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BlackTek-Server Development Thread

Latest Update:

The first major step in complete smart pointer conversion is complete!

Black Tek now has shared pointers for all Thing derived classes!

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Memory management

Game Stop GIF
 
Update:

I have created an official to-do list for BlackTek Server.


I still need to setup the "Projects", "Milestones", "Labels" and more on the github to keep things structured and organized, but hopefully this will bring some clarity for those who were curious about the goals of the project.
 
is thi better in performance, less "Buggy" and stabler than for xampler miljirio by geisor or other repositories around there? (seirous question
 
is thi better in performance, less "Buggy" and stabler than for xampler miljirio by geisor or other repositories around there? (seirous question
Absolutely if you use the 1.0 or 1.1 version of BlackTek Server. I can't say I know what server is "miljirio", but as far as 10.98 client based servers, this is the cream of the crop.

The master branch (which is the dev branch for 1.2) is not so stable anymore after the conversion to smart pointers, there were a number of bugs introduced with that commit that have to be found and resolved.
 
Very interesting. I was thinking of creating a server from scratch with the same concept and idea of my current server which is based on 0.4 8.6

I've had my server for like 10 years now. So it would be near impossible to convert stuff with everything that has been done.

So the best way to do it is start clean and just create everything all over. For a long time I was considering doing this on the latest TFS but now I might do it using BlackTek.

I'll be following this. Best of luck
 
Another update for those how are watching this thread for updates..

I have started a github project for BlackTek Server. It's basically something similar to trello, and I have already spent a decent amount of time building it up and will continue to do so, as I have also done with the labels, and milestones and will also continue to better flush out the usage of all the resources provided to me by github, including improving the ones I just mentioned.

Please check out the links I included to get an idea of this kind of progression.

Side note, I also cleared all the issues (there were 9) that had popped up recently after the change to shared pointers and ask for your continued support in finding bugs that need resolved and reporting them to the community (which can be found on the readme.md or in my signature below), or on the github itself. Thank you all!
 
Just a question; as of now there's no way to default items into having augments by e.g. adding something into items.xml?
 
Just a question; as of now there's no way to default items into having augments by e.g. adding something into items.xml?
As of now, there is no support for adding augments to a default itemtype through items.xml, no; This support is planned however. I am still undecided if I would rather add that very soon, or to just wait until after I have removed items.xml in favor of a toml replacement.

Here is a small screenshot of a section from my official to-do list:

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Just a question; as of now there's no way to default items into having augments by e.g. adding something into items.xml?
Now they can.

1739798762290.webp

There is a video shared with the BlackTek community that demonstrates it, but the key is "augment" and the value must be the name of an augment loaded in from toml, not one created dynamically in lua (for obvious reasons).
 
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Now they can.

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There is a video shared with the BlackTek community that demonstrates it, but the key is "augment" and the value must be the name of an augment loaded in from toml, not one created dynamically in lua (for obvious reasons).

Sweet. Been waiting for this since absorb values in items.xml was removed due to augments. I'll check it out asap, nice job & thanks :D

Edit; How far off are you from negative absorbs in augments? I think I read that in your to-do that you're planning on implementing it.
 
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How far off are you from negative absorbs in augments? I think I read that in your to-do that you're planning on implementing it.

UPDATE:
We now have "weakness" (causes wearer to receive increased damage) modifiers available as a type for the modifiers for augments. This, along with the support for augments loaded to an itemtype via items.xml allows full replacement of the old "absorbs" that had negative damage, without the need of using negative values. The weakness modifier type has the exact same interface, behavior, and keywords as the rest of them.

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If someone wants to write up all the augments that are needed to replace those old absorbs in the items.xml and the they are willing to write up the items.xml part too, please let me know, I will be opening a new section in the community for resources soon, it would make a great first edition, but I don't want to add it to the main repo, I think its better suited as a side resource.
 
Update:

Brought back a feature from old school servers, as requested by a user on our discord forum... Access Players (aka GM's and Gods) can move items and creatures around the map without having to move to where they are first, and without walls or floors blocking the throw, so long as the tile doesn't have a wall or something on it. You can even grab yourself as a gm and throw yourself anywhere a tile is open to go to as well, its really fun.

We have also removed both the vocations.xml and groups.xml. The vocations now have their own folder, and any toml files inside that folder will be parsed (even in sub folders), you can have as many entries or as little entries per toml file as you desire.
The groups was moved to a new folder where I will be storing any and all configs as I get to them, called config in the root of the project directory, and its expected to be in that folder as groups.toml. Here is what they look like :

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Just to let everyone know who was interested in Augments and how to use them, I have created a guide for them you can find on the discord or on the github repo here

 
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