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  1. sururuts

    Extra loot and Autoloot

    Im not 100% sure but I think the register of onDropLoot function is the order that the event is executed. your extra loot function is being registered after the autoloot, so the item is being created after you already looted the corpse. ec:register(777) in your extraloot and ec:register(3) in...
  2. sururuts

    TFS 1.X+ spell can crash server?

    Usually the Addevent can crash the server, if in the function it triggers you need a player or something that doesn't exist anymore. Lets say you have a spell with addevent for 5 seconds later, that needs the casting player to execute the function. if the player is logged out at the time the...
  3. sururuts

    Purse/StoreInbox items not working with Hotkey

    anyone else with possible solutions? Since changing CONST_SLOT_LAST apparently didn't work Im now thinking that maybe the only possible solution to me would be reverting that whole #3186 commit store Inbox commit
  4. sururuts

    Purse/StoreInbox items not working with Hotkey

    Lmao, I thought of it because on my case i won't use the purse for anything, I plan to use it just as an invisible container to hold hidden items/runes I looked into the code you sent, and if I understand correctly what you mean is that CONST_SLOT_STORE_INBOX is left out of the slots since the...
  5. sururuts

    Purse/StoreInbox items not working with Hotkey

    So, do you know if reverting this whole #3186 commit would make the purse work with hotkey? From my understanding on that commit the purse slot was changed from a normal container to a virtual one or something like this
  6. sururuts

    Purse/StoreInbox items not working with Hotkey

    I Searched on otcv8 source, all I found was this on itemtype.h: There is no other mentions on other files about ItemTypeAttr or any of the individual itemTypes there. Do you think simply adding the itemType storeInbox there would solve? i really don't know anything on otc src structure Also...
  7. sururuts

    Purse/StoreInbox items not working with Hotkey

    I Already have the function on TFS, do you know where should I look into otcv8 sources? Or do you think it would be easier to just undo all this commit from TFS, and turn the storeInbox back into a normal container?
  8. sururuts

    Remains of Divinity - Development Thread

    The development took / is taking longer than I thought it would take. Im still making the server, and it advanced if compared with back in Oct, recently I posted many info on how the Development is going, with videos about the game and features in the server Discord. I Plan to post more here...
  9. sururuts

    Purse/StoreInbox items not working with Hotkey

    Im trying to use Items(runes) inside the Purse (StoreInbox) with Hotkey but nothing happens. (Im using TFS 1.4 and OTCv8) The hotkey works if I move the item from the StoreInbox into a normal backpack. Anyone can help me on how to make the game recognize items inside the StoreInbox and let...
  10. sururuts

    TFS A* Algorithm :D

    On creature.cpp, inside the function void Creature::onCreatureMove(Creature* creature, const Tile* newTile, const Position& newPos, const Tile* oldTile, const Position& oldPos, bool teleport) Find this if: if (creature == followCreature || (creature == this &&...
  11. sururuts

    Extended View TFS 1.4 OTCV8

    I Tried following that same commit sometime ago, and got some problems as well... After sometime I noticed that in following this commit 1:1 I was removing some features from my source (like wings and auras), in Protocolgame.cpp at the function void ProtocolGame::sendFeatures() Then instead of...
  12. sururuts

    TFS A* Algorithm :D

    I Followed the github changes and compilled without errors, but I don't know if more people did the same tests as I did. by the way, monsters with lower speeds won't stop walking everytime like my second gif, but they can easily be avoided when you are walking in circle around them as well.
  13. sururuts

    TFS A* Algorithm :D

    yes, that's what I did, but I still had some problems with monster that have higher speed, as you can see in the gifs, their movements are a little strange and easy to avoid So I added this piece of code from that solution in your first post together with those changes you mentioned in...
  14. sururuts

    TFS A* Algorithm :D

    You can ignore that solution he posted first and go for the full code, If you still have that error, just delete every call of the variable " isUpdatingPath"
  15. sururuts

    TFS A* Algorithm :D

    I wonder if this still apply in the most updated version, since in your code you deleted the whole "isUpdatingPath" declaration, and it can't be used anymore and this "isUpdatingPath" is needed in the solution you mention Should I ignore this solution you mentioned and go full with your code?
  16. sururuts

    Spell Drill arrow

    From what I checked from the code, the drill function only works if the player have the same X or Y position as the target, if the player is on the diagonal then the drill won't work. But this is a good start code for people who are trying to make a piercing attack feature.
  17. sururuts

    Best stack for custom OTS

    does this tfs 1.2 with improvements from kondrah comes with a source? or is it just like otcv8 4k usd to get it? also, where can i get that? I tried search for it didn't find anything
  18. sururuts

    Remains of Divinity - Development Thread

    that's not the case, but i don't blame you for thinking this way since in this first teaser I don't really show anything related to spells, except for the boss ones.
  19. sururuts

    Remains of Divinity - Development Thread

    Yes, I Know this is a problem within the OT Community, my plan is to start doing alpha and beta tests in 1 or 2 months, and fully launch it. Most of the features I Talked about on the topic are already working, things just need some balancing and configuration now, but that's not a small job...
  20. sururuts

    Remains of Divinity - Development Thread

    its unfinished content, would look bad in the map. probably in the next teaser some parts will be uncovered.
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