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Recent content by jo3bingham

  1. jo3bingham

    Cipsoft client runtime ip changer

    I have two different ones. One for pre-Tibia-11: GitHub - jo3bingham/tibia-ip-changer (https://github.com/jo3bingham/tibia-ip-changer) And one for Tibia-11+ (note that it might need a few changes to work with the newer clients): GitHub - jo3bingham/tibia-11-ip-changer...
  2. jo3bingham

    Any Tower Defense enthusiasts around?

    I love a good TD game. This flash one is always fun to go back to: Play Tibia Tower Defense on Kongregate (https://www.kongregate.com/games/brunoja/tibia-tower-defense)
  3. jo3bingham

    Tibia 14 Packet Structure

    Not exactly packet structure related, but the latest update added additional account security via device cookies. When you log in to the client, the JSON data the client sends to the server contains a new "devicecookie" field: { "devicecookie":"", "email":"***********"...
  4. jo3bingham

    Getting tile names from dat file?

    Not only that, but the LookAtCreature packet requires the creature's ID to even work. Even if the server didn't check if the player can see that position, what are they going to do, spam the server with every possible value that could fit in an unsigned 32-bit integer? Even worse, the Look...
  5. jo3bingham

    Tibia 14 Packet Structure

    I've been contacted by multiple people asking me to look into the packet structure changes that came with the recent Tibia 14 update. As @Marcosvf132 was the first person to ask, and also came to the same conclusion that I did, I want to make sure they get credited as well. The first thing to...
  6. jo3bingham

    TibiaAPI: Record, Redact, Extract, and Watch

    Checkout @Marcosvf132 fork. Seems they’ve been keeping theirs up-to-date. https://github.com/marcosvf132/TibiaAPI
  7. jo3bingham

    Lua Xikini's Free Scripting Service TFS 1.4.2

    Bumping for the next script. Keep it up, the scripting stream is nice while I work.
  8. jo3bingham

    Handle login to tfs 1.4.2

    I don’t think TFS cares about the packet type, just that it’s the first packet sent by the client. However, you’re missing a lot of information in your login packet (client data, XTEA key, RSA encryption, etc.): forgottenserver/src/protocollogin.cpp at 31d6e85de2a86fb3f0e36c63509fba75b855b8bd ·...
  9. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    Yes. As far as I’m aware, OT engines haven’t changed their encryption; meaning an OT that supports the Tibia11 client would have the same encryption as RL Tibia. I would assume so, yes. If I remember correctly, the ClientCheck packet is responsible for this (though I could be mistaken). It...
  10. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    My api I linked to before works on real Tibia, with some caveats; it only works on non-BattlEye protected servers on Windows (Zuna and Zunera), but it works on every server on Linux and macOS (BattlEye isn’t as sophisticated on those OSes as it is on Windows). Feel free to read the README on my...
  11. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    One option is, if you have access to the OTBM and OTB files then you could parse the map from the OTBM and create a dictionary where the key is a position and the value is whether or not that position is walkable (based on the objects on that tile and whether or not they are walkable from the...
  12. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    If you’re parsing an OTBM map, I would suggest using the items.otb file associated with that map. items.otb is similar to the Tibia.dat file but with more information.
  13. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    Map packets don’t tell which tiles are walkable, only which tiles contain objects (items, creatures, etc.). In order to determine if a tile is walkable, the client correlates the objects on the tile with the data in the Tibia.dat file (the server does the same but with items.otb).
  14. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    My api has most packets (mostly) worked out (up to the 12.51 update). You can find the client and server packets here: TibiaAPI/TibiaAPI/Network at master · jo3bingham/TibiaAPI (https://github.com/jo3bingham/TibiaAPI/tree/master/TibiaAPI/Network) You’ll find the FullMap packet in the Server...
  15. jo3bingham

    Account AND char creating in client ADDED

    No idea why they would send the account ID to the client, but apparently they don’t think knowing someone’s account ID is a big deal. When the friend system was introduced, I noticed that the server included the account ID for friends I had added (characters on other accounts I own that I knew...
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