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[7.7] RealOTS 7.7 Cipsoft files (virgin)

Is there a way to change maximum allowed players online?
No. 1100 is the maximum numbers of connections that the game server can handle. It is hardcoded and you would have to RE a lot in order to change it successfully.
 
Did Dennis ever share any of his custom files/modifications?

Also I'm really grateful that Dennis decided to release this at all, but considering that all the US servers were apparently compromised I do really wish he had released all of them.
Imagine being able to play your own character again, as well as your friend's, your enemy's, legend's or anyone else's character EXACTLY as it was left back in 2005.
I've been able to offer some players from Zanera this experience, but nobody else, including myself :(
Anyways, it is what it is, just wanted to share the thought because nostalgia-tripping and holy crickets.
 
Just so everyone knows, Diablo game (from PC) is now fully compilable because Blizzard left an executable with DWARF/Debug information on it, allowing a programmer to RE everything and allow people to compile the whole PC game of Diablo from zero source: galaxyhaxz/devilution

CipSoft game binary is also compiled with DWARF information, that is why we have such a good compilable code (on my side), this is interesting to know, everyone imagines being able to Reverse Engineer the entire CipSoft game binary and allow to compile?
 
Just so everyone knows, Diablo game (from PC) is now fully compilable because Blizzard left an executable with DWARF/Debug information on it, allowing a programmer to RE everything and allow people to compile the whole PC game of Diablo from zero source: galaxyhaxz/devilution

CipSoft game binary is also compiled with DWARF information, that is why we have such a good compilable code (on my side), this is interesting to know, everyone imagines being able to Reverse Engineer the entire CipSoft game binary and allow to compile?
How you got the compilable code from the cipsoft game binary?
 
How you got the compilable code from the cipsoft game binary?

Hard and long process, although not everything is fully compatible, you have to understand a lot about RE and C++ to understand what the compiler output was, not to mention the optimizations done by GCC on the game binary also makes a few things harder. I'm eventually actually rewriting everything from scratch and I will publish it on GitHub when the basic of basic is working accordingly, of course, using newer connection system (boost), instead of old system of RealOTS.
 
Hard and long process, although not everything is fully compatible, you have to understand a lot about RE and C++ to understand what the compiler output was, not to mention the optimizations done by GCC on the game binary also makes a few things harder. I'm eventually actually rewriting everything from scratch and I will publish it on GitHub when the basic of basic is working accordingly, of course, using newer connection system (boost), instead of old system of RealOTS.

The "old system of RealOTS" are the classic UNIX sockets, am I wrong?
And by the "basic is working accordingly" you mean just the connectivity/networking code?
 
The "old system of RealOTS" are the classic UNIX sockets, am I wrong?
And by the "basic is working accordingly" you mean just the connectivity/networking code?

Basic players logging in, moving objects and walking using RealOTS structure of TToDoEntry. And yeah, they are using basic UNIX sockets
 
Basic players logging in, moving objects and walking using RealOTS structure of TToDoEntry. And yeah, they are using basic UNIX sockets

I tried to RE the RealOTS engine long ago, when it was released but had an awful lot of problems trying to reproducing their code. Would you be using CIP script files (.mon, .srv, .npc) or LUA/XML? And I asume you would convert all those .map to binary format? Sorry for asking a lot of questions, I get really excited to hear that you're RE'ing the real thing.
 
I tried to RE the RealOTS engine long ago, when it was released but had an awful lot of problems trying to reproducing their code. Would you be using CIP script files (.mon, .srv, .npc) or LUA/XML? And I asume you would convert all those .map to binary format? Sorry for asking a lot of questions, I get really excited to hear that you're RE'ing the real thing.

It's planned to be using CipSoft files, using .srv file at the moment for the object type definitions.
 
We already can do that with CIP binary and just modifying the login server, what's the difference?
 
It's a lot easier to do on my clone than on the CIP binary, my clone is a copy of the CIP binary, also directly on Windows, 100% faster boot up times, also combat system is already implemented with the real formulas and combat system.
 
And also that not everyone has been capable of running CIP files on their computers and not everyone has been able to browse through houses, seeing letters in the houses, and with every character.
 
Is there any Chance you could open server just for test phase or to see how the server is running comparing it to other?
 
Is there any Chance you could open server just for test phase or to see how the server is running comparing it to other?

Even better than that, I will release binaries for people to run the server in their Windows computers until I come out of beta stage and then decide if I will release the code in GitHub
 
Ezzz, every time I see you write, I feel hope that one day there will be a perfect server out there.

Also, does anyone know how to increase the spawn rate on these files?
 
No need to release files or so… I would like to see a RealOTS online back again with his original state and base

Please run it, I want to see how it's running compared to other server. I'd like to prove something to myself and to one other guy something...
 
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