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[7.7] RealOTS 7.7 Cipsoft files (virgin)

I wonder the same. What's the 'cause for such lag? Maybe it's the modified binary?
The game server itself does not lag and the binary uploaded by Toor wasn't modified. Possible reasons for why you're lagging on it:
  • bad host
  • poor connection / long distance
  • nagle & delayed ack throttle
  • your keyboard settings (repeat delay)
etc. etc.
 
The game server itself does not lag and the binary uploaded by Toor wasn't modified. Possible reasons for why you're lagging on it:
  • bad host
  • poor connection / long distance
  • nagle & delayed ack throttle
  • your keyboard settings (repeat delay)
etc. etc.
hmmm, interesting. I'm going to try some settings then. The binary I'm running is modified, and it runs on x86_64. The original one only runs on i386, right? I have not yet being able to run the original. I have a CentOS 4 32bit VBox machine on VTd-x for that, and I'll keep on trying.

My current rig is RealOTs loginserver, RealOTs querymanager and the modified binary on a CentOS 7 x86_64 machine.
 
hmmm, interesting. I'm going to try some settings then. The binary I'm running is modified, and it runs on x86_64. The original one only runs on i386, right? I have not yet being able to run the original. I have a CentOS 4 32bit VBox machine on VTd-x for that, and I'll keep on trying.

My current rig is RealOTs loginserver, RealOTs querymanager and the modified binary on a CentOS 7 x86_64 machine.
It doesn't matter, it can run on 64-bit system as long as you have 32-bit libs. I don't know why you're using a modified binary, but I highly doubt someone has implemented lag into it, so this is probably irrelevant too. The cause must be one of those I mentioned, or something else.
 
It doesn't matter, it can run on 64-bit system as long as you have 32-bit libs. I don't know why you're using a modified binary, but I highly doubt someone has implemented lag into it, so this is probably irrelevant too. The cause must be one of those I mentioned, or something else.
Nice, I'll try that as soon as I have some more spare time. I'm using it modified because it was the one that worked. Also, lag might have implemented unwillingly as a consequence of other modification, IDK. Either way, thank you!
 
Here's a pre-7.6-ish game.c in case anyone wants it. I say ish because I've only changed the magic system. Buying spells still require levels, but they've all been lowered to require level 1.
All changes, including the bytes, their values, and what those values mean are listed in the included txt-file.

Example:
Code:
Sudden Death:
 0x4416D - 0x4416E: 70 03 -> DC 00 // mana: 880 -> 220
 0x44175:           2D    -> 01    // lvl: 45 -> 1
 0x44195:           05    -> 00    // sp: 5 -> 0
 

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Here's a pre-7.6-ish game.c in case anyone wants it. I say ish because I've only changed the magic system. Buying spells still require levels, but they've all been lowered to require level 1.
All changes, including the bytes, their values, and what those values mean are listed in the included txt-file.

Example:
Code:
Sudden Death:
 0x4416D - 0x4416E: 70 03 -> DC 00 // mana: 880 -> 220
 0x44175:           2D    -> 01    // lvl: 45 -> 1
 0x44195:           05    -> 00    // sp: 5 -> 0

Thank you
Wonder why people still not shares files, i've seen manys server with really good bin edits, workings acc...
 
I wonder the same. What's the 'cause for such lag? Maybe it's the modified binary?
might be the issue
Thank you
Wonder why people still not shares files, i've seen manys server with really good bin edits, workings acc...
just take orts it's the same. ppl don't share because this community is doomed. when i get back to this i released many things, ppl were never satisfied, example: you released the first 7.4 datapack, instead of saying thanks they used to say things like "this is mssing " " shit release ""viruses" blabla
and when i had the opportunity to work or do something with someone, they were here just to stole files.(even admins, that uses every excuses to ban your accounts, just because they can and they're mad.)
publish a server: blabla bla this that those...( that you don't have a domain,, a hosting, blabla) bro...
make a commit into repository is super hard, so why to waste or invest time in this?
also take free sprites released over the net and you'll be the worst scammer ever seen, but it' sOK stole cipsoft fileS and mechanics ROFL
and that's why the biggest programmers here are gone and there's why every o.s PROJECT DIES
also because admins allows to sells things to certain ppl but no to the others like ezzz and kondrah (even when they don't admit it. Everyone can see it )among others......so ppl end up giving up
there were supper programmers in here ( all end up super mad) and the community too agaisnt them , but those ppl released huge things, now everyone misses them.
thing that are super obvious, too. why tfs 0.4 has so many features that are not present in 1,x? because they can sell it.
admins says that these features are not present in the newer tfs because of this or that. but you got the reason in front of your eyes
it's super stupid to re-do every file if you want to change from 0.4 to 1x ( what they ended up doing? they did it compatibility, why they did it not in first place? ( to sell shit)
[7.4] Avesta 7.4 Global map with spawns.xml and houses (https://otland.net/threads/7-4-avesta-7-4-global-map-with-spawns-xml-and-houses.236338/) my first releae when there were no 7.4maps around there and look at the trash comments lol the same with every release
example:
Its literally saying, "Cannot find house file (world2-house.xml)" on that location.
Please my mate, don't waste electricity and ruin the planet to help these kinds of people!
what could you expect of this lol
 
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Buying spells still require levels, but they've all been lowered to require level 1.
This way you have no requirements for learning and casting spells at all. Better change CheckLevel function to actually check for magic level. There's an array of pointers to skills, so you only need to change one offset: mov eax, [ebx+4] to mov eax, [ebx+8]. Then you can set each spell's level to the right magic level, that which was required in 7.4 (25 for SD for instance), rather than setting to 1 like you did. And in the npc files you can use MagLevel condition instead of Level.

Manafluids you can change in DrinkPotion function, where ComputeDamage is called (originally with 100, 50; change to 50, 25), plus set the price to 100gp for all npcs. Regen can be changed in TSkillFed::Event as far as I remember, there's SecsPerMana variable for each profession, plus you need to make it add 1 mana point instead of 2. Then you will have the 7.4 magic system. There are also some slight differences in spells (duration, rune charges, mlvl to use runes etc.). Rings regen has to be changed in the binary too.
 
This way you have no requirements for learning and casting spells at all.
You'd still need to be high enough level to meet the mana requirement to use them, and runes still require mlvls, but you're right. The problem is that the wiki is complete ass when it comes to spells. I guess I could use Tibiantis as a source for the mlvls to cast, mlvls to use, and charges. I have no clue about durations though.
I have already changed the mp regen to what the wiki said, e.g. 1 mp per 6 seconds for sorcerers, and 4 seconds for MS.
And I totally forgot about manafluids and rings. I have no idea where to change the ring regen from 4 -> 1 mp, but one can at least get the total amount of mana per ring by increasing their SkillModification in objects.srv.
I guess I'll do the changes I know how do tomorrow.
 
You'd still need to be high enough level to meet the mana requirement to use them, and runes still require mlvls
Yes, but you could learn all the spells as soon as you leave Rookgaard, and cast them as soon as you have enough mana, which isn't right. For example, any 20 level paladin could already cast invisibility, where normally 15 magic level was required (and later - 35 level). Not to mention 8 level knights with exori etc. :p

The problem is that the wiki is complete ass when it comes to spells. I guess I could use Tibiantis as a source for the mlvls to cast, mlvls to use, and charges. I have no clue about durations though.
Tibia wiki isn't a reliable source for anything regarding older versions. Better use web archive: Tibia Library (https://web.archive.org/web/20050305030914/http://www.tibia.com/library/?subtopic=magic)
You can use Tibiantis for reference too, but you need to keep in mind that a few spells have been slightly customized (for the complete list of changes, check our discord).

I have no idea where to change the ring regen from 4 -> 1 mp, but one can at least get the total amount of mana per ring by increasing their SkillModification in objects.srv.
I guess I'll do the changes I know how do tomorrow.
By increasing SkillModification in the .srv you may end up with the correct total mana per ring, but in the same time you will nerf its health regen 4 times (plus you'd be getting 4 mana points every 4 seconds, rather than 1mp/1s).
So, you need to change the rings in the binary afterall. It's in ProcessCreatures, where TSkill::Change is called. I can't give you the exact address, cause they change after patchelf, but search for C744240404000000 in asm, and change to C744240401000000.
 
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Yes, but you could learn all the spells as soon as you leave Rookgaard
My experience has been that people have basically done that anyway. Knights and paladins would go off to train and come back with high enough magic level for their spells. Still, your suggestion to use magic levels instead of just changing it to level 1 is much better, of course, so I went ahead and fixed that.
And yeah, the SkillModification change would have just been a band-aid fix.
Anyway, thanks a lot for pointing out things to change. I didn't really intend for this to be much more than a little patch to change what I find to be the most annoying parts about the 7.6 magic system, but you really helped make it more than that. I really appreciate it.

A summary of all the changes:

Manafluids
Average mana from manafluids lowered from 100 to 50​

Spells & runes
Now requires magic levels to learn.​
mlvls, mana, charges, and mlvl to use taken from internet archive​

Skills
Magic level constants lowered from 1600 to 400​
Fist, sword, axe, club, distance, and shielding constants lowered from 2x-3x to 1x​

Regen
Life Ring's and Rings of Healing's mana regen lowered from 4 to 1.​
Mana regen from eating food lowered from 2 to 1​
Mana regen interval has been doubled for all vocations​

Manafluids
Price increased from 55gp to 100gp​

Spells
NPCs changed to check for magic levels instead of levels when teaching spells​
NPCs tells you which spells you can learn based on magic levels instead of levels​

All changes, with their addresses, values, and what those values mean are included in the archive.
 

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Actually this is how it works - "Actor (13) -> Healing (120, 30) : 7" - Actor(13) = spell effect, but 13+1 = real effect from tfs, 120 isn't max and 30 isn't min, but - 120 + 30 = 150 max, 120 - 30 = 90 min., the chance is calculated like this - monster has 100% / 7 ~= 14% chances to cast this spell per 2s.
PS. I believe the last number in destination is radius of the great fireball spell of demon.

Origin (0, 13) -> Summon (49, 1) : 12, <-- summon
13 + 1 = effect of the summoning, 49 = fire elemental(it's raceNumber, check fireelemental file), 1 = maxCount of summons, 100% / 12 ~= 8% chances to summon.
Hope it clears things for you a little.
@Xikini What do you think about it, bro?:)
 
@LarvaExotech
Crazy. I remember back in the day you were one of those guys that was REALLY into the mechanics of the game like myself. I remember that you, infact, made the fix in melee attacks for official ot server distro, you were the first one to implement it. Heck! Together, we opened a rather popular war ots, so you could test your distro!

I remember first logging in Realots and knowing right off the bat that this is the real cipsoft distro, noone believed me, even though this was recognizable by pure 'walking' differences between ots and tibia.

Good times. Dennis, Remere, SimOne and all oldshool creators, best wishes

I vaguely remember you actually @Nexoz- I worked with MMB and you in TheLostLands at some point :)
 
anyone got the login server working on ubuntu 22.04 and 1.74.0 boost libs?
 

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When I try to enter game it accountnumber or password is not correct? Why do I even come to character list then? And in game.log. Falsches pawort fr spieler Czarek; Login von 192.168.146.1

And this in querymanager?

Received playerLogin packet (0x14)
accountNumber: 148251
charName : Czarek
charPass : newserver123
charIP : 192.168.146.1
:: Authenticating against database
:: LOGIN FAILURE 6 for 0
Wrote 4 bytes to socket.



I also need some hint here. What could be?
Thank you guys.
 
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