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[Custom] Fibula - 3D PvP War Server

Leomhann

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Hello!

Back in the day I used to develop and love 1/1 war servers. Last Winter I got bored and nostalgic, and decided to make a 3D version of those.
Had some fun playing it with friends, but never really had the willpower to find and form a community around it. I decided to release it so those who do can profit from it.


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Some footage of what the gameplay is like

It's being released as-is. The complete version including the assets is available in this GitHub repo: GitHub - YuLeven/fibula: A Tibia-inspired 3D arena game (https://github.com/YuLeven/fibula)

It includes a server, client and website for account management and such. The attached version contains no assets since that would go over Otland's 50 MB limit, but those can be gotten from the repo.
 

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Some tips for would be builders:

You have to build Unreal Engine 5.5 from source to compile this game. It uses a dedicated server and unreal engine can only build that type of target when built from source. The version gotten from the Epic launcher will not work.

Get the source code for the engine here https://github.com/EpicGames/UnrealEngine/tree/5.5.0-release and follow this tutorial to compile it https://dev.epicgames.com/documenta...al-engine-from-source?application_version=5.5

The game also needs the site to be running as it doubles down as a login server. Install Erlang and Elixir in your development machine and follow this tutorial to get the site up: Up and Running — Phoenix v1.8.3 (https://hexdocs.pm/phoenix/up_and_running.html)

After that you should be able to compile the game using the compiled-from-source engine. There are two build targets. Server builds the dedicated server, and client builds the Windows/Mac/Linux clients. You can tweak the values over at fibula/Source/Fibula/Config/ServerConfig.h at main · YuLeven/fibula (https://github.com/YuLeven/fibula/blob/main/Source/Fibula/Config/ServerConfig.h) to determine the IP the client should use to talk to the game and login server.


Unreal engine needs a lot of memory to compile. If you don't have that, make sure at least you have a large enough swap file enabled.


I built and ran the server on Windows, Linux and macOS, so platform shouldn't matter there, but I only ran the site/login server on Linux, and Erlang on Windows can be finicky. I recommend using WSL or a virtual machine if you intend to run it on a Windows machine.

Lastly, don’t forget to clone all the assets with git lfs fetch --all. The attachments in this post do not contain the 3D assets of the game.
 
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