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    TFS 1.X+ [tfs 1.4/1.5] edit database multiworld system

    Change the query from “TRUNCATE TABLE” to “DELETE FROM”
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    TFS 1.X+ [tfs 1.4/1.5] edit database multiworld system

    ALTER TABLE `server_config` ADD `world_id` int(11) NOT NULL; ALTER TABLE `tile_store` ADD `world_id` int(11) NOT NULL; ALTER TABLE `players_online` ADD `world_id` int(11) NOT NULL; ALTER TABLE `houses` ADD `world_id` int(11) NOT NULL; And for any other table that world_id column is missing
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    Does anyone know how to put this exhaust?

    So is it more how often can action be executed and not like cooldown? So the "poof" effect won't be shown always?
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    TFS 1.2 Why this crash happing and what causing it [LOG INCLUDED]

    It's not plain TFS 1.2, it has some modification, right? Try going frame by frame and print some variables, like: thread 2 frame 11 info locals print variable print *(class MyClass*) ptr_variable Check tfs PR's for critical bugs merged since 1.2 and check for fixes e.g...
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    I ask for help to fix the bug that causes the server to crash after adding code in the source

    Yea at the begining it seemed easier but there are some edge cases that would require some additional logic :D Not even speaking about different behavior based on ConfigManager::CLASSIC_EQUIPMENT_SLOTS (never used new slots logic but I guess it's not very different) Edit: that would explain the...
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    I ask for help to fix the bug that causes the server to crash after adding code in the source

    @Roddet Yeaa you're right, now when I look at it I see that Item::getSlotPosition is actually same thing and not like slot of that item instance: So yea, I couldn't find any function for that in the core so maybe it's worth to acually define some utility for that as if someone would like to...
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    I ask for help to fix the bug that causes the server to crash after adding code in the source

    By the way you should also check if player has these items at correct slot but you're mixing slot ID's with slotPosition where slot position is meant to be used more like a mask e.g: const int32_t& slotPosition = item->getSlotPosition(); if (slotPosition & SLOTP_HEAD) { ... } So checking...
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    I ask for help to fix the bug that causes the server to crash after adding code in the source

    Anyway I’d advice you to rewrite te code not to iterate over slots when “attackerPlayer” is not specified as it wont’t do anything. I’m also not sure about percentage calculation as it’s not a percent from original damage so if you have for example three items it works like: damage without...
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    I ask for help to fix the bug that causes the server to crash after adding code in the source

    Use Visual studio call stack to debug the cause, or if you’re on linux generate core dump and check backtrace frame by frame by printing values. Plain out of the posted code I see “attackerPlayer” can be nullptr and theres no null check so add “player” check like: Player* player =...
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    Does anyone know what is causing this bug?

    @Mateus Robeerto Time to learn git :) it’s not too late, clone the repo and paste the code to see git diff or use VS Code to see all your changes in source control
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    Compiling Compiling error tfs 1.4.2 FMT and STD

    Check this out: https://github.com/otland/forgottenserver/issues/4465 It's due to change in FMT 10.x https://github.com/fmtlib/fmt/releases/tag/10.0.0 https://github.com/otland/forgottenserver/blob/master/vcpkg.json
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    Does anyone know what is causing this bug?

    @tomaszek123 nice overkill :D like all he need is VS Code/Notepad++ to search :D
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    Compiling Somehow messed up Neikiro tfs downgrade

    Based on info you provided I can only wish you good luck :)
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    Does anyone know what is causing this bug?

    Or try to override print to make that log debug info Just in case someone would like to trace any function caller it can be done like: local ori_print = print print = function(...) local src = debug.getinfo(2).short_src ori_print('called by: '.. src) ori_print(...) end
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    [C++/Linux] Compiling old engine (sources) on Debian 10 / Ubuntu 20.04

    @Womos Try changing _1 to boost::arg<1>() in outputmessage.cpp:190 boost::bind(&OutputMessagePool::releaseMessage, this, boost::arg<1>())
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    TFS 1.X+ Pet heal master error console

    creature:saySpell(healSpell) There's nothing like saySpell on creature.
  17. L

    Tasks do not count for everyone in the party

    local members = { cid } local party = getPlayerParty(cid) if party then members = getPartyMembers(cid) end for _, pid in ipairs(members) do local currentCount = getCreatureStorage(pid, currentTask) or 0 doCreatureSetStorage(pid, currentTask, currentCount...
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    Using Things Opening OTHIRE LAGS

    I guess there probably something similar to: player->setNextWalkTask(nullptr); or player->lastStepCost=2; Called on the use action, just put some breakpoint to see where’s that method called from and try commenting that out. I usually start debugging from protocolgame.cpp by jumping into...
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    Windows Turorial about how to debug with msvc?

    https://otland.net/threads/useful-tricks-in-visual-studio-for-beginners.277013/ Check it out, theres no much of a difference between debugging any other application so I guess some tutorials from YouTube would also be helpful. In case of crash look up the call stack to see what’s the root cause...
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    Please, come and help me test a new MMO Project I'm creating for Portfolio

    @Narg once I logged in, and I only got integrated GPU, Intel® UHD Graphics 630
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