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  1. Itutorial

    TFS 1.X+ Storing item attributes system

    I am looking at the item attributes system. It seems we have to store values based on bit shift operations which obviously limits the amount of attributes that can be defined. Can someone who knows explain why this is and how the system works?
  2. Itutorial

    TFS 1.X+ Some items do not trigger onEquip/onDequip

    https://github.com/otland/forgottenserver/pull/4645
  3. Itutorial

    TFS 1.X+ Some items do not trigger onEquip/onDequip

    Hello everyone, I am trying to create an onEquip that will get the stats off all worn items and print them out. The script seems to work properly on some items but not on others. Do we know of any problem in tfs that might cause this? In the code I have registered two items. Demon shield and...
  4. Itutorial

    Solved otclient register new enum

    How do I register a newly created enum in otcv8? I added it in const.h under the otc:: namespace but I am unable to access it in the modules folder. I can access it throughout the source files but not in lua files. Thank you for any help guys! 1712220561 Nevermind I am tired and forgot about...
  5. Itutorial

    TFS A* Algorithm :D

    I have to do some more testing on it. So far I haven't had any problems including the one you mentioned but I will try some more things to cause problems. What OS are you running your server on? edit: I can't reproduce the crash
  6. Itutorial

    TFS A* Algorithm :D

    I doubt this is linked to my repo.
  7. Itutorial

    TFS A* Algorithm :D

    Well if you are worried about performance you can mess with this value in creature.h static constexpr int32_t EVENT_CREATURE_PATH_INTERVAL = 20; You could set this value to 100ms and still have the same behavior if you want to make sure you are getting max performance. The fastest paths are...
  8. Itutorial

    TFS A* Algorithm :D

    Those are the old changes from my previous version. I had to ditch it for a while. This is the newest version that you should follow: https://github.com/otland/forgottenserver/pull/4637 You should revert any changes you made from the: Gigastar A* and Gigastar pathfinding call.. Also the...
  9. Itutorial

    TFS A* Algorithm :D

    I already have the fix for player search problem. Once I get this problem solved I will add that in as well to the repo 1711438874 Alright, try replacing your follow creature with this.. I don't seem to have the same problem and this is the only mod I have made from the repo You can remove the...
  10. Itutorial

    TFS A* Algorithm :D

    const Position& targetPos = attackedCreature->getPosition(); if (attackedCreature && followPosition == targetPos) { FindPathParams fpp; getPathSearchParams(attackedCreature, fpp); const Position& creaturePos = getPosition(); const Monster* monster = getMonster(); if...
  11. Itutorial

    TFS A* Algorithm :D

    Try this fix: creature.cpp find: Creature::onWalk() and add this at the top const Position& targetPos = attackedCreature->getPosition(); if (attackedCreature && followPosition == targetPos) { FindPathParams fpp; getPathSearchParams(attackedCreature, fpp); const Position&...
  12. Itutorial

    TFS A* Algorithm :D

    I am on it. Thanks for testing 1711418779 No it only includes the two repos by gigastar (me). Those are also old and I didn't have to do everything I did in those repos. You should be able to add any of those other changes by other authors after you install my system
  13. Itutorial

    TFS A* Algorithm :D

    Try changing this g_scheduler.addEvent(createSchedulerTask(EVENT_CREATURE_PATH_INTERVAL, [=, this]() { checkCreatures((index + 1) % EVENT_CREATURECOUNT); })); for one of these g_scheduler.addEvent(createSchedulerTask(EVENT_CREATURE_PATH_INTERVAL...
  14. Itutorial

    TFS A* Algorithm :D

    I have some time so I am working on this system again. I believe I was able to fix all the problems with summons, fleeing creatures, and creatures that keep distance from their targets. You can follow the progress here: Optimize pathfinding by NRH-AA · Pull Request #4637 · otland/forgottenserver...
  15. Itutorial

    OTW - Python/React open tibia website & AAC

    English, let me know if you need anymore help. 1690852789 Python has an easier to understand / cleaner way to do what im doing imo.
  16. Itutorial

    OTW - Python/React open tibia website & AAC

    Hello everyone, I am currently working for work as a full stack developer. While I am doing this I will be working on a project for the open tibia community. Using Python, Flask, JavaScript/TypeScript, and React. There is a lot of knowledge gap between someone new to these technologies and...
  17. Itutorial

    TFS A* Algorithm :D

    Yes, it would effect ram usage. However, making it 10 would still be more efficient than using TFS pathfinding especially if you added marks "fix" so the monsters wouldn't lag for a full second before updating their path. To state why in an easy explanation. These are the fixes that were...
  18. Itutorial

    TFS A* Algorithm :D

    That is the whole reason I worked on the pathfinding. It's not too expensive to call it whenever you need it.
  19. Itutorial

    TFS A* Algorithm :D

    That would really only work for a one-time case. A creature could already be on the following creatures screen and move into the path. The onCreatureAppear wouldn't even run at that point. Also, if it did run for some reason. The creature could move into the path multiple times. I believe...
  20. Itutorial

    TFS A* Algorithm :D

    Yeah I may have misspoke. I believe it also force updates on each step of the creature following a path. I could be wrong though and that is something that needs to be added. Perhaps on each step it checks if anything has blocked the path. I am not sure what would be more efficient. It has...
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