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Tibiabase Daily Development Thread

Evil Mark

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A thread created to share the progress of the development being made going forward to have fun discussions while working. First post is going to contain the work that's been done the last 5 days in reversing the the 7.7 origmap to have a 7.5 origmap.

It was a tedious task with alot of details that could easily been missed. It broke a bunch of moveuse features aswell as having some quests removed while some quest changed rewards. Some books also broke because of the encoding or w/e that was changed somewhere between 7.5 and 7.7

Everything needed to be taken into account, from borders, to boat details, to comparisons from cams, other servers, youtube videos and internet in general. About 5 days later. The work was completed and the 7.5 map was further downgraded to the 7.4 map by using a final cam, to restore PoH by removing dark cathedral and changing the terrain in the related area.
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In addition to this. I cleaned monster.db from all creatures above version 7.4 and seeing as I have a bestiary system I also removed those monsters from bestiary. The idea now is to add custom spawns to leave the original map unharmed so it may keep its authenticity.

Instead of deleting port hope, im going to seal it off with a "smart" built in passage to the hydra spawn at the north. But the remaining area will be sealed off which will allow for teamhunts.
So the 7.5 map provided us with a pretty accurate 7.4 map to begin with. The differences missing were miniscule as the initial research mostly showed that the updates made since then were bug fixes and graphical additions up to 7.7 but in addition to that there were silent updates.Basically everything in the photo below provided by Kay is there from his discussion thread but even more details that Im sure he couldnt be bothered to mention as its quite alot.
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Except for this
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You could tell terrain had been changed, grass mixed with sand and what not, the carlin bank had an updated layout, boat masts were introduced between these versions, which in 7.4 was using fences instead so that also had to be taken into account in addition to very small detail changes all around buildings and all over the map such as the house south east of thais east gate and so on, trails leading to buildings out in nowhere and so on.

Looking further we get a glimpse of the past and initial drafts of quests and what Cipsoft had in mind moving forward. I've spent alot of time reversing what didnt exist in 7.5 from the 7.7 map but keeping in mind that there were things that actually did exist, but players were just not allowed access to due to it being under development lead me to check out PoI which made me want to introduce it myself in my own version

Here's the entrance to goshnars grave, looks kinda identical
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Nightmare Knights cave
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Entrance to dlair has a white tile bridge, instead of a wooden bridge and this is where it gets interesting..
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Their initial draft of PoI looks similar, but very different. As if it was meant for this version, as a first draft
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So yeah no thrones and stuff, but the initial idea was to build where they left of as the evidence shows they were in the works to introduce the quest just maybe didnt complete the last draft untill 7.9. The idea if I finish the quest is to swap out the rewards and remove soft boots for instance and adding stronger monsters.

The seals portal, looks pretty cool in this version and way different. But this is as I said probably their first draft and a raw version of it which according to me. Looks alot cooler! What makes it even more cool is that this is nothing the camtracked maps have today as these areas were completely closed off.
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So looking at all of this, and the creatures they had placed on the spawn. Made me think the initial version of this was intended with weaker monsters. Maybe they just hadnt gotten around to placing the accurate monsters on the map. But the currently placed monsters may very well be placeholders for the future spawns to come which could easily be replaced with the same count as a stronger counterpart. But this could very well be a version that could be worked on to exist in 7.4 with the existing monster package or introducing additional creatures specifically for this quest with the current raw map because let's be honest, it looks dope.
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Here's a short video of the little restoration I had time for today as I just completed the map itself and this is what's been done so far. The work is being performed on a private edition of cipsofts leaked files in contrary to the public one released by fusion32

So we basically have an old school version of PoI that can be built in any direction desired. I already knew PoI was there from the 7.7 leaked files, alot of people probably did. But this version just feels more exciting as you know that quest was right around the corner and had probably been worked on for a few updates to get it to this stage at 7.5 - 7.7, before coming into fruition some versions later

So which rewards do you think would be suitable for a 7.4 version of PoI? Lets discuss
 
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In todays post we're gathering data from Tibias own 7.4 client assembly and patching our own client with accurate code.
Did you know that you can't attack monsters in the dark?

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Another interesting fact is that Tibias client renders light from tiles instead of using the player as the light source. Among this we also have translucent light and daylight changing in slow transition which adapts the natural light of the server. We adjusted this modification to our client aswell. I managed to implement the behaviour from the OG client.

BeforeAfterAfter
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Things that we have patched from the 7.4 client today, with our own client
  • Translucent light
  • Mapclick and Minimap click, accurate pathfinding measures, recalculations of path and so on.
  • Exact client walking behaviour
  • You cant attack what you cant see in the dark
  • Exact player natural light
  • Exact light level changes with intervalls for daylight

The original client to me has slow animations for blood hits and experience. But to me that's just bad graphics so I decided to skip "replicating" it as I feel OTC is smoother in that regard.

Let me know if you know about other cool features in the client that I might have missed
 
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Translucent light is already supported in Otcv8. I'm not sure what protocol are you using, but if you're using 7.x, Otcv8 just fucked up the flags it used to check for translucent flag. I fixed it some time ago when removing otb and formatting .dat into a readable human json.
Otcv8 is incorrectly looking for LensHelp flag if I recall correctly, hence the translucent light is never triggered. It should look for changeLevel or whatever flag the stairs, draw wells and grates have in the .dat (you can look for it in ObjectBuilder, since I changed its flag name long ago can't remember the name).
The point is it's not necessary to implement translucent light from scratch in Otcv8, you can just change the flag it's looking for. The only thing you need to rework is the diamond shape the translucent light have in the og client and also the light level, Otcv8 draws it differently.
If you're using some other client then you can just ignore my post lol I just leave it here as a helper for anyone who is looking for it.
 
Translucent light is already supported in Otcv8. I'm not sure what protocol are you using, but if you're using 7.x, Otcv8 just fucked up the flags it used to check for translucent flag. I fixed it some time ago when removing otb and formatting .dat into a readable human json.
Otcv8 is incorrectly looking for LensHelp flag if I recall correctly, hence the translucent light is never triggered. It should look for changeLevel or whatever flag the stairs, draw wells and grates have in the .dat (you can look for it in ObjectBuilder, since I changed its flag name long ago can't remember the name).
The point is it's not necessary to implement translucent light from scratch in Otcv8, you can just change the flag it's looking for. The only thing you need to rework is the diamond shape the translucent light have in the og client and also the light level, Otcv8 draws it differently.
If you're using some other client then you can just ignore my post lol I just leave it here as a helper for anyone who is looking for it.
Yes I noticed this too but I didnt dive into the why of the OTC client. I just went straight for the logic inside Tibias own client. My light level now is accurate it just looks different depending on which monitor I take the screenshot on though
 
Todays work is not going to be an interesting read as Im tired. We continue to update the client by continuing to extract information from the 7.4 binary
  • Replaced Blinking Skull system
  • Found additional walk stuttering issues in map click, caused by OTC obsolete functionalities that were still triggering
  • We've updated the battle list fonts, spacing, sizes of text and icons, how the client reacts to hoovering of creatures and some other stuff
In addition to this our translucent light fixed yesterday is a square shape
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which is a bit different from Tibias own shape that looks like this. We still haven't applied a fix but for now we're happy and this could be fixed somewhere in the near future.

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Delay was added to the death window to match Tibia clients own delay before returning to the login screen with character list

Mapclicking was further improved to match 7.4 client by finding the missing pieces leading to a smooth mapclicking experience without rubberbanding.

Further improved walking by having pressed key in memory and ctrl stops walking after memory key has been played out. (Tired so explanations are bad)

Skills window Speed category will now update with speed items and attributes giving speed.
 
Looks good. Funny how every is trying to make a 7.7 map to a good workable 7.4 map, while my friends and i just want a good 7.72 server.

We tried the distribution you (evil mark) put online a while ago, the TVP one, but the floor tiles were fckd uped all over the place.
 
As I continue to work on the walking from the 7.4 binary, I realize just how much details there was to this system. But the real deal feels unique and heavier in a sense but more accurate in the form of actual walking. How map clicking several times has a smooth continuance, and even changing direction of the mapclick has a smooth transition to it, the accuracy of keypresses vs keyhold, how everything so smoothly falls into sync without flaw.
  • Reworked walking toward Tibia-style server-confirmed movement, removing old prewalk/lock/retry behavior.
  • Fixed floor/stair transitions so landing is instant, with no post-floor walking animation.
  • Added floor-direction overrides for stairs/ramps so facing direction matches staircase direction.
  • Fixed map parsing byte-shift issues from obsolete custom tile speed/blocking data.
  • Iterated mapclick/autowalk replacement handling to reduce snapbacks, hard turns, and path restart artifacts.
  • Added Tibia-style autowalk failure messages for blocked, too far, no path, and wrong-floor cases.
Now the remaining issue is to map how arrow key interrupts map click which should fully cover the entire walking system in the client.

Walking (You can ignore the speed in the skills, im working on customizing it with item additions)
In this video, im spamming mapclicks in different directions to show how smooth the direction change transitions, same as in the tibia client itself. Additionally the walking feels robust and heavy, but accurate. Same as with the actual client and everything is in sync.

Blinking Skull (You can fast forward 1 minute, to skip the wait of losing PZ)
In the video below you can see how our retrieved code from the client is behaving in the server. We've updated the blinking to apply in battle list, aswell as ingame.
 
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x5 or x6 times the charm, that's how they call it but i forgot
that will work for sure, stupid mistakes man...
 
x5 or x6 times the charm, that's how they call it but i forgot
that will work for sure, stupid mistakes man...
Well TVP the engine which we used at those times and which had alot of bugs, crashes and issues beyond imagination and salvation is since long ago abandoned. Hence why I released it in the forums. It cost us time, money and energy and it basically generated no pleasure for either party seeing how it was built on top of rubble with a rubble generating developer behind it aswell.

This here is a private repository real engine (not the one posted by Fusion) and this thread is just regarding the development to invoke discussions. Its not a launch or a server gala thread. Its mostly for fun.
 
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Cool to see that you're able to read binary from the CIPSoft client and apply it to your OTClient, but I wonder why not edit the CIPSoft client instead and use it?
 
This post is about the Real Engine updates and I dont usually like to talk about the Real Engine because it reminds me of a time that gave me absolute distaste seeing Ezzz gloating in every topic over the fact that he had reproduced it, so I thought I'd build a story around it with a happy ending and with some challenges on the way instead and leave out all the technical details even if it's a development thread!

Lately for me personally who has been completely invested in my projects these years. First an OTserver project that crashed due to TVP being complete garbage and now a real engine project. My investments being sleepless nights, money, time and energy as a currency. The worst feeling is failure and already having failed once after so much investing due to being scammed by Ezzz I carried over those feelings and insecurities into the next project which came to be the Real Engine.

At first I was happy because it was the real engine but then it hit me that I had jumped into the same situation I was in before with a new engine that could have the same outcome because reliability to that degree in reverse engineering with that much code. It's just alot that can go wrong. Everything from what we can see can be misinterpreted and then there's even stuff we cant see but that does exist in the leaked binary.

Reverse engineering doesnt care how hard you worked or how much time you spent and how invested you are. Just take the engine I use for example and when I hosted it recently it crashed about 2 or 3 times. Tibiara is still crashing and has been crashing since launch inbetween occasions and just recently it crashed again. After over a year of hosting which brings me to my point. Inaccuracy and how hard it can be in a poorly built engine in a process this huge.

The truth is there's more variables in this environment that we're unfamiliar with than we can account for and then it has to be managed in a live environment when Tibiara is still crashing to this day after 1 year of hosting and fixes.

There was so many variables naturally increasing my insecurities not knowing how things can unfold moving forward and with already one bad experience behind me aswell, weighing on my shoulders because the truth is by the time its time its basically out of your control and what can happen, will happen - Murphys law.

Then it has to be managed during a heavily invested launch where only time will tell if its beyond repair or not. Today I finally got rid of my insecurities revolving my engine. I'm however alot more confident with todays updates after alot of work put down on the server that this is no longer the case. Now Im confident the only thing that can truly crash me is my custom additions and im glad to bring that news, especially to myself.

Have a good day
 
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Short update after a few days off while I've been reconstructing the gameserver engine. The attributes system has had an overhaul and the balancing has begun. The idea is to give players a small buff that doesn't scream orshabal server. It's supposed to be an addon to increase excitement in the game and these items can either be obtained through enchantment or looted from monsters. Any monster that drops a weapon or equipment item has a chance to become attributed in the game making essentially all game equipment useful rather than the opposite.

In addition to this we have overlooked the droprates of attributes considering the fact that rare and ultra rare items drop less frequently than common items do, there's a formula in place for a decent balance. It's not supposed to be easy. But in a scale 1 to 4. Its a solid 3 in difficulty. So you can get one each hunt with luck but it would need to be a decent hunt with luck, atleast for the commons.

Old tibia was hard and the idea is to give people more reasons to play and more reasons to keep chasing progress and lore and improved equipment constantly rather than making it easily aqcuired by having 1 best item per slot which doesnt really extend the gameplay nor make it more interesting to push further.

The thought of your next very rare or ultra rare item becoming attributed in a hunt will increase the excitement even more in hunts and make your equipment unique to you depending on what rolls you get per attribute slot. Each classification level, represents 1 available slot that can carry 1 attribute. Your drop can have as many attributes as its classification level but that naturally also increases the difficulty of each slot being filled when dropped. Items that drop with 1 and 2 attributes will be rare and 3, 4, 5 attributes will be even more so. Naturally the highest classification are on items mostly obtained through quests like Annihilator, Demon helmet and so on and therefor lesser items than these will also have a lesser classification.

This means you might get a classification 5 item, but due to chances decreasing with each slot being filled with an attribute. The chance for the next slot filling diminishes. From that point you can decide to further progress your equipment into its full potential.

In addition to this, you can also remove enchantments from equipment and obtain minerals used in crafting. Which is another topic.

All attributes are item specific and not general at all. Then there's even vocation specific items such that carry benefits to certain vocations. All in all its a very extensive system with several thousands lines of code built and improved over months.

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QoL
  • Made stackable items auto stack when dragged to a backpack with same ClientIDs. Such as: fish, gold, spears etc.
Client
  • Added accurate hoover design on targeted monster (light red)
  • Last walking protocols were added and now matches all aspects of the OG client
  • Improved client login protocols
Server
  • Improved druid UE from only poison ticks to an initial fixed damage that transcends to poison tick damage. Its intentionally weaker than the sorcerers UE but will make the spell more useful.
  • Improved druids envenom rune spell to have a higher tick damage
Web
  • Currently under reconstruction as I'm porting it over to ASP.NET Core MVC
Note: In 7.4 small stones would break with every hit meaning that 100 throws would result in 100 consumed small stones. Gone. However seeing as training was a big deal for people back in the day, and some even enjoyed it while doing other things it was decided that Tibiabase even though its a 7.4 server would have a break chance to allow that RPG feeling to exist even for paladins.
 
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Another thing I've noticed is that most maps that have the "7.4 Authentic map" have similarities and resemblances but there's still question marks. Because we now have the 7.5 map and the 7.7 map to compare with even if the 7.5 map is not an origmap. It pretty much tells us how the map looked before the new borders were introduced.

One thin I did notice is this

In 7.5
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In 7.7 (Excuse the editor, i was lazy and i t was late). Its supposed to be a full rock now thats invisible in the editor.
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There's alot of 7.4 versions of the real map but to claim authenticity is hard. As most were tracked they had to rely on video footage of the game in every inch everywhere. This image shows a place which in all of these 7.4 maps have 1 rock but in 7.5 there's 2 rocks in the same location that has the exact same borders as 7.4 and therefor no reason to change.

But in 7.7 they re-introduced it to 1 rock? It makes no sense. That's why I believe the approach we used to clean the 7.5 map and remove dark cathedral was the best approach using the 7.7 origmap as the starting template because there's tons of details like these that we wont find or know about. But coming as close to 7.4 through the 7.5 map is a good option and certainly the best one available atm.

We know from documentation that nothing major switched inbetween 7.4 and 7.5 but in 7.7 borders were introduced and cipsoft had suddenly a reason to revamp the entire map.

I believe this is good proof that there's no authentic map out there but a better claim is to have the 7.5 map downgraded to the 7.4 map as we know the differences between those versions.
 
  • Placed house bids will now show up as frozen assets in the game bank feature. All frozen assets that are above your winning bid will return to your balance when you receive the house. If you're outbidded all frozen assets are returned to your balance, allowing you to see if you've been outbidded from the in-game interface aswell.
  • I set house auctions to always expire at server save and winning a bid happens at SS. So by placing a bid before SS you get your house right after SS.
    12:45 Suzy: Your balance is 18399 gold. Additionally 500 gold is frozen in a house auction.
  • Added fancier text visuals for skill and speed buffs in the skill window of the client
  • Re-introduced the original controls for non classic and classic control instead of the QoL one I had implemented that would drag stacks without the popup window
  • Added "wrap" to the menu context of the client to wrap custom house objects
  • Fixed a few small UI issues and made improvements on the client
  • UI improvements to the house auction page1779051666662.webp

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AI is doing good job for you.
All of this already existed but the website was ported to ASP.NET CORE MVC so alot of this is just re-introducing what was already there but in my main coding language. So it's not really "new" in that sense but the client fixes and the frozen balance part are and yes it was re-designed using AI. Nothing wrong with that if you're detail managing the process all the way to have it just the way you like it
 
Doing some stress/bug testing live
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We're about to summon 1000 testers and do a thorough run.
Come and hang in the chat, keep me company and lets discuss :D
 
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