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  1. jo3bingham

    Theorizing a Modern Engine Design

    The following is roughly 20 lines (ignoring the comments) of extremely simple code. You simply have to add tokio as a dependency to your Cargo.toml file to build it; e.g., tokio = { version = "0.2.21", features = ["full"] }. Obviously, you'd want a more robust system; a "NetworkMessage" module...
  2. jo3bingham

    Theorizing a Modern Engine Design

    You obviously missed the point of this thread; I have no intention of rewriting anything. The title of the thread is “Theorizing a Modern Engine Design” and the first post gives some ideas and asks others for theirs IF they were to build something from scratch. But ignoring that, why is it not...
  3. jo3bingham

    Open source bot community.

    In addition to TibiaPF, check out TPForums.org. The forum is dead, but there’s a lot of excellent knowledge from the golden-age of bots littered throughout.
  4. jo3bingham

    Theorizing a Modern Engine Design

    My "Haha" was in reference to this. 😁
  5. jo3bingham

    Theorizing a Modern Engine Design

    To expand on what @Yamaken said, the reason I've seen is that by having the majority of the core of the game in Lua means there's less need to modify the low-level language. Think of it like, a beginner could download a release and customize it greatly without ever having to touch the C++, or...
  6. jo3bingham

    Theorizing a Modern Engine Design

    That sounds less like instances and more like dynamic maps, but I'm basing my definition of instances on WoW. Yeah, it's cool to see everyone's ideas and suggestions. Obviously, not everyone is going to agree on the same language, database, scripting language, etc. I believe I've already...
  7. jo3bingham

    Theorizing a Modern Engine Design

    That's good to hear. Sorry, don't want to go off-topic any further. I wouldn't say it's not viable so much as they make a lot of useless/questionable decisions. Compendium(sp?), friends, inspect...do players actually use these features? What about the recent nerfs they made to spawns? This is...
  8. jo3bingham

    Theorizing a Modern Engine Design

    That's good to know. The skewed view of my claims came from looking at a few systems in place. For example, imbuements; I noticed dead and non-optimal code from a quick look-through. I'm fully aware Tibia was/is a rip-off of Ultima, but that's not the point I'm making.
  9. jo3bingham

    Theorizing a Modern Engine Design

    Apologies for the late response; I haven't been at my computer for some time and replying on mobile would have been a pain. I'm a huge fan of C# (in my top 3 languages along with C++ and Rust), and the idea of an engine written in C# along with scripts written in C# always interested me. With...
  10. jo3bingham

    Theorizing a Modern Engine Design

    I never found loading times a good argument. Who cares if server startup takes longer? Sure, if the times were substantial I could understand, but the difference between a binary format and something like JSON won’t be that much, especially with modern processing power. You could argue that...
  11. jo3bingham

    Theorizing a Modern Engine Design

    That’s fair. But ignoring that, I would be interested in hearing any ideas you may have. For example, I left out scripting because I think Lua is great, and probably the best option for this use-case.
  12. jo3bingham

    Theorizing a Modern Engine Design

    I agree with your points, but this is a theoretical discussion about what a new engine built from the ground up in a collaborative setting would look like. I don’t want this to turn into a discussion about how TFS doesn’t have enough contributors or how TFS could be better. Not to be rude, I...
  13. jo3bingham

    Theorizing a Modern Engine Design

    I was chatting with a buddy of mine, and we got on the subject of TFS and its strengths and weaknesses as it currently stands. As we all know, TFS is the engine to use when creating an Open-Tibia server. Sure, it itself is a fork of OTServ, but it lasted the test of time and I would be surprised...
  14. jo3bingham

    Compiling in Dev-C++

    Try compiling with GCC 4.4.0.
  15. jo3bingham

    Compiling in Dev-C++

    https://stackoverflow.com/a/22774664 You need to figure out the proper version of GCC to compile with. It seems 4.9 is too new. It seems you're trying to compile some sort of Pokémon server? Is there no documentation for building it?
  16. jo3bingham

    Compiling Compiling tfs 1.2 with a RLmap?

    Can you link the map/datapack you're using? If it was made for TFS 1.2 then simply replacing the map/datapack that comes with TFS is all you need to do; as well as making sure the players you create have a login position that is actually on the map.
  17. jo3bingham

    [8.6] BynaCam Reloaded v2

    Wow, I haven’t seen that name in a while. Glad to see you around, nice work on BynaCam.
  18. jo3bingham

    C++ basic, simple tibia bot - where should i start?

    I own it now and have it running. It's actually been up for over 2 years now: TPForums is back! (https://otland.net/threads/tpforums-is-back.256346/)
  19. jo3bingham

    C++ basic, simple tibia bot - where should i start?

    TPForums has a LOT of excellent knowledge related to older clients, and OP mentioned 8.6. Telling OP not to bother with TPForums is a ridiculous statement.
  20. jo3bingham

    Searching working bot on actual REAL TIBIA

    Doubtful. All of the private bots that I'm aware of are only used by the developer themselves, or a small group of trusted users. One developer told me that they prefer the money the bot generates for them from in-game loot than to have to play cat-and-mouse with BattlEye and risk having their...
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