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  1. jo3bingham

    TFS 1.X+ [Complie] Cannot conver argument 1 from 'InstantSpell *Const *'

    This isn't an issue on your end, their latest commit broke the build. It seems they merged a pull request from the TFS GitHub repo that changed what the spell vector here stores, but they didn't merge an older pull request that changed the instant spell map in spells.h. I would report this issue...
  2. jo3bingham

    Lua Exp extra for players vips

    Remove these two lines: player.lua · GitHub
  3. jo3bingham

    TFS 1.2 pushing people faster

    This is the line you’re looking for: forgottenserver/game.cpp at 44c34b27f15f4a1d5a93a8b178ee8cd091450a3c · otland/forgottenserver · GitHub
  4. jo3bingham

    Programmer Open .cab file (i pay for it)

    @roriscrave it looks like this is an actual .cab file, but one in a span of .cab files. Basically, .cab files can come in sets of multiple .cab files where the first .cab file contains the necessary data to decompress the other .cab files in the set. Without that first one, it's going to be near...
  5. jo3bingham

    Programmer Open .cab file (i pay for it)

    @roriscrave I'll check it out real quick.
  6. jo3bingham

    Programmer Open .cab file (i pay for it)

    If this is a real .cab file (native to Windows) you can just double-click it and Windows will open it like a folder. If you're on macOS/Linux, you can easily find a free decompression tool (e.g., 7-Zip) to extract the files.
  7. jo3bingham

    Linux Segmentation fault crash

    It’s possible that you have a memory leak like ORTS: 64x Tfs 1.1 - Crash after 15 minutes with npcs / 48 hours stable without npcs · Issue #151 · orts/server · GitHub Best thing to do is follow @WibbenZ comment there and try to pinpoint which NPC(s) is causing the leak.
  8. jo3bingham

    TPForums is back!

    Hello, As some of you may know, TPForums has been "down" for quite some time. You could visit the forum and converse in the chatbox, but you were unable to visit threads, posts, profiles, or anything else. It seems, because we were running such an old version of vBulletin, that someone decided...
  9. jo3bingham

    When was adler checksum introduced?

    8.2x I can’t remember if it was added in 8.20 or one of its minor update (8.21, 8.23, etc.), but it was added in the 8.2x client timeline.
  10. jo3bingham

    Tibia 11 IP Change

    When you run the client launcher, if there’s an update, you have to click to download. So, it’s done manually. However, the client launcher itself auto updates (though the launcher is of no concern to OT).
  11. jo3bingham

    Tibia 11 IP Change

    There were issues with my code up until recently when I merged some pull requests. There's one standing issue that I can't reproduce, but it may work for you now. It's not possible to downgrade clients, and you'll only be able to get older versions if you can find someone who happened to zip...
  12. jo3bingham

    Tibia 11 IP Change

    Mine has been on this website for over 13 months...and it's open source, so no need to use at your own risk as you can look at the source code and compile it yourself. OpenTibia - Tibia 11 IP Changer
  13. jo3bingham

    OpenTibia Tibia 11 IP Changer

    The ip changer only affects the connection between the login service and the client, it has no affect on the connection between the game server and the client (except for the RSA key, but that's not your problem). Your issues stem from the data you're getting from your login service. This is why...
  14. jo3bingham

    C++ Tibia 11 packets

    @masteuszx Have you had any luck? In my attempt to decompress these DEFLATE-compressed packets, the first compressed packet (which is the one that contains the initial map data) always decompresses correctly. However, subsequent compressed packets are always wrong: sometimes the first byte is...
  15. jo3bingham

    Death System Tibia Real

    You want to do everything from here down except for the sendInventoryItem() calls, unless, for example, the player dropped their backpack and you replace it with a bag like real Tibia does.
  16. jo3bingham

    Death System Tibia Real

    I don't remember. I can check when I get home. It's easy to check, however, just std::cout the packet type in ProtocolGame->parsePacket() and watch the console to see if there's any output when you click whichever button in the death window. Just make sure the client hasn't been disconnected...
  17. jo3bingham

    Death System Tibia Real

    @WibbenZ, you are correct. I implemented this in the OX server. I can't remember the exact specifics, but, from what I remember, when a player dies its connection to the game server is dropped, and the player object is removed from the game. Obviously, you want to not do either of these. Sorry I...
  18. jo3bingham

    C++ [TFS 1.2] client crash when creature spawn on player, and player/creature moves

    Since you said it's only spawned creatures this affects, I would suggest starting with the code that spawns a creature and walking through it until you get to the code that sends a CreateOnMap (0x6A) packet to the client and the code that stores that creature in the object list of a tile. Then...
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