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  1. 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...
  2. 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&...
  3. 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
  4. 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...
  5. 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...
  6. 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.
  7. 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...
  8. 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...
  9. 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.
  10. 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...
  11. 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...
  12. Itutorial

    TFS A* Algorithm :D

    Pathfinding should only be updated when the target or follower moves. We should only need to update the path for the follower on players because they are the only one that can move off the path they are given to follow. Which is also something I checked for inside my version. All of these...
  13. Itutorial

    TFS A* Algorithm :D

    To sum it up. 1) Marks "solution" was a work around and it was a very slow work around. Mainly because of how slow TFS pathfinding is. 2) My solution only has bugs because there is code in TFS monster behavior that works with the current pathfinding system. It needs to be updated to work...
  14. Itutorial

    C++ Cast system tfs 1.3/1.4

    The issue is the libraries you are using. Make sure you have followed the compiling tutorials correctly. I believe this was TFS 1.3. You aren't linking something right which is why it is a LNK error. You will see this if you are using the wrong version of boost for example.
  15. Itutorial

    Important news

    What is the canary engine?
  16. Itutorial

    Webdesigner Javascript Python React Web developer

    Now that you mention it I guess I will remove the project and link. Wouldn't want someone abusing the demo site
  17. Itutorial

    Webdesigner Javascript Python React Web developer

    Yeah I suspected if anything someone would want just a couple features added into an already existing site like znote, ect. Mainly the JavaScript would be their interest I would imagine. I also seriously doubt redux would ever need to be used for a tibia server. Which is showcased in the...
  18. Itutorial

    Webdesigner Javascript Python React Web developer

    Yes that is true. There is a lot that would be needed for this project to be ready for production. Again the real idea is just to show what the front-end can look like for users. You would be able to do a lot of things to this demo website using .fetch in your browser.
  19. Itutorial

    Webdesigner Javascript Python React Web developer

    Not sure what you are asking. It is intended to be as it is because this isn't an actual project. It does show case the functionality that can be done on the clients side which is all I was going for. By no means is this something that would be ready for production.
  20. Itutorial

    Webdesigner Javascript Python React Web developer

    If anyone is interested in using some of the most modern website development tools for their game/server I am open and looking for work. I can offer the latest tools for front-end and backend development. Including modern styles of database data encryption. CSRF protection and responsive...
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