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  1. jo3bingham

    TibiaAPI: Record, Redact, Extract, and Watch

    Checkout @Marcosvf132 fork. Seems they’ve been keeping theirs up-to-date. https://github.com/marcosvf132/TibiaAPI
  2. jo3bingham

    Lua Xikini's Free Scripting Service TFS 1.4.2

    Bumping for the next script. Keep it up, the scripting stream is nice while I work.
  3. jo3bingham

    Handle login to tfs 1.4.2

    I don’t think TFS cares about the packet type, just that it’s the first packet sent by the client. However, you’re missing a lot of information in your login packet (client data, XTEA key, RSA encryption, etc.): forgottenserver/src/protocollogin.cpp at 31d6e85de2a86fb3f0e36c63509fba75b855b8bd ·...
  4. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    Yes. As far as I’m aware, OT engines haven’t changed their encryption; meaning an OT that supports the Tibia11 client would have the same encryption as RL Tibia. I would assume so, yes. If I remember correctly, the ClientCheck packet is responsible for this (though I could be mistaken). It...
  5. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    My api I linked to before works on real Tibia, with some caveats; it only works on non-BattlEye protected servers on Windows (Zuna and Zunera), but it works on every server on Linux and macOS (BattlEye isn’t as sophisticated on those OSes as it is on Windows). Feel free to read the README on my...
  6. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    One option is, if you have access to the OTBM and OTB files then you could parse the map from the OTBM and create a dictionary where the key is a position and the value is whether or not that position is walkable (based on the objects on that tile and whether or not they are walkable from the...
  7. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    If you’re parsing an OTBM map, I would suggest using the items.otb file associated with that map. items.otb is similar to the Tibia.dat file but with more information.
  8. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    Map packets don’t tell which tiles are walkable, only which tiles contain objects (items, creatures, etc.). In order to determine if a tile is walkable, the client correlates the objects on the tile with the data in the Tibia.dat file (the server does the same but with items.otb).
  9. jo3bingham

    Need Information on Packet Structures, Specifically Fullmap

    My api has most packets (mostly) worked out (up to the 12.51 update). You can find the client and server packets here: TibiaAPI/TibiaAPI/Network at master · jo3bingham/TibiaAPI (https://github.com/jo3bingham/TibiaAPI/tree/master/TibiaAPI/Network) You’ll find the FullMap packet in the Server...
  10. jo3bingham

    Account AND char creating in client ADDED

    No idea why they would send the account ID to the client, but apparently they don’t think knowing someone’s account ID is a big deal. When the friend system was introduced, I noticed that the server included the account ID for friends I had added (characters on other accounts I own that I knew...
  11. jo3bingham

    Account AND char creating in client ADDED

    Correct. You can only create a new account and character at the same time; you can’t create a new character on an existing account.
  12. jo3bingham

    Account AND char creating in client ADDED

    I grabbed the data between the client and server in case someone like @Znote wants to add support for it. The client uses https://www.tibia.com/clientservices/accountcreationclientservices.php for communicating this data. When you click on Create New Account the client POSTs: {...
  13. jo3bingham

    Disable Battleye Error 12.20

    If you want a solution that should work with every update without having to hex-edit the client, you can run client_launcher.exe from the command line and pass “6” as an argument. Open Command Prompt Switch to the client directory: cd %LOCALAPPDATA%\Tibia\packages\Tibia\bin\ Run...
  14. jo3bingham

    The Violet Project - CipSoft Reverse Engineering Project

    I know for sure the item throwing was possible in 7.6 (this is when I started playing), and I just tested it on RL Tibia and it still works. I’m assuming it’s always been possible, at least from 7.0.
  15. jo3bingham

    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Thanks, but I threw one together before I saw your reply. For anyone interested: GitHub - jo3bingham/map-sector-parser (https://github.com/jo3bingham/map-sector-parser) It’s written in Rust. I threw it together real quick, so ignore the bad code, but I tested it against the /map/ and /origmap/...
  16. jo3bingham

    [7.7] RealOTS 7.7 Cipsoft files (virgin)

    Is there an open-source parser for the map sector files? I’ve read multiple posts about the map being converted to OTBM format, but no actual code for it. I ask because I was going to make a parser, but didn’t want to waste my time if it’s already out there. If not, I’ll make one and open-source it.
  17. jo3bingham

    TibiaAPI: Record, Redact, Extract, and Watch

    Unfortunately, my free time has been eaten up (the joys of getting older) and my interest as waned. I wish I could say I’d update it, but I said that 14 months ago and yet here we are. I’ve been told that various people have forked the repo and kept it updated privately for themselves, which is...
  18. jo3bingham

    Getting tile names from dat file?

    Post in thread 'Getting tile names from dat file?' Getting tile names from dat file? (https://otland.net/threads/getting-tile-names-from-dat-file.273410/post-2667031) This post may help. Check their repo link.
  19. jo3bingham

    Tibia Download Older, Official Clients

    https://drive.google.com/drive/folders/1T8UAmMny5MDlsprKm0KVk3JsIsJpld_- Google did a security update on Drive that caused the link for my Tibia client folder to no longer work directly. Instead, a visitor would be redirected to the new address and then have to request access to it. As of...
  20. jo3bingham

    Proof of concept of a new game engine

    That’s a good point. Agreed. One thing I hate about TFS (other than being a monolithic monstrosity) is how heavily it leans on OOP and causes the codebase to be this spaghetti-web of indirection. In that case, I second using rhai for the official scripting language of the engine.
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