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[7.7] RealOTS 7.7 Cipsoft files (virgin)

sort of what I figured...

what about the reboot-daily executable? I don't get any output when I try to use it. but when I ctrl+c the server, it starts back up in the background.
You arent supposed to run it. You run ./restart
 
If I remember correctly, the reboot-daily can be opened with a text editor, its just a config for the reboot :p
 
I know this is from
cd /lib/tls/
mv libc.so.6 libc.backup.so.6
mv libpthread.so.0 libpthread.backup.so.0
when setting up the game server, how do I get the restart executable to use these files without it messing up the game server?
 
I think i figured it out, edited the restart file with LD_LIBRARY_PATH=(path to the libs here) before the date and sleep commands.
 
anyone figure out houses yet??
I cant get a house to have an owner.. playing around with owners.dat, but it clears the file if I let it do a server save.
 
Can someone tell me what I have to install so I can build the login server?
I'm using Centos 7

Code:
[root@localhost build]# cd /home/realotsloginserver/realotsloginserver-master
[root@localhost realotsloginserver-master]# mkdir build && cd build
[root@localhost build]# cmake ..
-- The C compiler identification is GNU 4.8.5
-- The CXX compiler identification is GNU 4.8.5
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- cotire 1.6.9 loaded.
-- Performing Test COMPILER_KNOWS_CXX11
-- Performing Test COMPILER_KNOWS_CXX11 - Success
-- Performing Test COMPILER_KNOWS_STDLIB
-- Performing Test COMPILER_KNOWS_STDLIB - Failed
-- Found GMP: /usr/include 
-- MySQL Include dir: /usr/include/mysql  library dir: /lib64/mysql
-- MySQL client libraries: mysqlclient
-- Could NOT find LuaJIT (missing:  LUA_LIBRARIES LUA_INCLUDE_DIR)
-- Looking for include file pthread.h
-- Looking for include file pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE 
-- Could NOT find Lua (missing:  LUA_INCLUDE_DIR)
-- Boost version: 1.53.0
-- Found the following Boost libraries:
--  system
-- CXX target tfls cotired without unity build.
CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
LUA_INCLUDE_DIR (ADVANCED)
  used as include directory in directory /home/realotsloginserver/realotsloginserver-master
  used as include directory in directory /home/realotsloginserver/realotsloginserver-master
  used as include directory in directory /home/realotsloginserver/realotsloginserver-master
  used as include directory in directory /home/realotsloginserver/realotsloginserver-master

-- Configuring incomplete, errors occurred!

Can someone help me?
 
go grab a decompiler and start messing around CIP code so you see how it actually works #Genius
And the formula the guy above posted for spells chance is wrong, there are also 2 more chances taken in hand besides the spell data chance btw.

That shit look like some ancient language, you probably already spent countless hours reading that shit and exactly know what I want, please help. How spell cast chance is calculated? At least gimme some directions.
 
Amazing days searching cool things through the map.
I don't remember what this lever under fields of glory does:
uOHTMTj.png


The code says:
Code:
Use, IsType (Obj1,2772), IsPosition (Obj1,[32488,31628,13]) -> Delete(Obj1), CreateOnMap([32487,31628,13],2126,0), CreateOnMap([32487,31629,13],2126,0), CreateOnMap([32488,31629,13],2126,0), CreateOnMap([32487,31627,13],2126,0), CreateOnMap([32486,31627,13],2126,0), CreateOnMap([32486,31628,13],2126,0), CreateOnMap([32486,31629,13],2126,0), CreateOnMap([32486,31630,13],2126,0), CreateOnMap([32487,31630,13],2126,0), CreateOnMap([32488,31630,13],2126,0), CreateOnMap([32486,31626,13],2126,0), CreateOnMap([32487,31626,13],2126,0), CreateOnMap([32488,31626,13],2126,0), EffectOnMap([32488,31628,13],3)

I suppose it's a joke, because the code creates a bunch of energy fields under player position
 
Amazing days searching cool things through the map.
I don't remember what this lever under fields of glory does:
uOHTMTj.png


The code says:
Code:
Use, IsType (Obj1,2772), IsPosition (Obj1,[32488,31628,13]) -> Delete(Obj1), CreateOnMap([32487,31628,13],2126,0), CreateOnMap([32487,31629,13],2126,0), CreateOnMap([32488,31629,13],2126,0), CreateOnMap([32487,31627,13],2126,0), CreateOnMap([32486,31627,13],2126,0), CreateOnMap([32486,31628,13],2126,0), CreateOnMap([32486,31629,13],2126,0), CreateOnMap([32486,31630,13],2126,0), CreateOnMap([32487,31630,13],2126,0), CreateOnMap([32488,31630,13],2126,0), CreateOnMap([32486,31626,13],2126,0), CreateOnMap([32487,31626,13],2126,0), CreateOnMap([32488,31626,13],2126,0), EffectOnMap([32488,31628,13],3)

I suppose it's a joke, because the code creates a bunch of energy fields under player position
How did you find the code segment corresponding to the lever?
 
The mechanics on Cipsoft server doesn't match Open Tibia engines.
Almost all is coded into game executable.
I think I figured it out, the way Cipsoft links levers with code is through position, not through actionid or anything.
That is quite interesting, shows that our need to support multiple customizations led us to action id, whereas their fixed map that hardly changes uses the position of the object.
 
I think I figured it out, the way Cipsoft links levers with code is through position, not through actionid or anything.
That is quite interesting, shows that our need to support multiple customizations led us to action id, whereas their fixed map that hardly changes uses the position of the object.
That really is interesting. :p I wonder how their servers are nowadays... If they took any cues from ot or not... like players saving when they log out and not when the server save happens....
 
That really is interesting. :p I wonder how their servers are nowadays... If they took any cues from ot or not... like players saving when they log out and not when the server save happens....
I would say they still use position as a way to link the actions, because let's be honest, when was the last time they remade a place to the point interactive objects would need to have their positions remade?
Even if they did, just like our map editors allows for easy adaptability (move a lever with action id1000, the lever retains its action id), such as when a lever with an action is moved, the code is altered to reflect the changes.


About server save, I believe they are super super crazy paranoid. Safety is very important not to lose players and, therefore, money.
 
CIP actions are based in objects.srv, UseEvent (objects to check an action for in moveuse.dat), MoveEvent (self explanatory), etc ...
It will simply look through all available moveuse.dat actions until one successful action is met, otherwise "you cannot use this object" is returned.

Objects without the specified flags cannot have an action assigned to them, and will return you cannot use this object result at all times.
 
No one with it online? I would like to test some mechanics.
 
Do u really all belive only thing that wasn't knew was the life crystal thing? Only one thing that noone knew?
No way of course there is more. (Un)fortunally they cut it off from files. Even if, nowadays, past those all years, the hope is the real thing to belive.
And the "Two can keep a secret if one of them is dead" pretty much sums it up.
Untold stories are the best.
 
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