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OTClient 1.0 (Release)

are you talking about 12.64?
Yeah
This project is a bit stopped, I'm really out of time for anything, I was only able to make these changes because I took a quick look at the otc rendering part and started to understand and think about a theory and I applied it, and there you have it, a good one gain and with a much cleaner code.
I totally understand that.
 
@Mehah Astonishing results!! performance-wise it seems pretty comparable to Saiyans optimized cpp client.
Very good improvements, I knew it was a matter of time until your version outperform V8. GJ!

thx, but i believe v8 is still a little better, i need to improve in some points.
 
Good job, Mehah! Thanks for this.

By the way, do you have any specific suggestions for the problem that I said earlier? I realized that all cache visible tiles are virtually built, but only the right side are drawn (excepts when we use zoom out in really large scales, the other half gradually becomes visible)
 
Good job, Mehah! Thanks for this.

By the way, do you have any specific suggestions for the problem that I said earlier? I realized that all cache visible tiles are virtually built, but only the right side are drawn (excepts when we use zoom out in really large scales, the other half gradually becomes visible)

is it linux?

if it is, just change this line here,

int_fast32_t to int, oddly enough, this is what is causing this problem in linux.
 
DrawPool system is already in cache-for-all repository along with other improvements.

[Performance Summary]
Map: +74%
Names/Health Bars/Text Message: there is no more performance cost :cool:

[Improvements]
- Highlight with shift pressed

- Intensity setting for Floor Shadowing

[Extra]
implemented shader system fix by @Fresh

[Ask]
- Is it better than v8 in terms of performance?
By my tests, yes, it only wins for being multithreaded and for an efficient light system. (for a while)

- Do you intend to implement shading system on characters?
Not yet, even though it's easy.

- Is it possible to further improve the performance of the map rendering?
Yes, with texture atlas, but I don't see the need to implement it, with what we already have today, it's already good enough.
 
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DrawPool system is already in cache-for-all repository along with other improvements.

[Performance Summary]
Map: +74%
Names/Health Bars/Text Message: there is no more performance cost :cool:

[Improvements]
- Highlight with shift pressed

- Intensity setting for Floor Shadowing

[Extra]
implemented shader system fix by @Fresh

[Ask]
- Is it better than v8 in terms of performance?
By my tests, yes, it only wins for being multithreaded and for an efficient light system. (for a while)

- Do you intend to implement shading system on characters?
Not yet, even though it's easy.

- Is it possible to further improve the performance of the map rendering?
Yes, with texture atlas, but I don't see the need to implement it, with what we already have today, it's already good enough.
Thanks for your huge contribution Mehah, i even consider to move to your version of Otclient. What i would like to see which will make it easier for beginners aswell an update to the otui. How to fetch panels, label and more. Instesd by getChildById, like OTCV8 have is spellWindow.spellLabel. That will make everything look alot cleaner
 
Thanks for your huge contribution Mehah, i even consider to move to your version of Otclient. What i would like to see which will make it easier for beginners aswell an update to the otui. How to fetch panels, label and more. Instesd by getChildById, like OTCV8 have is spellWindow.spellLabel. That will make everything look alot cleaner
unfortunately I suck at the UI, some kind soul could make these changes and open a PR in the repository, i gladly accept.
 
Could someone give me all the servers that people have been using to make tibia oldschool. I'm thinking about supporting the walking system on these servers. :)

NOTE: already compiled, please.
 
Could someone give me all the servers that people have been using to make tibia oldschool. I'm thinking about supporting the walking system on these servers. :)

NOTE: already compiled, please.

actual retro engines: yurots, evolutions, otserv, tfs 0.4 old builds
tfs downgrades: idk, nostalrus?
 
Could someone give me all the servers that people have been using to make tibia oldschool. I'm thinking about supporting the walking system on these servers. :)

NOTE: already compiled, please.
This is great! If it is possible to adapt the walking system to version 1.4 of nekiro (GitHub - nekiro/TFS-1.4-Downgrades: Alternative forgottenserver versions for older protocols support (https://github.com/nekiro/TFS-1.4-Downgrades)) it would be incredible.

Please take this into consideration:
youtube.com/watch?v=xntqfGTCyoE

How it should work:
youtube.com/watch?v=55T_RkAolWs

Regards!
 
I managed to finally move into this release with new drawPool (had to move all my custom features and adapt them into mehah's client, alot of time but it's worth!)
Huge difference! The progress is amazing.. Im surprised! Tested on 10+ client protocol. Seems extremely good.
Client is smooth and faster than ever! I was used previous versions of Mehah client before so I see the difference, that's good :)
If you are looking for optimized client it's a good thing to start now, when you can see progress by reading commits and can follow his logic.
( and source is in 100% on github so you have all clear and ready to understand )
 
Could someone give me all the servers that people have been using to make tibia oldschool. I'm thinking about supporting the walking system on these servers. :)

NOTE: already compiled, please.
Tbh if People who make oldschoool with otclient. Does the protocol even matter? Just exchange dat and spr, disable new features. I just see no need to support older versions even newer ones. Extend the client with useful features and stabilize it is more important in my eyes. But maybe some People will disagree
 
Exactly lol. What's the point of calling it retro when you pack all the new features and just use some old sprites?
 
lol, most of otc users are 8.54 - 8.6 servers :)
Bullshit. People use OTC to create custom servers and it's hard to associate Tibia version with them. They might be based on 7.x, 8.x or 10.x but it's still too custom to even take it into any consideration.
 
Tbh if People who make oldschoool with otclient. Does the protocol even matter? Just exchange dat and spr, disable new features. I just see no need to support older versions even newer ones. Extend the client with useful features and stabilize it is more important in my eyes. But maybe some People will disagree
Well straight away supporting older versions would mean more people use the client which is probably not a bad thing.
Me for example, I want to offer my players OTC and because I'm a 7.6 pleb I can't use this OTC. Not every oldschool server is fake where version is irrelevant and oldschool support doesn't matter in the slightest other than duping your players in to thinking its 7.x lol.
It's very nice as a developer to have options but even more important than that is it's extremely important for users to have options. It's healthy for everyone involved.

How this weighs against more useful features and stabilisation i don't know, maybe it's not worth it, maybe it is. I guess only mehah can weigh that for himself.
 
actual retro engines: yurots, evolutions, otserv, tfs 0.4 old builds
tfs downgrades: idk, nostalrus?
This is great! If it is possible to adapt the walking system to version 1.4 of nekiro (GitHub - nekiro/TFS-1.4-Downgrades: Alternative forgottenserver versions for older protocols support (https://github.com/nekiro/TFS-1.4-Downgrades)) it would be incredible.

Please take this into consideration:
youtube.com/watch?v=xntqfGTCyoE

How it should work:
youtube.com/watch?v=55T_RkAolWs

Regards!

the ideal would be for you to pass me the servers already compiled so that I don't have to waste time looking for each repository and still trying to compile, in case any lib is missing.

I managed to finally move into this release with new drawPool (had to move all my custom features and adapt them into mehah's client, alot of time but it's worth!)
Huge difference! The progress is amazing.. Im surprised! Tested on 10+ client protocol. Seems extremely good.
Client is smooth and faster than ever! I was used previous versions of Mehah client before so I see the difference, that's good :)
If you are looking for optimized client it's a good thing to start now, when you can see progress by reading commits and can follow his logic.
( and source is in 100% on github so you have all clear and ready to understand )
thank you very much, this kind of compliment that makes me continue with the evolution of otclient.

Tbh if People who make oldschoool with otclient. Does the protocol even matter? Just exchange dat and spr, disable new features. I just see no need to support older versions even newer ones. Extend the client with useful features and stabilize it is more important in my eyes. But maybe some People will disagree
I have the same thought, I've already told several people, why don't you use 10.98, just replace the sprites, disable some features and change the formulas.

sounds complicated but it isn't, that would make you only have one otserv distro, you would just choose the sprites you would like to use on the client, enable/disable features on the server.
 
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