• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

OTU - OpenTibiaUnity - A new TibiaClient based on Unity3D engine

nice work!
btw the discord invite link is expired.
i would love to be a part of the development as a C# developer if possible :)
 
The official initial release of the client is on 12th august..

The client will support these client versions initially (all protocols/styles are supported within the modules done)
7.x
8.x (8.7 is not tested)
9.x
10.x (missing Store and Market)
11.x (missing Prey, Imbuing, Spell List, Cyclopedia, Compendium)
12.x up to 12.15 (missing SupplyStash & Tournament)

The missing features do only miss the layout and logic behind tho, I do have their packet structure and I will share them once the project is ready.
Tho, it's not about donations that made it possible. I should thank every single person who donated individually. Thanks for your support :)

Sincerely,
Slavi


This is very interesting! I would love to test this out and have a go at it.

Have watch on on the thread and would love to see your release.

Keep it up man.
 
It's the 18th. Did I miss the release somehow?!
 
No.. It has been delayed due to lack of time in my part~ I already released the commit in 10th august tho it doesn't make the client ready.
 
No.. It has been delayed due to lack of time in my part~ I already released the commit in 10th august tho it doesn't make the client ready.

Why not open-source it so the community could contribute? I am a C# developer myself and I'd love to see how your client is built. Perhaps it could help me learn a thing or two so I can contribute latertime.
 
It's been open-source for a long while but I'm unable to modify the main post with the repo's link!

Other projects related to this topic!
 
In the next upcoming updates (considered road-map but not restricted to any specific date):

1. Items editor based on the protobuf handled by the client.
The main reason to have this is that it sucks hard to update items.otb every time you'd want to update attributes of items that were possibly changed.​
This will however bring some difficulties to some people as it will only link server ids to client ids. So to resolve this, there will be an auto converter between items.otb & the binary produced by protobuf..
I will possibly publish a patch to allow TFS to use protobuf directly without the need of items.otb anymore..​
What could come to your mind when first reading this, that there is difference between every client version (in terms of the attributes & their IDs).​
Well, yeah but the protobuf used by this project is actually targeting uniform attribute ids produced in the process of converting tibia.dat to appearances.dat.​
What's the benefit of this? generally, it aims to use protobuf, hence easily modified in the future, besides it will be maintained using unity's UI and will be maintained as long as this project is done.​
2. Map editor based on the protobuf handled by the client.
I like how RME is working, tho there are no active developers on the main project and it's becoming harder to work with, with the implementation of tibia 11's appearances.​
It will be based on the new item editor and it will generate a map file recognized by protobuf as well. Initially this will also support converting from and to .OTBM (to easily interact with other map editors and to support TFS).​
For the release date, I've already become busy to work with everything, but I expect to publish a working (exe) with the specified versions.

Other awesome news:
For those would like to contribute, the project has reached the minimum steak it aimed to. So there will be no more mega-updates :)
If you'd like to contribute to the missing features, here is a list of what's missing.
  • Refactoring onscreen text/messages.
  • Trade module
  • VIP module (aka Miniwindow)
  • Battle module (some of it is already done)
  • Questlog module
  • Complete options window (including every aspect of the client including custom ones)
  • Market module
  • In-game store module
  • Spell-list module
  • Unjustified-Frags Window
  • Spell Cooldowns module
  • Healtb-Circle HUD
  • Actionbars
  • Prey module
  • Imbuing module
  • Analytics module (xp/h, loot/h,...etc AND including analytics about the client itself such as rendering info, debug info,...)

Sincerely,
Slavi
 
Very cool. And since it's open source it makes me really want to contribute.

I love Unity, and this opens up so many possibilities!

I'll snoop around over the next couple weeks and try and tackle some of the TLC stuff :)
 
In the next upcoming updates (considered road-map but not restricted to any specific date):

1. Items editor based on the protobuf handled by the client.
The main reason to have this is that it sucks hard to update items.otb every time you'd want to update attributes of items that were possibly changed.​
This will however bring some difficulties to some people as it will only link server ids to client ids. So to resolve this, there will be an auto converter between items.otb & the binary produced by protobuf..
I will possibly publish a patch to allow TFS to use protobuf directly without the need of items.otb anymore..​
What could come to your mind when first reading this, that there is difference between every client version (in terms of the attributes & their IDs).​
Well, yeah but the protobuf used by this project is actually targeting uniform attribute ids produced in the process of converting tibia.dat to appearances.dat.​
What's the benefit of this? generally, it aims to use protobuf, hence easily modified in the future, besides it will be maintained using unity's UI and will be maintained as long as this project is done.​
2. Map editor based on the protobuf handled by the client.
I like how RME is working, tho there are no active developers on the main project and it's becoming harder to work with, with the implementation of tibia 11's appearances.​
It will be based on the new item editor and it will generate a map file recognized by protobuf as well. Initially this will also support converting from and to .OTBM (to easily interact with other map editors and to support TFS).​
For the release date, I've already become busy to work with everything, but I expect to publish a working (exe) with the specified versions.

Other awesome news:
For those would like to contribute, the project has reached the minimum steak it aimed to. So there will be no more mega-updates :)
If you'd like to contribute to the missing features, here is a list of what's missing.
  • Refactoring onscreen text/messages.
  • Trade module
  • VIP module (aka Miniwindow)
  • Battle module (some of it is already done)
  • Questlog module
  • Complete options window (including every aspect of the client including custom ones)
  • Market module
  • In-game store module
  • Spell-list module
  • Unjustified-Frags Window
  • Spell Cooldowns module
  • Healtb-Circle HUD
  • Actionbars
  • Prey module
  • Imbuing module
  • Analytics module (xp/h, loot/h,...etc AND including analytics about the client itself such as rendering info, debug info,...)

Sincerely,
Slavi

Can we have a building and running guide? I'm new to unity but i can C# and i would like to contribute :) , some of this features i can actualy do.
also thanks for this awesome project
 
Heya there :)

I'd like to announce the very first beta release of the client.
You can obtain it here slavidodo/OpenTibia-Unity (https://github.com/slavidodo/OpenTibia-Unity/releases/tag/1.21-beta)

If you want to compile it yourself, please check the wiki Introduction (https://slavi.gitbook.io/opentibiaunity)

You can also find pre-built spritesheets here OpenTibiaUnity - Spritesheets - Google Drive (https://drive.google.com/open?id=1ViBcijSJEFTSLdbQiJTP1rp4-cUVpi-z)

Sincerely,
Slavi
That’s awesome, keep it up
 
Heya there :)

I'd like to announce the very first beta release of the client.
You can obtain it here slavidodo/OpenTibia-Unity (https://github.com/slavidodo/OpenTibia-Unity/releases/tag/1.21-beta)

If you want to compile it yourself, please check the wiki Introduction (https://slavi.gitbook.io/opentibiaunity)

You can also find pre-built spritesheets here OpenTibiaUnity - Spritesheets - Google Drive (https://drive.google.com/open?id=1ViBcijSJEFTSLdbQiJTP1rp4-cUVpi-z)

Sincerely,
Slavi


Congratulations for the beautiful work, I'm trying to convert my dat / spr custom 10.98 to sprite using your tool, compiled without errors, used the example you mentioned and get the error below:

1567550598791.png

can you help me?
 
I really hope that with this we can officially have client 12 support on tfs 😍 downloading it right now to try it <3 thanks for the project
 
Back
Top