@Felipe93
Achieved RL tibia speed or what?
glapa93
just said his OTS (Tibiantis?) is lagging (high CPU usage [above 50% CPU], not expected by OTS engine) and uses:
Code:
msg.add<uint16_t>(creature->getBaseSpeed()-20);
in
ProtocolGame::sendChangeSpeed
to correct client animation. It does not change real speed of player on OTS. It just changes 'speed' send to Tibia client.
Which is pretty bad, as it 'fixes' ping of client, not real animation problem - ex. check OTCv8 sources and OTCv8 'new walking', which fixes real animation problem, but requires OTS changes.
Players with same ping as his (owner/tester) will have it 'fixed', others - lower/higher ping - will lag more/less after that 'fix'.
OTS engine is not like RL Tibia engine. These engines are totally different.
OTS is 'event driven' protocol [better/faster, but not compatible with official tibia client, OTCv8 'new walking' fixes it].
RL Tibia is 50 ticks/second driven engine [like CS:GO servers with 64 or 128 'tickrate']. They are way different.