There are no vectors, nor maps in this commit, and I clearly meant a differentBad practice because it added a 2 vector map, and adding a third dimension would need another 24 enums? Are you gonna add 3d sprites to Tibia or what?
SIZE_ Mehah is full of bad practices (very recent, approved commit here), I suggest you avoid it because it's beyond repairing.
You will be much better off connecting using protocol 11 using OTCV8, or even adding newer communication from Mehah, as that part should mostly work, but I would not trust it with anything more complicated.
So you and Zbobu decided to create even more of a mess and not use language features, but manually write down 70 enums?Have you even seen what a mess v8 is?
So you and Zbobu decided to create even more of a mess and not use language features, but manually write down 70 enums?
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I am sure there are other choices, and other ways to load a texture without writing down hundreds of lines per texture size, but it's ok if you guys are not aware of that yet. We all start somewhere.OTCR is the ONLY choice nowadays, period.
... and more enums, that's for sure.It outperforms OTCv8, it has more features, more fixes, more support.
otcr is mehahs otclient? Where is the url repo? Would like to mess with it. Could you attach it here? Thanks in advanceThis is completely garbage!
OP, don't listen to this M4rcin character, you can search yourself and see he only ever speaks to trash talk, purely toxic troll in the most sincere form of the word.
OTCR aka Mehah's IS THE best option out there, because it's the only one that is actively maintained, supported and undergoing development.. OTCv8 barely gets any updates to it, ever... Even if you visit OTA, you will find most the ones who used to live by OTCv8 are even switching over to OTCR, even Oen himself recommends it (oen is the current and only maintainer left for OTCv8)
TLDR;
OTCR is the ONLY choice nowadays, period. It outperforms OTCv8, it has more features, more fixes, more support.
View attachment 96151
It’s genuinely amusing to see you call Mehah’s code “unfixable,” especially when OTClient Redemption is the only fork in active maintenance, receiving real updates and actual bug fixes. Yes, truly outrageous behavior from a developer: caring about the project, improving it, and keeping it alive. Terrifying stuff.I am sure there are other choices, and other ways to load a texture without writing down hundreds of lines per texture size, but it's ok if you guys are not aware of that yet. We all start somewhere.
... and more enums, that's for sure.
I am sure there are other choices, and other ways to load a texture without writing down hundreds of lines per texture size, but it's ok if you guys are not aware of that yet. We all start somewhere.
... and more enums, that's for sure.
otcr is mehahs otclient? Where is the url repo? Would like to mess with it. Could you attach it here? Thanks in advance
I’m just curious why, instead of letting the code rest and improving it when a better idea comes, you guys force something out and then defend adding 70 enums just to load one texture.Dude, you’re hung up on enums, (...) Seriously, man up!
Now I get it, you’re making all this fuss because of this PR: feature: support large spritesheets by Zbizu · Pull Request #1445 · mehah/otclient (https://github.com/mehah/otclient/pull/1445)I’m just curious why, instead of letting the code rest and improving it when a better idea comes, you guys force something out and then defend adding 70 enums just to load one texture.
Wouldn’t constexpr or some macro be better instead of writing it all down?
If you need that many enums, maybe it shouldn’t be an enum at all?
Or should I just “man up” and add another 140 lines if I want to load a 512x texture?
Another 280 lines if I want 1024x support?
There are no deadlines here, the PR was open for only 3 days. It's easy to see what happened - one of the contributors got excited and merged it prematurely. No one competent verified the PR,
You guys now see, this is the reason why your code quality deteriorates - you rush things, you'd rather defend your code instead of improving it, faced with critique, you cope with whataboutism and some virtue of "keeping repo alive" ... and this is why I suggest anything from the past will be better, but I get someone inexprienced might diagree with me, and thats perfectly fine.
Because you don’t require quality. Any work put into this branch is lost because it will be superseded by commits like that.why don’t you open a PR yourself and offer a better solution?
I couldn’t, I found it after it was already commited. Would I meet with a different reaction there? I don’t knowWhile Marcin is being very offensive instead of supportive, he does have a point. OTCR needs better PR reviews, this is another one that was merged when it shouldn't feat: dragging item icon by SkullzOTS · Pull Request #1466 · mehah/otclient (https://github.com/mehah/otclient/pull/1466), memory leak was added just few hours ago.
But yeah, Marcin should have just point out the code quality in the PR itself instead of bashing on the entire OTCR repo here on otland.
I’ve just reviewed the PR and I really didn’t see any memory leaks. At most, what happens is that a new widget is created every time Display is called instead of reusing the one that’s already instantiated.While Marcin is being very offensive instead of supportive, he does have a point. OTCR needs better PR reviews, this is another one that was merged when it shouldn't feat: dragging item icon by SkullzOTS · Pull Request #1466 · mehah/otclient (https://github.com/mehah/otclient/pull/1466), memory leak was added just few hours ago.
But yeah, Marcin should have just point out the code quality in the PR itself instead of bashing on the entire OTCR repo here on otland.
I couldn’t, I found it after it was already commited. Would I meet with a different reaction there? I don’t know
I might be mildly offensive but I myself I am also offended by that commit.
70 new enums for one texture? For real? You guys are better than that.
... unless it's referenced elsewhere, then the GC won't clean it.In practice, this is not really an issue, because the object is a shared_ptr coming from C++, and the client has a GC that runs periodically to clean up objects that are still hanging on the Lua side. On top of that, this GC already fixes a pretty serious memory leak that exists in the sound system implemented in Lua.