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[7.7] RealOTS 7.7 Cipsoft files (virgin)

Dennis I went door to door with my scrapbook collecting autographs for people interested in a 7.7 low rate server. I collected 1000 autographs so I guess you're kinda obligated to rehost haxoria as satanclaus 2.0.

looking forward to your response.
 
Dennis I went door to door with my scrapbook collecting autographs for people interested in a 7.7 low rate server. I collected 1000 autographs so I guess you're kinda obligated to rehost haxoria as satanclaus 2.0.

looking forward to your response.
Can you show the scans of each autograph please?
 
Dennis I went door to door with my scrapbook collecting autographs for people interested in a 7.7 low rate server. I collected 1000 autographs so I guess you're kinda obligated to rehost haxoria as satanclaus 2.0.

looking forward to your response.
Are you Vincentje who has a friend called Thomas


@Toor You have the power but you dont use it. <3
 
Full analysis of Jakundaf Desert Mystery in the attachment
dope man. Did you look into the island in the venore desert (Jakundaf Desert iirc)? But where the corpse has golden helmet.
Lore speaks of lowering the water level. Doubt its solvable but interesting if you could find any non-finished stuff related to it. Also there was some stuff about excalibug I believe and an npc was asking for grapes for some info about it. I think carving or wallcarvings were keywords related as well. The npc doesnt respond and want grapes anymore iirc. But interesting none the less :)
 
It's horrible ngl, also the character and account right spells it's just prehistorically built
Fair enough, I didn't do the switch case stuff myself etc, I used basically a copy of the command system I made for spells, I was just talking about the syllables, like ex ura, I think that's great, but how it's implemented is a different question altogether as far as I'm concerned.
 
GO and check "old tibia videos" channel on youtube, he has been checking different things on this old client, one recent he was testing key 0000 and some stuff around POI
 
At some point there were an exploit to debug players clients. I know it happened on Inferna, south of venore in the swamp. Not sure if location matterd. But all i know, you went there, client crashed and then you were dead. A player caused it. Would love to know how it worked if anyone knows about it. It did happen to me. But also may have been on lunara, cause i have first hand knowledge of a friend experiencing it. but it did happen. Please share if you know!
 
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Is anyone aware of the known bugs in this server? I've recently come to know about the Move bug where players can Move others up to others floors. I've managed to resolve this but I'm curious if there are other issues to be fixed. I heard there could be an issue with XTEA but this should also be resolved as I have moved to TLS. Maybe you know anything @Toor since you ran the server for some time?
 
Does anyone know if items put on the game world floor are supposed to persist indefinitely?

For example, I will put an item on the floor and come back hours later and it will be gone. I'm using the official leaked map and I can see player items all over the floor, but my items disappear after a certain amount of time.

Does certain chunks of the game world get reset / get put out of memory if I'm not in that location for a while?

Also, I'm attaching a PDF guide that I used to configure this 7.7 server on a VPS. The guide is entirely created by Claude AI, I did not do it, so I don't know if there's easier methods. It did seem to work though, and includes instructions on setting up the VPS, installing game files, server save cron job, simple website registration, simple python script to patch game client etc... It might be useful for someone else.
 

Attachments

Does anyone know if items put on the game world floor are supposed to persist indefinitely?

For example, I will put an item on the floor and come back hours later and it will be gone. I'm using the official leaked map and I can see player items all over the floor, but my items disappear after a certain amount of time.

Does certain chunks of the game world get reset / get put out of memory if I'm not in that location for a while?

Also, I'm attaching a PDF guide that I used to configure this 7.7 server on a VPS. The guide is entirely created by Claude AI, I did not do it, so I don't know if there's easier methods. It did seem to work though, and includes instructions on setting up the VPS, installing game files, server save cron job, simple website registration, simple python script to patch game client etc... It might be useful for someone else.
Cipsoft applied a "Refresh" tag to certain tiles. The server iterates over the map sectors over time and refreshes any tiles which have that flag within the sector. Any tiles without refresh will persist indefinitely.

You can see an example below...

LUA:
0-18: Refresh, Content={4518, 1100, 1283, 3655, 3654}

If you open the .sec files in a map editor that supports it, you can see which tiles have refresh.

(Yellow=refresh)
1777500530350.webp
 
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Thanks Legolum. That does make sense, but I'm still a little confused by what I'm seeing in the game.

If I drop my loot on the floor in a cave, it will disappear after a certain amount of time (not between game reloads of server saves, just after a certain amount of time).

However, I can see loot scattered on the floor from the original players back in 2006, that doesn't disappear at all. So, it doesn't appear like the tiles in the cave should be getting reset?

Are there any reasons why my loot specifically would be getting reset?
 
Thanks Legolum. That does make sense, but I'm still a little confused by what I'm seeing in the game.

If I drop my loot on the floor in a cave, it will disappear after a certain amount of time (not between game reloads of server saves, just after a certain amount of time).

However, I can see loot scattered on the floor from the original players back in 2006, that doesn't disappear at all. So, it doesn't appear like the tiles in the cave should be getting reset?

Are there any reasons why my loot specifically would be getting reset?
Refresh tiles don't refresh at server save, they refresh in sequence. The server literally iterates sector by sector, during runtime, looking for refresh tiles. Some cave tiles are refresh, so loot will likely disappear if you leave the area for awhile. But it really depends on the cave. As long as you are not nearby, a refresh tile is at risk of refreshing.

Don't try to overthink this, either. Cipsoft was EXTREMELY inconsistent with refresh. Here is a picture of 2 sections of a scorpion cave. For some reason, one section is refresh, and one is not.
1777586190357.webp

There are random tiles in cities and in caves that absolutely should be refresh, but are not. (See this section of Rookgaard - 2 tiles on the bridge do not have refresh, as such, you could drop items on these tiles and they would stay forever. 99% of Rook is refresh, so any tiles NOT marked as refresh are oddballs.)
1777585344604.webp

All of the loot you see from 2006 rests on tiles which do not have the refresh tag, so it will never wipe regardless of how much time passes. These items effectively exist forever.

EDIT:
For clarity, the server selects a 'cylinder' of sectors (AKA a 32x32 section of the map containing all Z levels) to refresh every minute. If a player is nearby, the player will block the refresh in the same way you would block a monster spawn.
 
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Refresh tiles don't refresh at server save, they refresh in sequence.
By default it does refresh upon server save as well, although you can close the server without refresh.

Don't try to overthink this, either. Cipsoft was EXTREMELY inconsistent with refresh. (...) There are random tiles in cities and in caves that absolutely should be refresh, but are not. (See this section of Rookgaard - 2 tiles on the bridge do not have refresh, as such, you could drop items on these tiles and they would stay forever. 99% of Rook is refresh, so any tiles NOT marked as refresh are oddballs.)
View attachment 100067
The reason why it looks like this is because the shape of refresh on the east side follows the old coastline. They simply forgot to correct it after adding the bridge in later version. Refresh tiles in many places can tell us a lot about the history. E.g. if you look at the bear room, you can see where the cave with the key was located originally, and you can also notice that the corridor used to be more narrow. Additionally, those two non-refresh squares in the room were probably the original location of the quest chests - they later moved them to create the sewers gate for emergency exit to prevent players from getting trapped inside.

AejyTIo.png


There are many such remains all over the map from which we can learn about the past. You can even tell the exact shape and location of the ancient daemon spawn in Mintwalin just by the refresh tiles. It's all because mappers simply didn't always remember to correct refresh tiles when making changes to the map.

Btw, thanks to @kor you can view the map with refresh zones here: Tibiantis Info - 7.7 Map (https://tibiantis.info/library/map/tibiantis#32138,32109,11,8) Just remember to mark "refreshable tiles" on the right, and unmark "tibiantis map" if you only want to see the original 7.7 cip map.
 
Everyone has to see the interview between Mirius (YouTuber) and @Toor. When he explained how he got into CipSoft's hosting provider admin panel around 13:30 in the video, I spit out my drink and laughed out loud. I have not laughed that much in weeks.

 
Everyone has to see the interview between Mirius (YouTuber) and @Toor. When he explained how he got into CipSoft's hosting provider admin panel around 13:30 in the video, I spit out my drink and laughed out loud. I have not laughed that much in weeks.

Thanks, the instagram link didn't work.
 
By default it does refresh upon server save as well, although you can close the server without refresh.


The reason why it looks like this is because the shape of refresh on the east side follows the old coastline. They simply forgot to correct it after adding the bridge in later version. Refresh tiles in many places can tell us a lot about the history. E.g. if you look at the bear room, you can see where the cave with the key was located originally, and you can also notice that the corridor used to be more narrow. Additionally, those two non-refresh squares in the room were probably the original location of the quest chests - they later moved them to create the sewers gate for emergency exit to prevent players from getting trapped inside.

AejyTIo.png


There are many such remains all over the map from which we can learn about the past. You can even tell the exact shape and location of the ancient daemon spawn in Mintwalin just by the refresh tiles. It's all because mappers simply didn't always remember to correct refresh tiles when making changes to the map.

Btw, thanks to @kor you can view the map with refresh zones here: Tibiantis Info - 7.7 Map (https://tibiantis.info/library/map/tibiantis#32138,32109,11,8) Just remember to mark "refreshable tiles" on the right, and unmark "tibiantis map" if you only want to see the original 7.7 cip map.
Kay, do you know if SIO only applies to top position seeing as it was an instant spell I think not, but rather safe than sorry.
 
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