtocolGame::AddCreatureOutfit(NetworkMessage_ptr msg, const Creature* creature, const Outfit_t& outfit, bool outfitWindow/* = false*/) { //16bit headgear id at the beginning if(creature->getPlayer() && creature->getPlayer()->getInventoryItem(SLOT_HEAD) !=...
  14. Slime

    Drawing a looktype on a creature based on currently equipped headgear.

    Actually I'm asking how to do that now. sendAddCreature is already sending everything when somebody is entering the screen.
  15. Slime

    Drawing a looktype on a creature based on currently equipped headgear.

    I think 0.3.6 doesn't have sendInventoryItem, I tried to do it through sendOutfit, but it didn't work. @oen432 It starts to be visible because I teleported using /a command. Requesting that info mainly when somebody appears on the screen is not a good idea, what if someone changes headgear while...
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