oen432
Legendary OT User
There is a second (and even better than this) option, Unity client by Slavi, open source, even more powerful than this, way easier to manage and extend.it is very good (if not currently best) standalone OTClient for sure.
There is a second (and even better than this) option, Unity client by Slavi, open source, even more powerful than this, way easier to manage and extend.it is very good (if not currently best) standalone OTClient for sure.
No, the one by Slavi is not better (at least for now) and is still not completed. This one is different, they're two different projects.There is a second (and even better than this) option, Unity client by Slavi, open source, even more powerful than this, way easier to manage and extend.
It's standard otclient feature, you don't need tutorial from me to know that - edubart/otclient (https://github.com/edubart/otclient/blob/master/src/client/protocolgameparse.cpp)No need to be rude. You didn't specify anywhere that this is possible, you should be mad at yourself and not me for not providing enough information.
Clearly sale isn't your best side.
Huh, my apology.It's standard otclient feature, you don't need tutorial from me to know that - edubart/otclient (https://github.com/edubart/otclient/blob/master/src/client/protocolgameparse.cpp)
There was nothing rude about it. This function is available in OTClient, so I agree that it is lack of your knowledge.No need to be rude. You didn't specify anywhere that this is possible, you should be mad at yourself and not me for not providing enough information.
Clearly sale isn't your best side.
You could have read at least few more posts...There was nothing rude about it. This function is available in OTClient, so I agree that it is lack of your knowledge.
There was nothing rude about it. This function is available in OTClient, so I agree that it is lack of your knowledge.
![]()
Build software better, together
GitHub is where people build software. More than 150 million people use GitHub to discover, fork, and contribute to over 420 million projects.github.com
You have two options, C ++ or lua.![]()
Limit Magic Effect
Hello guys... I'm trying to remove the limit of magic effects... from what I saw the 'problem' is in this part... if(g_game.getFeature(Otc::GameMagicEffectU16)) effectId = msg->getU16(); else effectId = msg->getU8(); Then i put this in the otc...otland.net
5000$ probably yes, but not per person. Let's be glad that we have Edubart, because his project would probably be worth 50000$ per person using the author's price list.
In my opinion, the main change is the walking system. From what I understood - the client receives confirmation every 3 steps, not every 1 step. There are advantages and disadvantages, but apparently advantages are more important. The FPS increase is good but not necessary, but I care about that the most - I hope that someday we will be able to receive optimization. Other additions such as cursor hover square or fade tile are nothing new. Of course, I believe that kondrah has put a lot of work on OTCv8 and I admire his skills, but I do not think that OTClient is a project that requires such effort to make it good, because it is already amazing.
but I will remind users yet again to refrain from discussing the sale of any files.
There is... Playing 4 frames animation on 30 and 60 FPS is a big difference.If im not wrong this overall fps bullshit makes no sense for me why would you want even 30fps or etc when animations based only with like 3-4 frames and effects max with 10-15, so whats the point of having more fps? For better games i understand it feels smoother but common in tibia there is no such think as smooth when everything have few frames
Really? Didnt knew about itThere is... Playing 4 frames animation on 30 and 60 FPS is a big difference.
perfect. how use this client with uint16 magic & distance effect?
GameDistanceEffectU16 = 77
alsog_game.enableFeature(GameDistanceEffectU16) does not work
for magiceffects work perfectly, but for distanceeffects which is a correct??also
g_game.enableFeature(GameMagicEffectU16)
for magiceffects work perfectly, but for distanceeffects which is a correct??
void ProtocolGame::parseDistanceMissile(const InputMessagePtr& msg)
{
Position fromPos = getPosition(msg);
Position toPos = getPosition(msg);
int shotId;
if(g_game.getFeature(Otc::GameDistanceEffectU16))
shotId = msg->getU16();
else
shotId = msg->getU8();
if(!g_things.isValidDatId(shotId, ThingCategoryMissile)) {
g_logger.traceError(stdext::format("invalid missile id %d", shotId));
return;
}