totolol123
Well-Known Member
- Joined
- Oct 19, 2010
- Messages
- 325
- Reaction score
- 81
If you want to run a custom server you need to know that the budget doesn't will be low, hire a programmer and make what kondra did inside your own client to see if you will be able to make that under that price.ok so write custom lightning system, or add custom layer to outfits and many other things, this client is good for someone who wanna run 10.98 real map or other server, for custom servers with plans for more advanced systems it's useless.
O know the bot ain't an easy thing to use , but it's free and I'm sure that you'll find the time how to use it, the elderst bots weren't friendly at all bruh but botters weren't compñaing at all even when bots wasn't friendly at all, you should be glad that he released improved OTC for freeHey kondrah! I am a player, i play mostly real maps like gunzodus and shadowcores where bots are allowed and have many players. I was excited when you said this client would have a bot, because my computer is poor and do not run normal client very good. I have tested this client, and Its much smoother than normal client. But. The issue here is the bot, its very not user friendly and can it do all basic things like cavebot/autoheal?
Can u try making it more user friendly? Add simple options like autoheal, auto walker and auto attack, that anyone can understand and use without any programming knowledge! This is what would make me and friends use this client. We mayube even can pay some amount for it! What do you want?
There is normal otclient module called candybot - its doesnt work here at all. Maybe it could be upgraded to work for this client? And with additions like attack monsters and auto walker?
For me and most people playing OTServers these days bots are crucial! I understand custom servers and most people here in otland do not like them, but to get many people using this I think a good bot would help a lot! Especially these days where it's hard to find normal bots for otservers
hi otlanders! just to confirm, this client v8, have the same problem when you walk/idle? i mean the animations
hi otlanders! just to confirm, this client v8, have the same problem when you walk/idle? i mean the animations
Yes. Idle animations and such are not fixed in OTCv8 while they are fixed in original OTClient.
sad, thank you!Yes. Idle animations and such are not fixed in OTCv8 while they are fixed in original OTClient.
Pretty sure he will fix it in next update if hes going to do one, since its a major problem and if original OTClient have fixed it already it should count as priority at this pointYes. Idle animations and such are not fixed in OTCv8 while they are fixed in original OTClient.
i hope, because in otclient has been fixed but not at 100% it still lack some animations when walking.Pretty sure he will fix it in next update if hes going to do one, since its a major problem and if original OTClient have fixed it already it should count as priority at this point
onAddThing(function(tile, thing)
if thing:isItem() and thing:getId() == 2129 then
local pos = tile:getPosition().x .. "," .. tile:getPosition().y .. "," .. tile:getPosition().z
if not storage[pos] or storage[pos] < now then
storage[pos] = now + 20000
end
tile:setTimer(storage[pos] - now)
end
end)
Using this client from Now.Idle animations are now available, get last version 0.997 beta to have it. Also bot has some new cool function, will write about it later, if you want to use them now check examples and modules/game_bot/executor.lua
Quick bot example - counter for magic walls, 1099:
Code:onAddThing(function(tile, thing) if thing:isItem() and thing:getId() == 2129 then local pos = tile:getPosition().x .. "," .. tile:getPosition().y .. "," .. tile:getPosition().z if not storage[pos] or storage[pos] < now then storage[pos] = now + 20000 end tile:setTimer(storage[pos] - now) end end)
Using this client from Now.
just one word Amazing!
Also i was wondering..
i got long time working in a client with transparency AlphaChannel enabled. i mean this..
Transparency + Extended Sprites in Otclient
I couldn't find any solid information on this forum regarding transparency or extended for sprites in otclient just a couple of mentions of what to add but no actual tutorial. I went to tibiaking and found a tutorial but of course in wasn't in english. This was posted some time in 2014 but I am...otland.net
can you add those modifications to this amazing client?
1. Open the things.lua file found in modules / game_things
2. Add this line of code to the load function:
C++:
function load()
local version = g_game.getClientVersion()
g_game.enableFeature(GameSpritesU32) -- To extended the sprites
g_game.enableFeature(GameSpritesAlphaChannel) -- To enable transparency
local datPath, sprPath
3. Find this method in src/client/game.cpp
C++:
void Game::setProtocolVersion(int version)
Place this inside the method to enable alpha in sprites and compile the otclient.
C++:
enableFeature(Otc::GameSpritesAlphaChannel);
just asking because this is a great feature to have a transparent option for rivers, sea, etc.
hi kondra sorry for disturb, i just tried to add the transparency and i just get a grey screen when i login, in this client is the same way or is diferent to use the transparency?It already has this features
g_game.enableFeature(GameSpritesU32)
g_game.enableFeature(GameSpritesAlphaChannel)