The schema is with TFS
I just downloaded the server repository and there is no data base or the config.xml ... ??
The schema is with TFS
https://otland.net/threads/nightly-releases-for-tfs-1-x.226985/thanks friend but there is only the exe, dll libraries and where can I get?
https://github.com/otland/forgottenserver/blob/master/schema.sqlwhere schema.sql, friend .. is downloaded?
I've downloaded build #745 from nightlies and the server were stable for hours.the crash is caused by npcs.. try get the npcs from forgottenserver...
just to test, leave your server on, it will be stable for hours
C:
And work with 3.75GB? No. Thank you. I may compile it on any linux and test again later.Use the 86x(32bit) version insted.
any progress put in github all want resolve thisI've downloaded build #745 from nightlies and the server were stable for hours.
Today when I've run the server it crashed again (#745 build).
Thanks for your answer. I'm going to test NPCs right now. I'll contribute if I found any solution.
And work with 3.75GB? No. Thank you. I may compile it on any linux and test again later.
Of course I will.any progress put in github all want resolve this
thanks
I've downloaded build #745 from nightlies and the server were stable for hours.
Today when I've run the server it crashed again (#745 build).
Thanks for your answer. I'm going to test NPCs right now. I'll contribute if I found any solution.
And work with 3.75GB? No. Thank you. I may compile it on any linux and test again later.
Is it a TFS source bug?In that case prepare to fix alot of bugs in the NPC system, most 10.x rlmaps run on 32bit (atleast those that are based on ORTS and that's most of them).
Got this without NPCs respawned. I'm using latest NPC library.22:03 Uptime: 0 hours and 54 minutes.
Is it a TFS source bug?
Probably they should invest some time and acquire knowledge to fix that. Some kind of people just do always the same thing: download datapack, pay someone to configure a dedicated server and wait until their wallet is filled up, then bring the server down. Maybe I'm wrong. What you think?
I'll try to fix that for the community.
I think there's a problem with a unique or more NPC scripts/xml and/or their respawn.
Got this without NPCs respawned. I'm using latest NPC library.
wow, how they run great maps in 32 bits? 32 bits not have a limit of RAM memory ? and to run a great map need alots of RAM .-.In that case prepare to fix alot of bugs in the NPC system, most 10.x rlmaps run on 32bit (atleast those that are based on ORTS and that's most of them).
wow, how they run great maps in 32 bits? 32 bits not have a limit of RAM memory ? and to run a great map need alots of RAM .-.
i'm sorry if I'm saying shit but I have this question
local voices = {
{ text = 'I am a MAN! Get me out you drunken fools!' },
{ text = 'GET ME OUT OF HERE!' },
{ text = 'Get me out! It was all part of the plan, you fools!' },
{ text = 'If I ever get out of here, I\'ll kill you all! All of you!' },
{ text = 'I am NOT Princess Lumelia, you fools!' },
{ text = 'Get a locksmith and free me or you will regret it, you foolish pirates!' },
{ text = 'I am not a princess, I am an actor!' }
}
-- VoiceModule
VoiceModule = {
voices = nil,
voiceCount = 0,
lastVoice = 0,
timeout = nil,
chance = nil,
npcHandler = nil
}
-- Creates a new instance of VoiceModule
function VoiceModule:new(voices, timeout, chance)
local obj = {}
setmetatable(obj, self)
self.__index = self
obj.voices = voices
for i = 1, #obj.voices do
if obj.voices[i].yell then
obj.voices[i].yell = nil
obj.voices[i].talktype = TALKTYPE_YELL
else
obj.voices[i].talktype = TALKTYPE_SAY
end
end
obj.voiceCount = #voices
obj.timeout = timeout or 10
obj.chance = chance or 25
return obj
end
function VoiceModule:init(handler)
return true
end
function VoiceModule:callbackOnThink()
if self.lastVoice < os.time() then
self.lastVoice = os.time() + self.timeout
if math.random(100) < self.chance then
local voice = self.voices[math.random(self.voiceCount)]
Npc():say(voice.text, voice.talktype)
end
end
return true
end
npcHandler:setMessage(MESSAGE_GREET, "Chhchh?")
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = "Greetings, |PLAYERNAME|.",
[MESSAGE_FAREWELL] = "Good bye, |PLAYERNAME|.",
Well, thinking about it, one time I install in my pc 4 GB of ram an ubuntu 14.04 he run all my memory, I will ask for my professor about it to be sure ...Well the problem is only on windows (I think) and it's very rare that a windows hosted server gets any higher amount of players IMO.
But you can ofc have an rlmap running with 50-100 players surely on 32bit, but after that it might be abit harder
Why do we need this?
Code:local voices = { { text = 'I am a MAN! Get me out you drunken fools!' }, { text = 'GET ME OUT OF HERE!' }, { text = 'Get me out! It was all part of the plan, you fools!' }, { text = 'If I ever get out of here, I\'ll kill you all! All of you!' }, { text = 'I am NOT Princess Lumelia, you fools!' }, { text = 'Get a locksmith and free me or you will regret it, you foolish pirates!' }, { text = 'I am not a princess, I am an actor!' } }
I think it's unnecessary. I don't want talking NPCs. It don't need to be identical to global. They just need to work as intended.Code:-- VoiceModule VoiceModule = { voices = nil, voiceCount = 0, lastVoice = 0, timeout = nil, chance = nil, npcHandler = nil } -- Creates a new instance of VoiceModule function VoiceModule:new(voices, timeout, chance) local obj = {} setmetatable(obj, self) self.__index = self obj.voices = voices for i = 1, #obj.voices do if obj.voices[i].yell then obj.voices[i].yell = nil obj.voices[i].talktype = TALKTYPE_YELL else obj.voices[i].talktype = TALKTYPE_SAY end end obj.voiceCount = #voices obj.timeout = timeout or 10 obj.chance = chance or 25 return obj end function VoiceModule:init(handler) return true end function VoiceModule:callbackOnThink() if self.lastVoice < os.time() then self.lastVoice = os.time() + self.timeout if math.random(100) < self.chance then local voice = self.voices[math.random(self.voiceCount)] Npc():say(voice.text, voice.talktype) end end return true end
This should save server resources. Am I wrong?
Why do we need custom greet message?Code:npcHandler:setMessage(MESSAGE_GREET, "Chhchh?")
This is already set as default on npchandler.lua:
I don't need that too. As I've said, they just need to work as intended.Code:-- These are the default replies of all npcs. They can/should be changed individually for each npc. [MESSAGE_GREET] = "Greetings, |PLAYERNAME|.", [MESSAGE_FAREWELL] = "Good bye, |PLAYERNAME|.",
The server still online with all shop NPCs and ORTS NPC lib.
Well, thinking about it, one time I install in my pc 4 GB of ram an ubuntu 14.04 he run all my memory, I will ask for my professor about it to be sure ...
tonight I'll format my computer again, put dual boot and see how it behaves, but I'm sure that ORTS is a good data pack .. any problem I report here, and will report the anwers from my professor about the use memory of linux 32 bitsUsing TFS?
I have never had any issues at all on linux with ORTS or any other OT.
tonight I'll format my computer again, put dual boot and see how it behaves, but I'm sure that ORTS is a good data pack .. any problem I report here, and will report the anwers from my professor about the use memory of linux 32 bits
I have a map with 130 mb, very very edited C: new caves and I'm creating more, new quests to get some new outfits and mounts :3 I'm thinking in all, but I don't have time, and a good pc to run my map '-' and don't have a dedicated server to run he for me :/Well in aspect it isen't so good xD
But the map is and it's something you can base a great server on if you have the time and experience.
And that's what I'm doing, sir.It was added not long ago, so I doubt that is the problem.
It's a thing the project will keep since they want to (I guess) be as close to RL as posible.
If you want it to be diffrent then you have to edit the code yourself.
[10.76][TFS 1.1] ORTS, a real map projectHave a 8.6 version ?