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Anyone would like to see a 10.21 EVO?

dominique120

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I'm curious to know if people would like to see an evo server that uses protocol 10.21, or in any case the latest protocol.
 
Are there any 10.x EVO's out there? I have not seen any to be honest. Only crappy RL's and twify.
 
Yeah, totally. Many people would really like to play on RPG or EVO 10.x servers*, but nobody made one so far so if you do it well you'll get a lot of players.
I was about to make one, but I am too busy doing one complex lua system for my friend's ot. We make RPG now ;s
Anyway - do it, but don't fuck it up. We count on you ;)

*don't mix them - no tps - nobody plays, with tps - people tell you that's not rpg so you may call it FUN only
 
Yeah, totally. Many people would really like to play on RPG or EVO 10.x servers*, but nobody made one so far so if you do it well you'll get a lot of players.
I was about to make one, but I am too busy doing one complex lua system for my friend's ot. We make RPG now ;s
Anyway - do it, but don't fuck it up. We count on you ;)

*don't mix them - no tps - nobody plays, with tps - people tell you that's not rpg so you may call it FUN only


This one has TPs so its a fun, but there are a few RPG elements but its like 10% of the whole server.
 
Would be rly cool if you add some of the new stuff, deeplings etc. Rly like hunting deeplings :))
 
The past months I have been focusing on developing my OT for 8.60. What I might do is release it 8.60 get ideas and requests, then upgrade. Seems like the best path instead of having to start yet another migration(I already did 0.3.6>0.4 and I'm doing 0.4>a better 0.4 rev).
 
Id go with migrating to 1.0 straight away, replace all action scripts, libs etc you know all that, That comes with the rev and start it, should work with some minor bugs.
 
Id go with migrating to 1.0 straight away, replace all action scripts, libs etc you know all that, That comes with the rev and start it, should work with some minor bugs.

Well unfortunately for us TFS 1.0 does not use a lib folder like 0.3.x/0.4. everything goes in the global.lua I believe. So it may be a bit of work to set p everything right, not to mention having to "learn" how the new version works. I think I'm going to took for a teammate to aid me with all of this, right now I do everything myself and have a friend test stuff, Maybe you are interested?
 
Well unfortunately for us TFS 1.0 does not use a lib folder like 0.3.x/0.4. everything goes in the global.lua I believe. So it may be a bit of work to set p everything right, not to mention having to "learn" how the new version works. I think I'm going to took for a teammate to aid me with all of this, right now I do everything myself and have a friend test stuff, Maybe you are interested?

Haha got enough to work with my partner, probbly gonna sell my rlmap getting tierd of doing everything myself. And I have 0 exp with 1.0, tought it was an updated version of 0.2, but not that much hah.

Edit:
But according to github 1.0 uses libs like any other rev?!
https://github.com/otland/forgottenserver/tree/master/data
 
Haha got enough to work with my partner, probbly gonna sell my rlmap getting tierd of doing everything myself. And I have 0 exp with 1.0, tought it was an updated version of 0.2, but not that much hah.

Edit:
But according to github 1.0 uses libs like any other rev?!
https://github.com/otland/forgottenserver/tree/master/data

Yeah it has a lib folder next to all the major "modules" but the global libs that we have in 0.4 are gone, no 50-functions.lua or data/libs. I have used TFS 1.0 once with my data and I got TONS of errors so I can say I also have no 1.0 experience but its never lo late to learn something new.
 
@dominique120
You may create lib folder and put your libs in it, but don't put compats there unless you need them - many of them are included already.
How to custom lib working? Open global.lua and add this:
Code:
dofile('data/lib/004_ip.lua')

How to make your scripts working? Well, you need to rewrite talkactions, sql queries and you have to use 1.0 spell system.

I managed to rewrite mock's vip by account(took me few hours before I figured out how to sql in 1.0 :D),
you may use it as examples for sql-based lua scripts:
http://otland.net/threads/tfs-1-0-vip-system-based-on-mocks.197560/

You probably got a lot of errors like:
attemt to call global <functionname>, a nil value

well - it means that alternative name of that function is missing, for example:
Code:
db.executeQuery = db.query
when you put that in lib file this function will work as before

Both 0.3.7(aka 0.4) and 1.0 are good. You may rewrite almost everything you have.
1.0 Limitations:
You can put storages only on player,
You can modify only few item attributes(you can't create upgrade system, for example),
Less functions in creaturescripts

1.0 Feathures:
Some new functions stored in methods(https://github.com/otland/forgottenserver/blob/master/src/luascript.cpp)
Chat channel scripts - you may create your custom channel now and even add commands to it and add scripts to events: join, leave, canjoin, onspeak
Database conversion - you may switch to this engine with old database(idk which distros are supported)
10.20+ support
I'd write here something like more stability also as it's creators tell, but I haven't spotted any difference.
 
Last edited:
@zbizu About libs I already moved my custom libs and constants to global.lua. My VIP system is kekox's system that I am already working on(needs a tweak or two). I get a few nil values here and there but not as many as you would think because I'm using TFS 1.0's default scripts for everything(food, stairs, pots, etc). About databases I dont really care because I'm using a fresh one with added stuff for my features to work.

But I have a few problems like creatures that attack super fast, globalevent intervals, player groups, and the spells, could you tell me more about the spells?
 
I don't like 1.0 default scripts, but it's easy for me to rewrite those from 0.3.7/0.4

@dominique120
I didn't made any changes in spells yet. Those from 0.3+ didn't worked so I kept defaults
monsters attack speed can be edited in "interval" field(monster file, attacks section) - more = slower attack
timers are in miliseconds - to set one second use "1000" instead of 1
 
I don't like 1.0 default scripts, but it's easy for me to rewrite those from 0.3.7/0.4

@dominique120
I didn't made any changes in spells yet. Those from 0.3+ didn't worked so I kept defaults
monsters attack speed can be edited in "interval" field(monster file, attacks section) - more = slower attack
timers are in miliseconds - to set one second use "1000" instead of 1

Would you like to work with me on this project?
 
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