• 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!

OTClient 1.0 (Release)

Is this a known issue/something very obvious I'm doing wrong? The sand to water tiles are totally out of sync between them.

Using latest TFS (12.87 - Jun 18) with latest OTC (Jun 24)

 
Is this a known issue/something very obvious I'm doing wrong? The sand to water tiles are totally out of sync between them.

Using latest TFS (12.87 - Jun 18) with latest OTC (Jun 24)


I wrote about this problem few years ago: Weird animated borders problem. (https://otland.net/threads/weird-animated-borders-problem.270480/)
It's an problem with animations mode, etc.
You need to check ObjectBuilder and set correct variables in animated items like in this thread or if you are lazy you can just remove whole code about this logic as Iryont replied to me in thread.
 

Would be great to have that map piece to look around and test stuff

It doesn't seem to be the map itself - its happening to pretty much any map I test.

I've tryed to see if other moving sprites have this issue (like waterfalls or magic walls) but they seem to be all fine.

The only borders I noticed that have this issue are all sand+water. Even the alternate sand/water border with ID ~7950 or the ones that mix sand+grass/water have this issue.

I'm leaving the map there just incase but from my experience I've been able to reproduce it in any map on 12.8x

1656447214727.png1656447246569.png

1656447327751.png1656447818648.png
 

Attachments

Is this a known issue/something very obvious I'm doing wrong? The sand to water tiles are totally out of sync between them.

Using latest TFS (12.87 - Jun 18) with latest OTC (Jun 24)

apparently this problem occurs with dat/spr 12.xx and not with assert, so this problem must be with the assert to dat/spr converter, but I'm not sure, since I don't use both.
 
apparently this problem occurs with dat/spr 12.xx and not with assert, so this problem must be with the assert to dat/spr converter, but I'm not sure, since I don't use both.

The thing is that I am using assets from CIP client (tested both 12.86 and .87) There is no object builder/dat/spr involved here.

This is something quite notable so if no one is reporting it... it must be something on my end although I'm running everything on vanilla except for a couple of minor scripts in TFS data folder and custom spell lists/icons on OTC.
 
Release: 2.0RC
Rev: 3648


  • DrawPool 2
    [*]Add feature Otc::GameMapDontCorrectCorpse and Otc::GameMapOldEffectRendering
    [*]Add last supported version variable + 1287 support
    [*]Add missing byte in parseOpenOutfitWindow (12.81)
    [*]Added auto reload option in module manager
    [*]Added drop items and exchange items in action bar.
    [*]Added example of how to send a uniform value to shader
    [*]Added small_dynamic_storage
    [*]Added Sound Pitch as a parameter to SoundChannel:play()
    [*]Boost lib removed, is now using native c++17/20 methods
    [*]Fix parsing skills for protocol 12
    [*]Improvements UIWidgets
    [*]Item Shader Support
    [*]Keys state/event now use array instead of map
    [*]Log lua exception to terminal
    [*]Properly support protocols between 740 and 770
    [*]Removed RENDER_WALKING_CREATURES_BEHIND
    [*]Replace drawViewportEdge with limitVisibleDimension
    [*]Static lib support
    [*]Using std::views::reverse instead of rbegin/rend
    [*]Using Parallel-hashmap instead of std::unordered_map
    [*]Using pragma once instead of macro
    [*]Using std::numbers::pi instead of Fw::pi
    [*]Using string_view instead of string in function arguments
    [*]Vertexarray now uses vector, instead of databuffer
    Vector practically has the same performance level as array-style + std::copy(memcpy)
    [*]Various improvements and fixes.

url: Release 2.0RC · mehah/otclient (https://github.com/mehah/otclient/releases/tag/2.0RC)

If you want to support the project: Sponsor @mehah on GitHub Sponsors (https://github.com/sponsors/mehah)

Note: With the arrival of drawpool 2, we had a huge performance boost. (single-thread and [no-atlas])

[60x32 ~60FPS]

[UIWidget]
Improvements in the UI algorithm, with that we had a better performance in add, remove and reposition widgets, it is possible to see these improvements through the battle module.


[Benchmark 2.0RC VS 2.0b]
(perf up)
CPU: 60~90%
GPU: 18%

1658882292005.png
 
Last edited:
Release: 2.0RC
Rev: 3648


  • DrawPool 2
    [*]Add feature Otc::GameMapDontCorrectCorpse and Otc::GameMapOldEffectRendering
    [*]Add last supported version variable + 1287 support
    [*]Add missing byte in parseOpenOutfitWindow (12.81)
    [*]Added auto reload option in module manager
    [*]Added drop items and exchange items in action bar.
    [*]Added example of how to send a uniform value to shader
    [*]Added small_dynamic_storage
    [*]Added Sound Pitch as a parameter to SoundChannel:play()
    [*]Boost lib removed, is now using native c++17/20 methods
    [*]Fix parsing skills for protocol 12
    [*]Improvements UIWidgets
    [*]Item Shader Support
    [*]Keys state/event now use array instead of map
    [*]Log lua exception to terminal
    [*]Properly support protocols between 740 and 770
    [*]Removed RENDER_WALKING_CREATURES_BEHIND
    [*]Replace drawViewportEdge with limitVisibleDimension
    [*]Static lib support
    [*]Using std::views::reverse instead of rbegin/rend
    [*]Using Parallel-hashmap instead of std::unordered_map
    [*]Using pragma once instead of macro
    [*]Using std::numbers::pi instead of Fw::pi
    [*]Using string_view instead of string in function arguments
    [*]Vertexarray now uses vector, instead of databuffer
    Vector practically has the same performance level as array-style + std::copy(memcpy)
    [*]Various improvements and fixes.

url: Release 2.0RC · mehah/otclient (https://github.com/mehah/otclient/releases/tag/2.0RC)

If you want to support the project: Sponsor @mehah on GitHub Sponsors (https://github.com/sponsors/mehah)

Note: With the arrival of drawpool 2, we had a huge performance boost. (single-thread and [no-atlas])

[60x32 ~60FPS]

[UIWidget]
Improvements in the UI algorithm, with that we had a better performance in add, remove and reposition widgets, it is possible to see these improvements through the battle module.


[Benchmark 2.0RC VS 2.0b]
(perf up)
CPU: 60~90%
GPU: 18%

View attachment 69547
Cant open the latest zip file or is that just me?
 
Release: 2.0 - FINAL
Rev: 3648

URL: Release 2.0 · mehah/otclient (https://github.com/mehah/otclient/releases/tag/2.0)

Well, this will be practically my last release, I'll be leaving the project indefinitely and I hope the community continues with the work, at least giving full support to Tibia and I also added new contributors and if anyone wants to have access too, just talk to me on Discord OTC - Redemption.

Note: The project is no longer a fork of otclient/edubart, as some people were choosing the wrong branch when creating the PR, besides, they said they would only accept quality PR's, as if the maintained code in the main repository was wonderful.

and sorry for my english. 😆

here's a last video of the client running at a 72x37 scale without using Atlas, if anyone wants to implement it, feel free.

CPU: I7 - 4770
 
Release: 2.0 - FINAL
Rev: 3648

URL: Release 2.0 · mehah/otclient (https://github.com/mehah/otclient/releases/tag/2.0)

Well, this will be practically my last release, I'll be leaving the project indefinitely and I hope the community continues with the work, at least giving full support to Tibia and I also added new contributors and if anyone wants to have access too, just talk to me on Discord OTC - Redemption.

Note: The project is no longer a fork of otclient/edubart, as some people were choosing the wrong branch when creating the PR, besides, they said they would only accept quality PR's, as if the maintained code in the main repository was wonderful.

and sorry for my english. 😆

here's a last video of the client running at a 72x37 scale without using Atlas, if anyone wants to implement it, feel free.

CPU: I7 - 4770
Big kudos for you.
 
Release: 2.0 - FINAL
Rev: 3648

URL: Release 2.0 · mehah/otclient (https://github.com/mehah/otclient/releases/tag/2.0)

Well, this will be practically my last release, I'll be leaving the project indefinitely and I hope the community continues with the work, at least giving full support to Tibia and I also added new contributors and if anyone wants to have access too, just talk to me on Discord OTC - Redemption.

Note: The project is no longer a fork of otclient/edubart, as some people were choosing the wrong branch when creating the PR, besides, they said they would only accept quality PR's, as if the maintained code in the main repository was wonderful.

and sorry for my english. 😆

here's a last video of the client running at a 72x37 scale without using Atlas, if anyone wants to implement it, feel free.

CPU: I7 - 4770
send your discord if possible i'm br i need a job of yours $$
 
After talking with Mehah, and fixing and testing some bugs, today I can say that, for sure, this is the best version of OTClient ever.
Renato (Mehah) is a guy with great knowledge, always willing to help very quickly and extremely effectively.

All respect and admiration for you!
 
Back
Top