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TFS 0.X Char freezes and is walking in the same SQM

potinho

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Good morning people,

I have an OTX 2 server and a strange bug happens with some players. Out of nowhere, during actions (walk, rune cast) the char hangs in the same SQM and seems to keep trying to walk. It only unlocks if it dies or relogs. Has anyone seen this and know how to fix it? As client im using OTCv8.
 
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Today i've got this problem again. The player is walking, attacking and using magic and runes, the character's sprite is in the front SQM trying to walk, but apparently he is in the SQM in the center of the screen. With that the use of spells and attack stops working. Have you seen this bug? Like some kind of desync between client and server.
 
This happens when the client can move while the server does not allow it, but also server does not cancel the client or throws an exception.
It is kinda a desync but a 'real' desync would rubberband the player back to his position
 
This happens when the client can move while the server does not allow it, but also server does not cancel the client or throws an exception.
It is kinda a desync but a 'real' desync would rubberband the player back to his position
There's a way to fix this?
 
The best way to do this is to know how to reproduce it and find the lack on server side. Lets say you cannot talk while walking, but OTC will let you walk. You would need to send cancelWalk or cancelNewWalk to your client where you receive your talk packet to avoid being desynced.
 
The best way to do this is to know how to reproduce it and find the lack on server side. Lets say you cannot talk while walking, but OTC will let you walk. You would need to send cancelWalk or cancelNewWalk to your client where you receive your talk packet to avoid being desynced.
Ins't a solution increase (on server side)
Lua:
packetsPerSecond
on config.lua? Raise to 2k, for example.
 
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