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  1. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    @Menoxcidee I just logged on for the first time in a while, I'll take a look at all of this as soon as possible!
  2. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I'll try and setup a server again later and see if I can iron out all of the kinks! 1698971488 Could you perhaps be as specific as possible? What do you mean by "seeing" and "deeper floors"?
  3. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    "As I said, tfs optimizes as much as possible for otcv8, and in this function: void ProtocolGame::sendMapDescription(const Position& pos), it takes into account whether you are using otcv8 or not, so just follow the second step of your tutorial and apply it to this function too!"
  4. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    @GresQu so you can apply my pure code then just change what @Menoxcidee said here, if you're using TFS-otcv8. If you're using Nekiro it should be fine, otherwise contact me. No problem @Menoxcidee, just really glad you got it working!
  5. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    So you're good? I just fumbled that particular engine online, was about to start testing once I found out what a token was xD
  6. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I run TFS 1.3 myself, I actually logged in to both servers (1.3 && 1.5) with this otcv8 and they both seemed to work just fine. Edit: Taking a look now.
  7. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    Had to throw them on an online file sharing site; Easyupload.io - Upload Files and Share Them Easily (https://easyupload.io/m/8xlyki) I'm super curious what's going on here; are you compiling the OpenGL configuration?
  8. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I haven't actually; tried logging in on z = 7 and this was the result. Even tried adding the changes to const.h (not sure why, my source code does not contain them). Working with a fresh Nekiro 1.5 TFS downgrade and fresh otcv8 client with my changes (and only my changes) included and everything...
  9. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    I'm sort of confused guys, I went through the trouble of compiling fresh otcv8 and nekiro 1.5 TFS with my downgrade and I'm a little unsure as to what the problem is? Also tried it by forcefully by shutting down the client and logging in again, am I misinterpreting how to trigger the bug?
  10. Dries390

    OTClient Otcv8 floor view (tfs 1.5 8.60 Nekiro)

    Guys, I'll try my best; need to work tomorrow and thursday but I'm interested.
  11. Dries390

    Fix/Patch OtClient Dissapearing Minimap

    It works for my OTClient. All that little logical statement does is check whether the center of your map is usable in-game i.e. x, y >= 0. Most people are smart and don't build their maps close to the edge of the mappable area. I am not so this was my fix for it.
  12. Dries390

    Fix/Patch OtClient Dissapearing Minimap

    Greetings and salutations everyone, this will be a very short post. While messing around with my server ~6 months ago I noticed the OTClient minimap dissapears if you drag it out of bounds. This can be particularly annoying if you don't think ahead like me and end up with a map that starts...
  13. Dries390

    Drisius' Map(ping and Mapping Accessories)

    I have another update for the people who are interested; Introducing the Belamm Swamps! After the Dream Zone I was wondering whether another procedurally generated zone was possible. I vaguely remember reading that an entirely procedurally generated zone (and I want several) would be very harsh...
  14. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    I rewrote the last code snippet to be slightly less "noobish", I'm not sure how much of a difference it makes but this should be more efficient. mapview.cpp l. 117- l. 138 void MapView::draw(const Rect& rect) if (cameraPosition.z <= Otc::SEA_FLOOR) { ambientLight = g_map.getLight(); } else...
  15. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Hello again everyone; another quick update: Whilst working on some pits in the z-level 7 level I found out that I couldn't throw items up/down "through" the 7th level. There's an exceedingly easy fix for this: in map.cpp, function: bool Map::canThrowObjectTo(...) simply comment out if...
  16. Dries390

    [C++] Ground-Underground Mapping and Sunshine

    Yes, I did use Edubart; should have probably mentioned that. I don't spend a lot of time on the forums (but I have gotten more active working on my files recently!), if anyone needs help I can always try my best. Glad to see you like it/it's useful!
  17. Dries390

    Drisius' Map(ping and Mapping Accessories)

    Much of this stuff is procedurally generated though (everything with purple tiles) meaning I actually had very little (nothing) to do with it. The other stuff, like most of my map, needs detailing. I'm currently trying to get Remere's to automatically do "hand-crafted" borders and then I'll...
  18. Dries390

    Drisius' Map(ping and Mapping Accessories)

    I went back and added some basic tiling + bordering and I think it looks much more finished now. It still tends to randomly generate rather large empty spots but I'm sure fiddling with the parameters will fix this.
  19. Dries390

    TFS 0.X Kill "x" monster and appear a boss

    I was just staring at this; line 13 setGlobalStorageValue(cid, getGlobalStorageValue(storValGlobal) + 1) shouldn't that be setGlobalStorageValue(storValGlobal, getGlobalStorageValue(storValGlobal) + 1) Edit: Bah, beaten by 20 minutes :p
  20. Dries390

    TFS 0.X Kill "x" monster and appear a boss

    Are you sure it's not related to your previous issue? https://otland.net/threads/7-72-djins-dont-die.275942/ Does it work for regular trolls? I upgraded from 0.X years ago so I can't be sure what might be the matter here.
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