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[8.60] [TFS 1.2] -[Real Map full] with mount & market system

Hey guys! Awesome and fun project :) Everything works as expected for me, except the decay of corpses..
I already tried setting the duration in the items.xml and DECAY_INTERVAL in the sources with no luck. Am I missing something? I've tried values between 5000 - 100000, those are ms aren't they?
 
bro just add to config.lua And you get normal speed atk!

FAST_ATTACK_SPEED = 2000

View attachment 87187

The real solution to any problem lies in the sources. To fix fast attack, simply go to configmanager.cpp, find the indicated line, and change the value from 300 to 2000, then recompile. Otherwise, you'll have to add countless lines to config.lua.

Just a reminder: I stopped updating this project because I’ve seen people selling this server for $500 USD, and to this day, I haven't received a single cent from donations.
fix fast atack.webp
 
I've scoured the source and data files.. but i'm unable to find the culprit of the insanely fast corpse decay time.. could anyone who's way more experienced help please?
 
the map has a problem with monsters that spawn in unsuitable places. anyone know how to fix it quickly? I described the problem here:


View attachment 85205
How did you get it to work? I keep getting Unsupported Client ! (8)
Post automatically merged:

Grettings to the community,
Only because strangely my name was already in the Definitions, so I have an idea where they got the sources from.

i've submitted the initial pull request, introducing extra features (latest from otcv8) and adding the support for Wings, Auras, and Shaders, ensuring their persistence during login/logout.

72737-32ca9060d0a9d6c0fafff4071e3e1e65.data

For this release? Do you have somewhere we can download it?
 
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the database is incompleted, i have a error "player_skills' doesn't exist in database :c
huh funny i had exact same issues on my nekiro 1.5 lately very very odd shit happening annoyed the fu out of me oddly i never used player_skills because my skills are directly in player table.
 
Hello @Shiris undrin. First of all, thanks for sharing this software with us.
I intent to play alone or with some friend in my local network and I'd like to know it your server has the classic quests such as Anihilator?
BR.

 
Hello @Shiris undrin. First of all, thanks for sharing this software with us.
I intent to play alone or with some friend in my local network and I'd like to know it your server has the classic quests such as Anihilator?
BR.

By the way, I could make the server run and it seems all the quests are working fine. Thanks again @Shiris undrin! You can let some link for donating to your work.
I'm just following now someone to help how to fix the corpses decay time, because I tried in the XML files directly and it didn't work. The changes should be applied in the source code indeed (as done for the Fast Attack).
 
after i build the project solution and copy the files from the x64/release to the main folder, the server is not works. just black screen and it shut down, without any errors. but if I start it with the original files it works. someone knows how can I fix it?
 
hey guys, im kind today and I will share with you how to solve the problem with the corpses/items delays:
@ForlornSkald @dorphs

The problem was not the decay itself, its the duration of the decay, after lot of hours i managed to solve it..

Summary of changes:
Advanced the iterator after using erase to remove items.
Changed the for loop to a while loop to have more control over the iterator advancement.
Properly handled moving items between buckets.
Added iterator advancement when the item was not deleted or moved.
These changes combined ensure that the process of decaying and relocating items across buckets is efficient and does not cause issues with iterators or items falling outside the loop.

The problem is in game.cpp replace this: checkDecay to this one and compile:

void Game::checkDecay()
{
g_scheduler.addEvent(createSchedulerTask(EVENT_DECAYINTERVAL, std::bind(&Game::checkDecay, this)));

size_t bucket = (lastBucket + 1) % EVENT_DECAY_BUCKETS;
auto& currentBucket = decayItems[bucket];
std::vector<Item*> itemsToRemove;

auto it = currentBucket.begin(), end = currentBucket.end();
while (it != end) {
Item* item = *it;

if (!item->canDecay()) {
item->setDecaying(DECAYING_FALSE);
ReleaseItem(item);
it = currentBucket.erase(it); // Eliminar y avanzar el iterador
continue;
}

int32_t duration = item->getDuration();
int32_t decreaseTime = std::min<int32_t>(EVENT_DECAYINTERVAL * EVENT_DECAY_BUCKETS, duration);

duration -= decreaseTime;
item->decreaseDuration(decreaseTime);

if (duration <= 0) {
it = currentBucket.erase(it); // Eliminar y avanzar el iterador
internalDecayItem(item);
ReleaseItem(item);
}
else if (duration < EVENT_DECAYINTERVAL * EVENT_DECAY_BUCKETS) {
it = currentBucket.erase(it); // Eliminar y avanzar el iterador
size_t newBucket = (bucket + ((duration + EVENT_DECAYINTERVAL / 2) / 1000)) % EVENT_DECAY_BUCKETS;
if (newBucket == bucket) {
internalDecayItem(item);
ReleaseItem(item);
}
else {
decayItems[newBucket].push_back(item); // Mover el item a otro bucket
}
}
else {
++it; // Avanzar el iterador cuando no se elimina ni mueve el ítem
}
}

lastBucket = bucket;
cleanup();
}
 
How to get the market place to work?

The database tables are there, the queries inside iomarketplace.cpp look correct lol it just doesn't place any orders..
 
How to get the market place to work?

The database tables are there, the queries inside iomarketplace.cpp look correct lol it just doesn't place any orders..
this is not a complete market implementation, i dont recommend using this database unless you have a lot of time and patience to review 1 by 1.
 
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