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  1. Itutorial

    Lua Missle spell that travels

    Unfortunately there is no way to determine how fast missiles shoot in 1.2 to my knowledge.
  2. Itutorial

    Vocation problem tfs 0.3.6 8.60

    You need to modify login.lua it uses setPlayerPromotion or something along those lines. That method only handle 1 promotion. So you need to change it (maybe in lua somewhere or source I forgot) or just make a custom function in your login.lua code. Right now it is just doing If player has...
  3. Itutorial

    unable to create item with invalid id 0 after create new .spr+dat+otb

    If you are making a game with all new graphics why keep 100mb of old graphics sitting in your client? People that to download that you know.
  4. Itutorial

    Lua Missle spell that travels

    What server are you using?
  5. Itutorial

    Some monsters wont attack player TFS 1.4

    They are scared of you clearly
  6. Itutorial

    unable to create item with invalid id 0 after create new .spr+dat+otb

    Guys this thread is 2 years old. If you want to use your own sprites completely you need to delete a lot of stuff. Here is an example. When a player logs in there is a magic effect sent to him (CONST_ME_TELEPORT) if the id for it is not used it will cause errors. You have to delete or update...
  7. Itutorial

    Need help with my website

    Are you able to connect to your website, login, and create a character? If you can try deleting the encryptionType completely from your config file. If that doesn’t work try encryptionType=“text” Or encryptionType=“plain/text”
  8. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Really? I feel like I was told it was async in TFS now. I guess I have another problem to solve.
  9. Itutorial

    Lua How can i prevent this error

    Data/npc/lib/npcsystem/modules.lua Go to line 1017 Do an if statement to check before that line: if not items[itemid] then print(“Player “..Player(cid):getName().. “ tried to sell an invalid item”) return false end
  10. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I am on the same page. However, when we say things like spamming we need to be very precise. Gesior pretty much outlined exactly what I am going to do, but I am for sure keeping queries executing at the time of change. Of course it will take a lot of work to make it optimized for high player...
  11. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Thanks for that gesior. As I suspected the reason it won’t work has to do with these weird things TFS allows. I wonder, how tibia handles it. There aren’t many games that allow 1 millions items to be in a single bag stack which is in 5 other bags all having a million. This is where I have to...
  12. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Okay, this is a new one and isn’t bad. I still do not like the idea of an out of sync database. There is no reason (with how amazing hardware is now) that we should need to get this complex for 1000 players in a simple 2d mmo. I would much rather create a separate database server that’s handles...
  13. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I am actually wondering if OT really needs to go that far. Let’s assume 1k players is the maximum on any server. The player:save() function as it used can be ran on every players through a loop and it would execute in about 2 seconds. Let’s assume that instead of a 20ms time because we use the...
  14. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I like the idea but the way I see it is if the database is not 1:1 with game state we are doing something wrong. I would rather reduce the speed players can do something (like RuneScape) than to have even a 0.0000000000001% chance of item duplication or item loss. Obviously the best solution is...
  15. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Yeah, I think performance will be the main issue. Having a save handler would work (which I was planning if needed) but even how items are as it is saving a single item would not take much to do. In theory it is probably plenty fast enough 500 players isn't that many to a CPU. The issue is when...
  16. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    There is no flaw (so I say!). In truth I need to update the current queries to work with the system I have. For example: Player moves depot item to inventory: In one query >> Remove item from depot + add item to inventory. As it is currently theoretically a player could crash the server at the...
  17. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    Of course it will affect performance but I need to get this working before I fix that problem. Which will just be instead of deleting every item and adding them all every time it saves. I will just update the item that changes. Easy performance fix.
  18. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    I save house items when they are moved anywhere, I save items when moved into inventory, I save items when they are mailed, I save items when they are traded. My question is, where else if there is anywhere else? Saves 1) House item move (taking from, adding to, moving inside house) 2)...
  19. Itutorial

    TFS 1.X+ Optimizing player saves & when saves execute

    What do you mean save partially? Assuming any action in game that would result in the database needing to be updated does so. How would extra items be created if they are being deleted from the database and repopulated on each save action that is required?
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