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server says: attempt to call method 'createFlyFloor' (a nil value)
I can not help you without yours script - looks, that your script can not see createFlyFloor function
Yes I only confirmed, that Your method of retrieving transparent pixel existance is not valid when dealig with 10.41 + transparency spr file, not sure if works properly for 10.98. My changes fixed that problem.
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@Mehah I have one consideration regarding missiles - I think, that This...
I've also noticed some problems after Optimization · mehah/otclient@400f86e (https://github.com/mehah/otclient/commit/400f86e48d846577623c288aa5dbd9ab4acf779a). Maybe It is my fault, that I'm using 10.41 interface instead of 10.98, but I had to change transparent pixel detection system, because...
I'm not sure if it is my fault, but when going up I have bad drawing:
and good when going down:
Not sure if fragment below should be changed in order to recover proper drawing:
to
Currently I'm not working any more for RonIT, right now im working on my server, You can check progress on Join the Server Pokemon Discord Server! (https://discord.gg/zBD2bS)
Hello, I have just tried your changes - in walking - I did not notice any improvement unfortunately ;/ Also there is a bug in:
ThingPtr Tile::getTopUseThing() {
if (!m_commonItems.empty()) return m_commonItems[0];
for (auto it = m_bottomItems.rbegin(); it != m_bottomItems.rend(); ++it)...
Thank you for such a good news, i was using Smart pointes in work mamy times and im quite fluent in using them, but i hadnt time to do good performance test. I will try to replce current obsolete raw pointers.
Hello,
I'm analyzing tfs for some time and my main feeling is: It is quite complicated to avoid racing conditions while developing custom systems or even in simplier situations for example: When monster dies, there is a delay between "onDeatch" function call. Now you have to perform deep...
Hello,
I think the problem is with tfs arfitecture itself and we are talking about that piece of code:
Take a look what happens here - We have task called every 100ms, but it handles only one creature list (one of 10), so we have period ~= 1s.
What about detecting hp <= 0 in the combat module...
You can use that piece of code:
local creatreFlyFloorHelperData = {
{x = 0, y = 0},
{x = -1, y = -1},
{x = -1, y = 0},
{x = -1, y = 1},
{x = 0, y = 1},
{x = 1, y = 1},
{x = 1, y = 0},
{x = 1, y = -1},
{x = 0, y = -1},
}
function...
Thank you, for the feedback
Analyzing godot problem I fond a sentence:
Some Nvidia GPU drivers have a bug, which produces flickering issues for the draw_rect method, especially as used in [TileMap].
Refer to Tilemap/draw_rect random flickering with Nvidia drivers · Issue #9913 ·...
Hello all,
I'm familiar with c++, but I'm new in the otclient world.
I need help with graphical glitch. It appears only sometimes - and lasts only for a few frames.
Did you ever had something similar ?
PS. I followed that tutorial some time ago, but I dont know if this is causing such issue...