Royal Inferno
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- Apr 5, 2012
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Serious question as a non-programmer: why did it take 20 years for this be released?
Because people werent able to do it without AI due to high inaccuracy and missing features.Serious question as a non-programmer: why did it take 20 years for this be released?
Well that’s not 100% accurate. Reverse-engineering a binary is a skill not a lot of people have. And decompilers have gotten so much better. I have no idea if fusion used AI, but it can definitely be done without it.Because people werent able to do it without AI due to high inaccuracy and missing features.
All who did, did to some extent use ai. Ezzz and Fusion used AI to reverse engineer it while Neptuno spent 5 years and then AI was released and he completed basically the game beat.Well that’s not 100% accurate. Reverse-engineering a binary is a skill not a lot of people have. And decompilers have gotten so much better. I have no idea if fusion used AI, but it can definitely be done without it.
I might be able to patch some map editor to load/save these types of files but it would have to be later this year. It's also not as straightforward because map data is persistent, and any changes to the original map (ORIGMAP) are not automatically transfered. It would need to collect deltas and export additional patch files that are loaded at startup, and that loader remains untested.
editor directory with the files previously on the editor's data. There is a sample editor on the repo that was converted from the former data/760 and can be used for that matter.save directory as patches. The editor won't touch ORIGMAP yet, and will instead load changes from those patches. I want to have some action/button to "commit" the changes to ORIGMAP and generate a final patch zip but it's not there yet.save. The whole workflow is different from regular OTBM maps and I'm still iterating on how everything works so I'm open to suggestions.tibia-rme.on Windows you can very easily run this under WSL2anyone can share the windows version of it?
Simple answer is no. Running the server is as easy as following the tutorial on github, you can decide for yourself if your capable of that. (Requires linux, or a linux subsystem ex. WSL2, compiling, etc). Note that all the services (webserver, loginserver, etc) need to also be compiled and ran alongside the gameserver.I dont understand much of the technical stuff but i would love to run a 7.72 server. Is this package suitable for a noob like me to download and test? Is it basically a ready to run server? I see an ip changer, isit possible to make a custom client of it?
1. In leaked files, there is authorized_keys file in .ssh directory. Perhaps, while unpacking the files, you have overwritten your keys with those inside tarball.Okay, so, heres two questions.
I got VPS set up and running with all services - querymanager, web, login, game.
I can login and play, all works and its been more than easy to set it up.
1. Strange thing, before I secured .ssh there appeared some Cipsoft keys in authorized_keys and mine were removed? Does anyone noticed the same? Have anyone else noticed other "cipsoft influence" on the VPS after running the server?
2. How do I make a proper server save/restart? I didnt have time recently to check it throughly but my server either had a server save after 24hours and shut down or it crashed. What's matter is that it went down. The service tried to run it again but it won't start again since there's game.pid. I'd have to remove it manually so that the game works again. Do you think adding an automatic removal of game.pid when the server starts would be fine? Or it may create issues?
z-999-initial-data.sql file, both for sqlite and postgres databases. Table Worlds, variable RebootTime. The server should delete game.pid file by itself when working properly. It is hard to guess blindly how it failed. Take a look at journalctl to gather more information.Hi @fusion32,A couple months ago, I set out to decompile the leaked 7.7 server binary. One of the reasons being to have an insight into the original design of Tibia, but with the plus of tripping all the folks gate-keeping it. Now, this is not a replacement for regular OpenTibia servers. The leak itself contains only the game server which operates with different file formats, rules, mechanics, bugs, etc. I expect it to also contain at least a few typos and translation bugs from the decompilation so it's not ready at all for a production environment.
It was designed with a distributed infrastructure in mind meaning it supports/expects running on a different machine than the login server and database. The game server alone won't do much so I also had to write a few supporting services to get everything running. The central piece of the puzzle is the query manager which needs to run alongside the game server, but in this case was designed to be the database itself for simple single world setups.
For obvious reasons, everything will only compile on Linux. A Windows port is technically possible but would require design changes, which I'm not really interested at the moment, nor would have a lot of value, considering that most dedicated servers run Linux. I won't dwell further on how things work. The source code should be very readable and all repositories will contain a minimalREADMEfile to compile and setup each server as a service. The only dependency is OpenSSL's libcrypto which should be straightforward to get installed on most Linux distros.
I set everything up at https://kaplar.net to do some testing and to check if would actually run on a real Linux distro instead of WSL. It will remain online for roughly a month if anyone is interested in testing it, but will require a custom RSA key (hence the ipchanger). I don't expect anything in return except for bug reports. I also don't know if Cipsoft would have a problem with it, although there is always a chance so keep that in mind.
Anyway, there you have it. Have fun.
REPOSITORIES:
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GitHub - fusion32/tibia-game
Contribute to fusion32/tibia-game development by creating an account on GitHub.github.com
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GitHub - fusion32/tibia-ipchanger
Contribute to fusion32/tibia-ipchanger development by creating an account on GitHub.github.com
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GitHub - fusion32/tibia-login
Contribute to fusion32/tibia-login development by creating an account on GitHub.github.com
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GitHub - fusion32/tibia-querymanager
Contribute to fusion32/tibia-querymanager development by creating an account on GitHub.github.com
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GitHub - fusion32/tibia-web
Contribute to fusion32/tibia-web development by creating an account on GitHub.github.com
It was harder yes in 7.4 because to counter rune makers Cipsoft made soul points in 7.7~, and due to wands being implemented, they doubled mana regen basically so it would support it.This is amazing!
Since @kay started talking about reverse engineering (or decompilation for those who got offended in other thread), I have started something like this for four or five times to figure out how CIP used to implement things... But I never got too far!
Seeing this released feels like a mission accomplished for me. Thanks for that!
@0lo
I was checking your 7.4 changes. What are these changes in ChangeSkill? Like, was it harder to level up skills in 7.4 compared to 7.7?
It’s really funny to realize this nowadays. I used to play back then but never really felt it in the gameplay.
I only remember the mana requirements
@Olddies oh please, no!! this is the chance to we get rid of otbm![]()
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