The LINK is BROKEN , re UP pleaseHere you can found the map editors that works with the cipsoft map format(you can even see the houses contents, trashs in all caves, etc): Realots Map Editor (http://www.mediafire.com/download/7qg69xtdi264cma/Realots+Map+Editor.rar)
I've been running this server for roughly 2 months now.
I must say it's incredibly stable, and as soon as you get the automatic-server restart fixed it's as easy as 1-2-3 to keep it up and running.
The server is running on a headless VPS on a remote location. It's running on Ubuntu 14.04 using 2 cores and 4GB ram. Despite that I get the occasional 100% usage on one CPU core. The game itself hovers between the 15 and 23% of the available RAM.
In order to make sure reboot works properly;
goto your /bin folder and open up reboot-daily using the following commands. Make sure the base location of your game-folder is inEdit this reboot-daily file using the following command:Code:
If the automatic reboot doesn't work it could be a limited number of things that prevent you from rebooting automatically upon server save. Open the files using notepad++/Atom/Sublime etc. Check line 1 in reboot-daily. In my case it said #!/bin/sh which prevented me from rebooting automatically. Line 1: #!/bin/bash Check line 4: BASE="/home/game" Make sure your path correspondents with the actual location of the game folder. If it's located elsewhere change it to represent the actual location. E.g. BASE="/home/[USERNAME]/game" Finally lines 55 to 61. If your game file has been renamed to reflect certain versions, changes etc. (E.g. you've changed the virgin binaries to bonez-libs) make sure you edit the filename in these lines: # Neues game binary if test -x bin/game.new ; then rm -f bin/game.old mv -f bin/game bin/game.old mv -f bin/game.new bin/game echo -en "Using now a new game binary.\n" >> $MAILBODY fi Upon boot it supposedly sends an e-mail to [email protected]. There is no need to change this, if your server hasn't got any e-mail capabilities installed. If all these changes were successful, but mostly if they were necessary it should work. If it's already correct, don't change it.
Is there any map editor that edit map/quests for hacked files maps?Community,
TL;DR: tibia-game.tarball.tar (https://www.mediafire.com/file/4v8kulk4nfg0hgc/tibia-game.tarball.tar.gz/file)
I've uploaded the entire Cipsoft distribution, available at the link below. The tarball is the original tarball that was transferred from the Zanera game world to my Redhat workstation, over a decade ago. All files are untouched and offers you a genuine look into history. Everything is original, including the game binary.
For those who have already downloaded the modified distribution this offers little new, other than that the binaries are unmodified (including the EXP/regen rates in the game server binary), NPCs are 100% original, and the monster loot is exactly how it should be.
This release also exposes that some quests of which I have always maintained were solvable are in fact not. I said so because hope is always the last thing to die. Hope brings life.
Having said that I want to shortly address the history about the origin of the files. They were obtained when a social engineering attack escalated into a root compromise of nearly all the US servers and at least one German server. There was no sorcery involved.
SimOne was the first third party to have the complete distribution. Remere the second, although possibly only in part. Talaturen (aka Mark) had some of the NPC files. Ryan offered me 5K for the distribution, but it never came to a deal.
After RealOTS came to an end I befriended Iryont. First I gave him all the correct strings and positions for books, and later on I decided I liked him enough to give him the full distribution for free. He improved Tibianic a lot by assimilating the data into his server. Ezzz also has the full distribution as he's passionate about Tibia, and wished to use it to learn from it. The distribution also changed hands two or three times.
Given the wide spread leak of the files and the inaccuracies that have been left unchallenged I felt the need to address the above and to release the original tarball to the community. It's for educational purposes only. There's no query manager (Credits to SimOne to write the initial basic QM) and no login server. If you want to get this to work, there's other threads and people you can turn to for assistance.
Back in my Tibia playing days I was the only person that knew you could exchange life crystals for life rings. I told two other players, whom I considered friends. Within a week the 'secret' was sold by the highest levels on the server for 750K. I then decided to post the solution of the life crystal 'quest' on the Wiki (Erig's site I believe) and within a week or two it was known throughout the entire Tibia universe. Moral of the story: Two can keep a secret if one of them is dead.
The link is here:
My experience has been that people have basically done that anyway. Knights and paladins would go off to train and come back with high enough magic level for their spells. Still, your suggestion to use magic levels instead of just changing it to level 1 is much better, of course, so I went ahead and fixed that.
And yeah, the SkillModification change would have just been a band-aid fix.
Anyway, thanks a lot for pointing out things to change. I didn't really intend for this to be much more than a little patch to change what I find to be the most annoying parts about the 7.6 magic system, but you really helped make it more than that. I really appreciate it.
A summary of all the changes:
Average mana from manafluids lowered from 100 to 50
Spells & runes
Now requires magic levels to learn.mlvls, mana, charges, and mlvl to use taken from internet archive
Magic level constants lowered from 1600 to 400Fist, sword, axe, club, distance, and shielding constants lowered from 2x-3x to 1x
Life Ring's and Rings of Healing's mana regen lowered from 4 to 1.Mana regen from eating food lowered from 2 to 1Mana regen interval has been doubled for all vocations
Price increased from 55gp to 100gp
NPCs changed to check for magic levels instead of levels when teaching spellsNPCs tells you which spells you can learn based on magic levels instead of levels
All changes, with their addresses, values, and what those values mean are included in the archive.
Can skip this, I found out how to do it.Could some kind soul please explain what exactly I need to do to apply these changes? I'm going through the steps of setting up my first OT to play on by myself and I have zero knowledge about how anything works. Making this change is one of my last steps and I would greatly appreciate any help.
Also, I assume soul points still remain despite these changes, so if anyone knows any way to deal with those I would love that information too.