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Unity3D client?

You would like Unity3D client?

  • Yes

    Votes: 57 93.4%
  • Nope

    Votes: 4 6.6%

  • Total voters
    61
  • Poll closed .
With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
 
With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.

I think hard-work needs to be paid off. What is the problem if you have same access to the client but the framework is closed?
 
With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
For example, inside framework used NGUI. Paid software (for $95). Framework allow to use it free without need to buy them for future client developers.
Summary framework contains paid (commercial) software for ~300$. But you may use them all for free.

Real changes? You are able to change the 100% of client whatever you want already. Any packets, draw objects as you want, do the any UI interface, add a new hotkeys/change controls... You may change it as you want, but yeah, sorry, you cant do the Skyrim Online based on it :D:D:D.

Unity3D itself is not opensource. But as you may see - everyone do the games on it right?
DirectX SDK - closed source itself. It's just SDK. But as you may see, Unity3D, CryEngine, UnrealEngine, Gamebryo and over9000 all other software use it.

And no one needs to change low-level library itself. You just uses them in your project. In our case, you just use Framework with client, and interact with Framework API for call NGUI (Or maybe you wanna change a whole NGUI library itself? :D And for what? NGUI is already support all possible UI elements and forms what you can imagine) or other framework systems.

Finally - framework is a "collection" of "low-level" frameworks, thrid party and self-maded things, micro-engine maded-up on Unity3D and hovers about pure Unity3D. Closest examples - MonogameExtended, Duality-Framework and similar (that is "game-engines" maded above pure XNA/Monogame, and you may create games with that much more easy than use pure XNA).

PS. foget to say CipSoft Tibia 11 uses QT5 Framework. That is commercial propietary framework. CipSoft does not have a source code of QT itself, but as you may see, they do a Tibia via using their SDK.;) And as you may see, they dont need asking for premission for doing Tibia 11.*+ from QT developers, right? ;)
(and cipsoft does not complain about propietary part of QTFramework haha. They just using their SDK)



 
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I think hard-work needs to be paid off. What is the problem if you have same access to the client but the framework is closed?
I don't really care. Its just that OTClient is superior because you have access to all the OTClient(tibia client) code.
For example, inside framework used NGUI. Paid software (for $95). Framework allow to use it free without need to buy them for future client developers.
Summary framework contains paid (commercial) software for ~300$. But you may use them all for free.

Real changes? You are able to change the 100% of client whatever you want already. Any packets, draw objects as you want, do the any UI interface, add a new hotkeys/change controls... You may change it as you want, but yeah, sorry, you cant do the Skyrim Online based on it :D:D:D.

Unity3D itself is not opensource. But as you may see - everyone do the games on it right?
DirectX SDK - closed source itself. It's just SDK. But as you may see, Unity3D, CryEngine, UnrealEngine, Gamebryo and over9000 all other software use it.

And no one needs to change low-level library itself. You just uses them in your project. In our case, you just use Framework with client, and interact with Framework API for call NGUI (Or maybe you wanna change a whole NGUI library itself? :D And for what? NGUI is already support all possible UI elements and forms what you can imagine) or other framework systems.

Finally - framework is a "collection" of "low-level" frameworks, thrid party and self-maded things, micro-engine maded-up on Unity3D and hovers about pure Unity3D. Closest examples - MonogameExtended, Duality-Framework and similar (that is "game-engines" maded above pure XNA/Monogame, and you may create games with that much more easy than use pure XNA).
You have said a lot and did not explain anything. If third party libraries are closed source or even unity 3D is closed source is another problem. The whole tibia client related code should be open source. DirectX, Unity 3D or NGUI is not the problem. So, is the whole tibia client related code open source? If it is, i'm satisfied.
 
With this private API bs OTClient is way better than your project. Its not real open source when someone will need your permission to do real changes in the client.
Appreciate the work and effort put into this. Don't even compare OTClient to this. This is another level. And don't talk before you read the whole thread.

Good job @Fenrisus
 
Outfit colors done!
HqS3X41.png

LywVtaC.png

1aEwSYT.png

0B2Xj6g.png
For implement this, i am using a special, custom-maded shader, well it will improve player outfit coloring quality. Originally, Tibia just overlap colors on
outfit parts (via using their masks) and nothing else. With shader we can do it n much more better way. (as you may see here, there is gradient-like thing, and outfits looks a bit (just a bit) better detailed).
 
Outfit colors done!
HqS3X41.png

LywVtaC.png

1aEwSYT.png

0B2Xj6g.png
For implement this, i am using a special, custom-maded shader, well it will improve player outfit coloring quality. Originally, Tibia just overlap colors on
outfit parts (via using their masks) and nothing else. With shader we can do it n much more better way. (as you may see here, there is gradient-like thing, and outfits looks a bit (just a bit) better detailed).

Is it just me or they actually look worse?
 
Is it just me or they actually look worse?

I think the reason it 'looks worse' is because he hasn't added anti-aliasing.

The Tibia client automatically adds a anti-aliasing filter to everything, making it look better.

If he adds that in, it should have similar quality of the Tibia client.
 
I think the reason it 'looks worse' is because he hasn't added anti-aliasing.

The Tibia client automatically adds a anti-aliasing filter to everything, making it look better.

If he adds that in, it should have similar quality of the Tibia client.

Literally it's looks currently like that due to shader - o.Alpha = c1.a * 0.45f; param.
It's a bit detailed, but with some artifacts due to configuration of Blending.
OTClient for example, currently do that via CompositionMode_Multiply.
And also this:
Code:
if(getLayers() > 1) {
Color oldColor = g_painter->getColor();
Painter::CompositionMode oldComposition = g_painter->getCompositionMode();
g_painter->setCompositionMode(Painter::CompositionMode_Multiply);
g_painter->setColor(m_outfit.getHeadColor());
datType->draw(dest, scaleFactor, SpriteMaskYellow, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getBodyColor());
datType->draw(dest, scaleFactor, SpriteMaskRed, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getLegsColor());
datType->draw(dest, scaleFactor, SpriteMaskGreen, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(m_outfit.getFeetColor());
datType->draw(dest, scaleFactor, SpriteMaskBlue, xPattern, yPattern, zPattern, animationPhase);
g_painter->setColor(oldColor);
g_painter->setCompositionMode(oldComposition);
}

Generally, it's about colors implementing. Also, in final version outfits will looks better. (Currently there not enabled so much improvements, cuz more priority right now - functionality itself).
 
Great work! Since i've always want to use custom client for custom projects, i hope this one will be the one. Got just couple of questions.

Are you able to import Lua scripting interface into the client? If so, will you do it?
Are older machine able to use the client?

Cheers
 
Great work! Since i've always want to use custom client for custom projects, i hope this one will be the one. Got just couple of questions.

Are you able to import Lua scripting interface into the client? If so, will you do it?
Are older machine able to use the client?

Cheers
Hello there, yeah lua will be implemented same as C# modules. (Literally C# is much more powerful than LUA as script anyways and with easy and understandable syntax as lua. You may try it when it's done. just for example, ill show you example of spell code, from TFS, but coded on C# instead of LUA:
Sudden Death spell.
6JKysL3.png
Easy really? Just some changes on syntax. But scripts will be more obivious (for developers, i mean params and etc.) and more complex it can be with easy understandable code.


Are older machine able to use the client? - If this machine will be able to run Unity3D.
Nowadays, what do you mean "old machines"? 2010 year? It's already can do it without any problems. (2010 year, for example, laptop: Asus K53SV, has
DX10 support with 2Gb GeForce card on board, and 4-16Gb(max) 1333Mhz RAM DDR3 and two-cores pretty nice Intel CPU like iCore 2-3).

Keep compatibility within ancient machines? Well, if user try to run Assasins Creed 5 on Pentium 90, 32mb RAM, Alliance Semi-Conductor GPU 8mb RAM (videocard), SoundBlasterPRO/Vodoo3. Weell, this guy has a some kind of problems, he really need a specialist help. That is not a developers problem and stands outside our competention. Anyways, for example, Asus 53SV laptop(descibed above) costs (Amazon.com info) nowadays near 75-100$. I guess peoples should care about "new" hardware. I understand about money reasons, but hey! He for example, able to pay premmy on your server and can buy some goods for 50$ but he cant buy old AsusK53 laptop or something like that for 50-100$?
Finally, i believe, nowadays 89% users has a maximum 2010-old PC/Laptop, and no one still seriously use 2006 year old PC. 11-17 years old hardware? you are serious?! Go and buy something better! 2010-2013 years old hardware costs really cheap.(it's not about 1000-3000$)
 
Wow if that is the case, tbh this will be so awesome! Will keep both eyes on this
 
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