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Unity3D client?

You would like Unity3D client?

  • Yes

    Votes: 57 93.4%
  • Nope

    Votes: 4 6.6%

  • Total voters
    61
  • Poll closed .
Your personal game looks quite cool as well, the detail is stunning. Did you design the ships yourself? If so, massive props to you sir.

And that is modular based ships. Users assemble them from pre-defined modules. Also, there is modular damage for them and other features.

Those game will be like BSGO or DarkOrbit, or something like that. 2 Factions, pew pew!
Stations are modular too. I.e. maded from small pre-defined parts. With those things, i can create alot of content at less costs of time =)
 
And that is modular based ships. Users assemble them from pre-defined modules. Also, there is modular damage for them and other features.

Those game will be like BSGO or DarkOrbit, or something like that. 2 Factions, pew pew!
Stations are modular too. I.e. maded from small pre-defined parts. With those things, i can create alot of content at less costs of time =)

All I can say, @Fenrisus you are absolutely gifted.
Good to have you around at OTland. :)
 
Btw i noticed diffrence between 30-60 and 250 fps in tibia and it's big diffrence in my opinion specially when you fighting.
 
Btw i noticed diffrence between 30-60 and 250 fps in tibia and it's big diffrence in my opinion specially when you fighting.
Fps most of the time has nothing to do with lags in combat
 
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Wow. Fantastic work... If this was around 10 years ago, there would be far more custom servers around, as this allows full customisation. Maybe this will revitalise the community a bit as it packs everything into 1 and runs pretty well.

Wish you the best of luck
 
Very nice to see!
can we have some Demo to play before the official launch? :p (like, the compiled game + config file to config an IP/port, and check how it's working :p )

You are our hero, bro!
 
Do you have some documentation on how to interpret the binary tibia.spr and tibia.dat formats? Thanks.

Nice work by the way!
 
Some official updates:

Now it's possible to use OTClient modules with Unity3D client
auto-conversion tool with GUI, for your sprites, almost done
+ also new feature, you may apply waifu algorithm on your sprites
Controller support with custom button (in progress)

all sprites 64x64
perfomance2.png

DszyIuKr.jpg

ZL4JByE.jpg


1920x1080 resolution
Tibia1920x1080.jpg


 
Am I the only one that repeatedly played the last 8 seconds over and over?

Sorry that was offtopic.... At topic, looks dope agree with this guy ^^
 
First of all,
Great job!

Looks like You know what You're doing with coding.

This project as I understand it would not be open sourced, right?
It troubles me to see yet another project that seems nice but is closed.
At one point You'll drop it because You will not make money off of it, like many other projects died in the past. Then it will decline and be forgotten.
Open sourcing it would be in my opinion much more profitable in the long run, but it's up to You.
 
Some official updates:

Now it's possible to use OTClient modules with Unity3D client
auto-conversion tool with GUI, for your sprites, almost done
+ also new feature, you may apply waifu algorithm on your sprites
Controller support with custom button (in progress)

all sprites 64x64
perfomance2.png

DszyIuKr.jpg

ZL4JByE.jpg


1920x1080 resolution
Tibia1920x1080.jpg



@Fenrisus I'm genuinely impressed with how your client has developed so far, and the GFX look stunning. A slight improvement would be to give the player's name and monster's name more weight and keep it centered. At this point it feels off and doesn't mix well with the rest, as it is truly remarkable.

Besides that, it looks really, really amazing.

Keep it up mate.
 
@4drik Where was that written? I can't seem to find it.
Neither the original post nor the patreon page mention open sourcing, on the contrary; patreon page has tiers that include source code.
If You could quote a place where it is written, I would very much appreciate it.

If it will get open sourced, then I'm *very* happy it will be so, and I'll join in the development once it is.
This basically removes the one worry I had about this projects success.

Again, Great job!

EDIT:
I've found the posts You are talking about, and it looks like it's partial open source, hence my confusion. Let's see what that actually entails as it isn't very clear what exactly belongs to open source part and what will be closed.
 
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@4drik Where was that written? I can't seem to find it.
...
I've found the posts You are talking about, and it looks like it's partial open source, hence my confusion. Let's see what that actually entails as it isn't very clear what exactly belongs to open source part and what will be closed.
Payed & licensed software - nothing to do about it.
Anyway, there was written also that everything related to Tibia is open-source so don't worry. The project author is a conscious man.
I guess he knows what is important and what should be available for us.
 
I'm amazed by how this project is turning out!

Got a question about the editor part of the project.

When editing a big map, it's sometimes hard to remember every single quest/aid/uid/npc etc... you have on the map and sometimes doing the most tiny change can break things. For example, I just noticed that long ago I moved a shop NPC to a new place and another NPC was pointing (placing a mark) to the old place.

I was thinking about the possibility of somehow the tool reading your /data folder and placing markers where it finds coordinates and pointing out which file had that coordinates?

Anyway, great work!
 
Imo, this feature should be server sided not client sided.

I place down npcs down trough configuration file. For some particular areas i have map markers on the raw map so its easier to understand the specific npc positions. But either way, if you have the location registered somewhere in data folder, everything what uses it, is also updated once you move map marker or reconfig npc pos
 
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