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Recent content by Dries390

  1. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Fair enough, it's a fix, but I'll take a look, try to do some benchmarking, and see if we can improve it.
  2. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Alright, I'm migrating to a new version of OTClient (OTAcademy's OTClientV8 fork, because quite frankly, I don't have the faintest clue as to what works and what doesn't.) I'd like to thank @Menoxcidee for both bringing to my attention, and solving, a problem related to creature awareness...
  3. Dries390

    Final thread for fixing OTClient dashing animation issue for TFS 1.3

    Just in case anyone stumbles upon this in the future; I started working on my server again recently, and I have a mix of old 3-animation, and new 8-animation sprites (for various purposes.) I needed to add m_walkAnimationPhase = 1 + (m_footStep % footAnimPhases); instead of...
  4. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    So, it's been a while (working on something cool, and hope to release it for everyone) I noticed the little "underground cave light" doesn't work if your character is above z = 8. Simply fix in OTClient (creature.cpp, around l. 94): if(isLocalPlayer() && (g_map.getLight().intensity < 64...
  5. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    @Menoxcidee I just logged on for the first time in a while, I'll take a look at all of this as soon as possible!
  6. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I'll try and setup a server again later and see if I can iron out all of the kinks! 1698971488 Could you perhaps be as specific as possible? What do you mean by "seeing" and "deeper floors"?
  7. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    "As I said, tfs optimizes as much as possible for otcv8, and in this function: void ProtocolGame::sendMapDescription(const Position& pos), it takes into account whether you are using otcv8 or not, so just follow the second step of your tutorial and apply it to this function too!"
  8. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    @GresQu so you can apply my pure code then just change what @Menoxcidee said here, if you're using TFS-otcv8. If you're using Nekiro it should be fine, otherwise contact me. No problem @Menoxcidee, just really glad you got it working!
  9. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    So you're good? I just fumbled that particular engine online, was about to start testing once I found out what a token was xD
  10. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I run TFS 1.3 myself, I actually logged in to both servers (1.3 && 1.5) with this otcv8 and they both seemed to work just fine. Edit: Taking a look now.
  11. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    Had to throw them on an online file sharing site; Easyupload.io - Upload Files and Share Them Easily (https://easyupload.io/m/8xlyki) I'm super curious what's going on here; are you compiling the OpenGL configuration?
  12. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I haven't actually; tried logging in on z = 7 and this was the result. Even tried adding the changes to const.h (not sure why, my source code does not contain them). Working with a fresh Nekiro 1.5 TFS downgrade and fresh otcv8 client with my changes (and only my changes) included and everything...
  13. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I'm sort of confused guys, I went through the trouble of compiling fresh otcv8 and nekiro 1.5 TFS with my downgrade and I'm a little unsure as to what the problem is? Also tried it by forcefully by shutting down the client and logging in again, am I misinterpreting how to trigger the bug?
  14. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    Guys, I'll try my best; need to work tomorrow and thursday but I'm interested.
  15. Dries390

    Fix/Patch OtClient Dissapearing Minimap

    It works for my OTClient. All that little logical statement does is check whether the center of your map is usable in-game i.e. x, y >= 0. Most people are smart and don't build their maps close to the edge of the mappable area. I am not so this was my fix for it.
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