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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Actually, you're right. ^ this is what TMonster::TMonster constructor looks like on RealOTS, so if drop probability is 1, random(0, 999) can return both 0 and 1 (0,2%) Edit: seems like attachments don't work. Screenshot (https://prnt.sc/10bizi7)
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    how its works? (spells)

    You should learn a bit of Lua first. Then you can read some documentation on OT scripting interface (idk if there is one) or you can always download TFS sources and check yourself
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Hi, I've been reverse engineering CIP server for a while (3 or 4 monts) and could notice something curious in the TSkill class. Turns out there are these flags DeltaAct, MagicDeltaAct, Delta which represent how fast players get learning points a.k.a experience for each skill. Can't remember...
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    I don't think that's true.
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    Server side scripting language poll

    The good old C and harcode everything!
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    It is hardcoded
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    RealOTS Reverse Engineering Server

    Is this code ready to add monsters or does it require some heavy editing of the sources?
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    RealOTS Reverse Engineering Server

    I would kill to have the source code
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    Programmer Handle bytes on Client 11 (Develop Charms & Bestiary)

    I don't think anyone would be doing this job without the required packets already decrypted. WireShark is a great tool for this (some ASM and memory management knowledge in order to RE the client is always a plus for these approaches). If you manage to capture, decrypt and understand the packets...
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    We already can do that with CIP binary and just modifying the login server, what's the difference?
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    So? no release?
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    TFS 1.X+ Day/Night

    Read the function named "Game::checkLight()" edit: wrong function name
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    I tried to RE the RealOTS engine long ago, when it was released but had an awful lot of problems trying to reproducing their code. Would you be using CIP script files (.mon, .srv, .npc) or LUA/XML? And I asume you would convert all those .map to binary format? Sorry for asking a lot of...
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    The "old system of RealOTS" are the classic UNIX sockets, am I wrong? And by the "basic is working accordingly" you mean just the connectivity/networking code?
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    No. 1100 is the maximum numbers of connections that the game server can handle. It is hardcoded and you would have to RE a lot in order to change it successfully.
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    7.4 Cipsoft Legacy Server

    Any server will die if hoster doesn't spend time on it.
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    Tibia 6.4 OT Server

    I want to believe, but hard :(
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    Tibia 6.4 OT Server

    First of all I would like to say that this is not Jopirop's TOSServer. Some months ago I started leaning C and I want it to be useful, so I decided to start a Tibia engine project in pure-C (not C# or C++ I mean C like the engine Cipsoft had at 6.4 times). I know people who played 6.4 back then...
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    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Still no way to edit .sec map? :( I don't even know how to read those damn sektor files
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