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  1. Cesrarr

    Creature Stacking

    @Flatlander Im using tfs 1.3, got they walking inside each other, but what changes you dit in otclient to they stack?
  2. Cesrarr

    TFS 1.X+ Weird monster/npc walk behavior

    There's any "better solution" to make npc follow target without walk delay, than decreasing creature think interval? What impacts can cause setting a lower value to it?
  3. Cesrarr

    TFS 1.X+ Weird monster/npc walk behavior

    Where its is set to 1000?
  4. Cesrarr

    TFS 1.X+ Weird monster/npc walk behavior

    Im using Tfs 1.3, was searching about it, and found some topics: Solved - Weird monster behaviour in TFS 1.1? Windows - Monsters lagging/appear to be dashing "As you can see in the first video (TFS 0.4 REV 3777), there's really nothing weird about how the monster behaves, it instantly follows...
  5. Cesrarr

    (Bug?) otclient close with outfit 3x3

    Im using tfs 1.3 client 10.98, using latest source of otclient~~ client closes when i use an outfit 3x3 with those config: width:3 height:3 layers:2 paternx: 4 patterny:3 patternz:2 animations:9 Client close with any outfit using those values... If i use all above values with patternz:1...
  6. Cesrarr

    Fade tile

    Up
  7. Cesrarr

    OTClient Effects frame duration speed

    @Gesior.pl Changes were made in effect.cpp effect.h animator.cpp animator.h ==== Its a weird thing of otclient, you can compile a client within a clean source and test, add this image as an item. I set frame 1 duration to 1seg, frame 2 = 2seg, frame 3 = 3seg: Each time i create a new...
  8. Cesrarr

    OTClient Effects frame duration speed

    Thats why i used #include "thing.h" in effect.cpp This is the reason that effects don't use pre defined time to frames like items, now the point is how to solve the problem of " same Animator object for all Effects with same m_id (effect id)" I already got effects in game reading time from...
  9. Cesrarr

    OTClient Effects frame duration speed

    Thank you @Gesior.pl, but i already had found it all, im trying just what you said rewrite effect.cpp ===== What i've done: effect.h under uint16 m_id; added bool m_async; uint8 m_phase; ticks_t m_lastPhase; effect.cpp under #include <framework/core/eventdispatcher.h> added...
  10. Cesrarr

    OTClient Effects frame duration speed

    Effect.cpp in m_ phase_duration
  11. Cesrarr

    OTClient Effects frame duration speed

    through source edit i could set effect id and frame duration, effect 10 = 200ms effect 11 = 400ms; etc but would be better if it works like items where you can set duration for each frame in object builder, there you can set independent frame time for effects
  12. Cesrarr

    OTClient Effects frame duration speed

    I see that some effects have different minimum and maximum duration speed, i tried change those values to others, but when i login in game, the speed dont changes, i can put 0 or 500 in all frames and will have the same value. My dat is compiled with [x] improved animations, the min/max...
  13. Cesrarr

    TFS 1.X+ Hide creature on batlelist

    @Helliot1 what exactly it will do?
  14. Cesrarr

    Reload sprites after re-log

    Tfs 1.0 The point is to test sprite design and not to generate new server items, don't be so stupid please.
  15. Cesrarr

    Reload sprites after re-log

    @Gesior.pl would be even better if could be possible use adm command /i to create items using client id instead server id. Each time ill create a item i need go in map or item editor to search what the server id Do someone have any idea to make it easier/faster?
  16. Cesrarr

    Reload sprites after re-log

    @Gesior.pl EDIT: Your code: g_sprites.loadSpr('/things/1041/Tibia') g_sprites.loadDat('/things/1041/Tibia') It is: g_sprites.loadSpr('/things/1041/Tibia') g_things.loadDat('/things/1041/Tibia') Anyway, thank you for the help !!!
  17. Cesrarr

    Reload sprites after re-log

    Bump o_O
  18. Cesrarr

    Reload sprites after re-log

    @Summ The function g_sprites.loadSpr only work one time, second time dont reload
  19. Cesrarr

    Reload sprites after re-log

    Was searching on otclient sources, a way to make otclient reload sprites after an compilation, then instead need reopen the client each time compiled any new sprite, will just need re-log our char. g_sprites.loadSpr(sprPath) Do someone know how do it?
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