[Italy] [7.7] Realots Testserver (oldschool PvP-E mode; 50% exhaust)

Which PvP mode would you like to see this experimental server in? (private votes)

  • PvP-E (50% exhaust for aggressive runes and spells, no skulls and frags, exp for player kills)

    Votes: 23 41.1%
  • Normal PvP (6 frags/day, 10 frags/week, 20 frags/month for ban and normal exhaust etc)

    Votes: 12 21.4%
  • Normal PvP (10+ frags/day, 20+ frags/week, 40+ frags/month for ban and normal exhaust etc)

    Votes: 11 19.6%
  • Non-PvP (no player killing, normal exhaust)

    Votes: 10 17.9%

  • Total voters
    56
  • Poll closed .
OP
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You need to debug it with debug info then allow it to generate a core file. Then you will be able to find with gdb which is the cause of the crash.
Thanks for the suggestion.
It seems that this flag was set by default, but that I had to change my "ulimit" : o

@Players
Server is up again, sorry for the downtime - unlucky time to go to bed at.
 
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The Query Manager still crashes or closes itself sometimes and doesn't produce any coredump, and without that it's a bit hard to find out what's going wrong.
Still trying to work it out; remove code, etc though.
Will eventually replace the entire thing so it won't be an issue in the next two phases (2018).

Added server status and the number of players online to website on all pages so you can easily see if the server is up or not (updated every minute).

There's been very few login attempts these last few days so I'm gonna take this opportunity to relax a bit and work at my own pace as I have some stuff I need to work on IRL.
Will still check on the server once in a while to make sure it's on, but other than that I'm taking another break for at least a day or two.

Cheers.
 
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QM crashed again at night time.

Technical rant:
After not getting a single coredump and adding in a try{} catch{} for the entire main loop and the error still not getting caught, I noticed the QM code contains many return -1 statements all with a std::cout statement attached to the same block, none of which has been triggered ever, except for one block that only has a return -1 statement without a std::cout x___x.
Asprate and Remere, you damn trolls! :p
Lets notify of every single potential error before we exit... except for apparently this most probable one!

Anyway, the server is up again :)
 
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The Halloween Hare
should spawn today at 18:00 o'clock CET (1 hour from now) in Rookgaard at sheeps west of temple and in Main about 10 SQM south of Mac Noodles which is south of Dwarven Bridge.

For those who don't know, this is a rare monster that was only spawned once a year on Real Tibia for only a select few years and that you probably won't find on any other OTs hosted right now :)

Added some pumpkins around the Main spawn so the first arrivers can create their own pumpkinheads too.

Happy Halloween :)
 
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Too bad I've missed it. It'd have been funny in POH.
Few days next year? :)
Sure, I can trigger the event again early 2018 or something.
I do regret posting the news about the event so late, only an hour before it started, as I had no halloween-plans myself and didn't even think about which day it was or this in-game event until the middle of the day pretty much.

@Helzhvog
Tombs or Drefia necros or vamps with GFB or spells for exp and cash.
Some much more dangerous but more thrilling options (+ you'll need to sell djinn loot to profit) would be dragons, dragon lords, hydras and warlocks.
You can TP directly to Demona at the lever in MOLS (but not back without passing a lot of warlocks first) - but not recommended solo at level 60.
And something easier than necros or vamps would be e.g. ancient scarabs or deeper Dark Cathedrals or dwarf guards/cycs/minos.

There's also loads more options, like heros, banuta, giant spiders, +++.
 

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As far i know poi already exists in 7.7 cipsoft maps and aries war died in that dl hell.
 
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Is adding poi dls out of the question?
Not at all :)
The dls already exists too, it's just currently impossible to reach them.
A problem I have with implementing map-related stuff is that I don't have a map editor that can save maps with this server, so I have to manually calculate which file the tiles are in and then manually edit the files with a text editor pretty much, and there's a huge lava pool in the middle of the entrance that needs to be replaced with ground and stuff.
But I'll get to it at some point.
Suggestion for statistics page on future website: adding a "raid history". So you can see before logging in which bosses have spawned recently. And plan your hunt accordingly.
I very much approve of your suggestion, however if I remember right the only way to get that data is by reading through the full console output during server boot, which is not hard to do, but it might be resource-costly for the server and it's tricky enough that it takes much more coding/slashing/testing then simpler stuff, and I already have an insane amount of work to do and not enough energy.
But I'll probably implement that within a few months time (i.e. could be within next week or in 4 months time).
 
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@Helzhvog
Tombs or Drefia necros or vamps with GFB or spells for exp and cash.
Some much more dangerous but more thrilling options (+ you'll need to sell djinn loot to profit) would be dragons, dragon lords, hydras and warlocks.
You can TP directly to Demona at the lever in MOLS (but not back without passing a lot of warlocks first) - but not recommended solo at level 60.
And something easier than necros or vamps would be e.g. ancient scarabs or deeper Dark Cathedrals or dwarf guards/cycs/minos.

There's also loads more options, like heros, banuta, giant spiders, +++.

Thank you n.n, where should i find access to tombs? I've scouted the whole darashian desert and found no entrance at all, even with help of the wiki
 
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Thank you n.n, where should i find access to tombs? I've scouted the whole darashian desert and found no entrance at all, even with help of the wiki
The entrance to each tomb should generally be at the same spots as on the new tibia wiki.
But you usually need to shovel more than once - there's a random chance of opening it up, so it's impossible to say how many times, but it takes usually less than 10x up to 20x (or more) if you're unlucky to open an entrance up.
 
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