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  1. jo3bingham

    Death System Tibia Real

    You want to do everything from here down except for the sendInventoryItem() calls, unless, for example, the player dropped their backpack and you replace it with a bag like real Tibia does.
  2. jo3bingham

    Death System Tibia Real

    I don't remember. I can check when I get home. It's easy to check, however, just std::cout the packet type in ProtocolGame->parsePacket() and watch the console to see if there's any output when you click whichever button in the death window. Just make sure the client hasn't been disconnected...
  3. jo3bingham

    Death System Tibia Real

    @WibbenZ, you are correct. I implemented this in the OX server. I can't remember the exact specifics, but, from what I remember, when a player dies its connection to the game server is dropped, and the player object is removed from the game. Obviously, you want to not do either of these. Sorry I...
  4. jo3bingham

    C++ [TFS 1.2] client crash when creature spawn on player, and player/creature moves

    Since you said it's only spawned creatures this affects, I would suggest starting with the code that spawns a creature and walking through it until you get to the code that sends a CreateOnMap (0x6A) packet to the client and the code that stores that creature in the object list of a tile. Then...
  5. jo3bingham

    C++ [TFS 1.2] client crash when creature spawn on player, and player/creature moves

    This is a stack order issue. When a creature spawns, the server tells the client, "hey, there's a new creature object at this coordinate" and it either tells the client the stack position of the creature, and the client inserts the creature at that position in the stack, or it tells the client...
  6. jo3bingham

    Unity3D client?

    Looks great!
  7. jo3bingham

    Athena Editor Development Thread

    Yes, literally no one. Actually, he never said that. Let me quote it for you, so you can read it again. I've read his post over a dozen times and I still can't find where he said "oh boy this code is a f*cking disaster". But if you could point out where he said that, that would be very...
  8. jo3bingham

    Athena Editor Development Thread

    Literally no one in this thread suggested your code is in disarray. @Ezzz only said that "the code needs some clean up", and I said that "judging by [your] previous thread" that's probably true because multiple people posted that you should start smaller for your first program and you didn't...
  9. jo3bingham

    Athena Editor Development Thread

    To be fair, judging by his previous thread, this was his first program that he started on a year ago. I would expect his code to need some clean up.
  10. jo3bingham

    Athena Editor Development Thread

    To add on to what @downloadnow said, if you have a todo list, that would be interesting to look at. Especially if someone wanted to contribute. Also, if you're interested, I'd be willing to do some code review. C++ is my main language, but I also work with C#.
  11. jo3bingham

    Athena Editor Development Thread

    Looks really good. I'm a huge fan of C# so I'll try to follow this. Some notes, by the way, you say the requirements are .NET 4.6.3, but it's actually 4.6.2. I had to install the Developer Pack version of .NET 4.6.2 to not get a framework-targeting error. Also, when loading the solution file in...
  12. jo3bingham

    What makes real tibia map so successful in regards to OTS? (compared to custom maps)

    Because it's familiar. Tibia is a game about being first. About being the highest level, skill, etc. That's why RL maps are preferred; because players know where to go to reach these goals. There's really no other reason.
  13. jo3bingham

    OpenTibia SharpMapTracker 0.8.1 by Jo3Bingham

    Since I keep getting asked... There will not be anymore updates (from me) to SharpMapTracker for these reasons: 1. As I've stated before, many times, I have no desire to update SMT, and that's the main reason it is on GitHub. It is open-source, so anyone else is free to update it if they'd...
  14. jo3bingham

    About Tibia 11 OTserver

    It's a problem in TFS. CipSoft uses a specific message type for spells (the id of which is 9). TFS does not take advantage of this when sending spell messages.
  15. jo3bingham

    Protocol Version 1111

    Thanks for pointing that out. I forgot to mention that in my post. Also, I've noticed CipSoft has started taking advantage of the compression in client packets being sent to the server. I can't think of any packets off the top of my head that would benefit from it, but it's there. EDIT - I...
  16. jo3bingham

    Protocol Version 1111

    There wouldn't need to be any change in server performance. The server would generate map packets as it currently does, but it wouldn't have to include static objects in the packet (grounds, walls, roofs, water, borders, etc.).
  17. jo3bingham

    Protocol Version 1111

    It would work exactly how it does now. When a player performs an action (shovels a hole, shoots a magic wall, opens a door, etc.) it notifies the server. The server determines if the action is permitted, then notifies the player (and any surrounding players/creatures if needed). You can edit the...
  18. jo3bingham

    Protocol Version 1111

    My guess is to combat latency. Bigger packets mean more bandwidth being used which means higher latency. Though, they could do a better job at this by moving the map to the client side like most major MMOs do, but alas.
  19. jo3bingham

    Protocol Version 1111

    With this morning's update, CipSoft made some changes to their packet structure. They removed the Adler-32 checksum and replaced it with an incremental counter (it's still four bytes at the same index). This goes for both client and server packets. They also added support for compressing packets...
  20. jo3bingham

    C++ How to peek at server/client messages

    While decompiling the flash client is nice, and convenient, CipSoft is planning on dropping support for it once Tibia 11 is ready. Not only will you no longer have access to the network protocol this way, but, like in OP's instance, you can't use this method for pre-flash-client clients anyway...
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