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Programmer Professional programing services - C/C++/C#/Python/PHP/Lua

As from my experience, you'll never end having good experience with someone asking for a job where all matters is money in the end and I doubt quality prioritizes in any way.

If you're looking for a serious work, please, get to know someone by time and I can ensure you that this person will do the work you need in perfect conditions and deserves all the money you can pay and surely way cheaper. This is in no way an easy task, but if you're looking for someone ideal, just give it a time and you'll meet someone.
 
But it is totally quality, I have hired more than 50 programmers yet, and kondrah is the top #1 so far.

A other scripter can do the same job for way less money. Why would I pay a guy which wants ( 40$/ for one hour. Some peoples have to work 4-5 hours for that money )
if he would take 10$ a hour I wouldnt say anything about the price but 40$.. effrontery...
 
A other scripter can do the same job for way less money. Why would I pay a guy which wants ( 40$/ for one hour. Some peoples have to work 4-5 hours for that money )
if he would take 10$ a hour I wouldnt say anything about the price but 40$.. effrontery...

Cause you don't know what are you talking about.

I have hired 50+ programmers in the last 2 years, the hour paying about $2-10 usd max, but none of them could do what he is doing, he is optimizating the TFS 1.3 completely, all C++ files and Lua files, he is redoing lot of things that were consuming lot of CPU ussage, he will integrate a cast system which enables the option to record the session, then download and replay on Tibia and maybe transform on MP4 or AVI.

I have discussed with him for a lot of future proyects and he can do everything as far as I have seen.

Really proffessional work.
 
way to expensive if you ask me.

Yes, that's right, that price is too high. Price from april will be 30$ for first hour and then 20$/hour. However, the price will not apply to 'debbugging services'. I will update post by the end of the week.
 
Ok, I have been working with Kondrah for about one month and I have to say he is the most professional programmer ever hired.

I have paid for an entire optimization of the TFS where he reworked decay system, the entire save system for players and houses, and a few others optimizations.

In order to know what to resolve, he added a system which exports data of every function on SQL, lua and c++, and then he looked up after live data obtained trough a few days of implementantion.

Now, players keep saying the fluence of the server has increased a lot: for example server saves freezed the server betweeen 1-3 seconds, now it doesn't freeze at all; the latency has been down for a lot of players in about 25-40% better; the speed of moving creatures, and a few others things has been increased too.

Also he has added a really nice Cast System and now we are going to add a Cam System, which will let save Cast Session from players.

I totally recommend him.
 
man it seems amazing man! but the cost is very high but i guess its worth it for servers that can invest alot. maybe people could pay him to improve tfs and do tibia 11 and improve otclient because right now we all know its dead and noone will update it and if somebody tries the code has to be perfect or it gets denied XD
 
man it seems amazing man! but the cost is very high but i guess its worth it for servers that can invest alot. maybe people could pay him to improve tfs and do tibia 11 and improve otclient because right now we all know its dead and noone will update it and if somebody tries the code has to be perfect or it gets denied XD

My OT is 100% RL and has almost everything working. When my proyect closes, I guess in a few years old, I will publish my repo to the public, so everyone can open a REALLY GREAT SERVER with everything of CipSoft, I mean NPC, Quests, Maps, etc.
 
I am once again here, still working with Kondra and he has been working along with other server-owners who have asked me for feedback.

You may not find an available date yet until a few weeks more... So sad, but I will guarantee you the best experience improving your OT effiency as I am doing now, and some others too.

Just a bump for this heroe who is here to save us ;)
 
FYI, cpu usage on fidera-global with basic optimizations vs with advanced optimizations (not all done yet, the target is to use only 40% of cpu for main dispatcher thread with 1000 players). Logs generated by my advanced cpu stats system (3th generation).
Code:
[17/05/2018 22:56:35]
Thread: 1 Cpu usage: 97.3723% Idle: 2.13698% Other: 0.49076% Players online: 1309
 Time (ms)     Calls     Rel usage %    Real usage % Description
     95558   2725369       32.71228%       31.85269% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     85170     10122       29.15620%       28.39005% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     55893   5628166       19.13380%       18.63101% std::bind(&Game::checkCreatureAttack, &g_game, getID())
     17021    386312        5.82693%        5.67382% &Game::playerSay
     11250      1149        3.85130%        3.75010% std::bind(&Game::checkDecay, this)
      8171    284353        2.79726%        2.72376% &Game::playerMove
      6496     31155        2.22409%        2.16564% std::bind(&OutputMessagePool::sendAll, this)
      1794     46906        0.61414%        0.59801% &Game::playerUseItem
      1330     84915        0.45539%        0.44342% &Game::playerUseWithCreature
      1208     14324        0.41370%        0.40282% std::bind(&Game::playerUseWithCreature, this, playerId, fromPos, fromStackPos, creatureId, spriteId)
      1193       159        0.40851%        0.39777% std::bind(&ProtocolGame::login, getThis(), characterName, accountId, operatingSystem)
       657     28844        0.22508%        0.21916% std::bind(&Spawn::scheduleSpawn, this, spawnId, sb, interval - 1400)
       652     32531        0.22321%        0.21735% std::bind(&Game::updateCreatureWalk, &g_game, getID())
       604      1068        0.20696%        0.20152% &Game::playerLookAt

Code:
[28/05/2018 18:05:32]
Thread: 1 Cpu usage: 82.8484% Idle: 16.8939% Other: 0.257758% Players online: 1709
 Time (ms)     Calls     Rel usage %    Real usage % Description
    102229   3860121       41.13127%       34.07658% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     36842     11403       14.82312%       12.28071% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     27297    492084       10.98283%        9.09909% &Game::playerSay
     25975   1018765       10.45091%        8.65841% std::bind(&Game::checkCreatureAttack, &g_game, getID())
     12452    371367        5.01005%        4.15074% &Game::playerMove
     10145     64739        4.08199%        3.38186% std::bind(&OutputMessagePool::sendAll, this)
      9459       597        3.80575%        3.15300% std::bind(&Game::checkDecay, this)
      8471      2949        3.40855%        2.82393% std::bind(&Game::checkFollow, this, false)
      2359     58740        0.94942%        0.78658% &Game::playerUseItem
      1994    118838        0.80233%        0.66472% &Game::playerUseWithCreature
      1577     19350        0.63489%        0.52599% std::bind(&Game::playerUseWithCreature, this, playerId, fromPos, fromStackPos, creatureId, spriteId)
      1381       172        0.55589%        0.46054% std::bind(&ProtocolGame::login, getThis(), characterName, accountId, operatingSystem)
      1238     95150        0.49837%        0.41289% &Game::playerSetAttackedCreature
       961     41346        0.38689%        0.32053% std::bind(&Spawn::scheduleSpawn, this, spawnId, sb, interval - 1400)
       712     20463        0.28648%        0.23734% &Game::playerMoveThing
 
Hi again do you have time ? i have work for you :) please contact me :p
 
Sorry guys, I have so many thing to do that I will be available in late September or later. Will update my first post if anything changes.
 
I finished all my optimizations by now (I rewrited a lot of stuff in map.cpp, it uses the most of cpu, like getTile, getSpectators, path finding), talera.online is using all my optimizations, that's cpu usage by dispatcher right now
Code:
[30/08/2018 17:47:26]
Thread: 1 Cpu usage: 43.6591% Idle: 55.9464% Other: 0.394499% Players online: 1408
 Time (ms)     Calls     Rel usage %    Real usage % Description
     45729   3609851       34.91372%       15.24301% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     23968     11898       18.29963%        7.98945% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     13967    392248       10.66430%        4.65593% &Game::playerSay
     10825    846241        8.26483%        3.60835% std::bind(&Game::checkCreatureAttack, &g_game, getID())
      8727    363850        6.66314%        2.90907% &Game::playerMove
      5994      2991        4.57681%        1.99819% std::bind(&Game::checkFollow, this, false)
      5265     89705        4.02048%        1.75531% std::bind(&OutputMessagePool::sendAll, this)
      5211       599        3.97880%        1.73711% std::bind(&Game::checkDecay, this)
      2026     91971        1.54686%        0.67535% &Game::playerUseWithCreature

With my optimizations it never had more than 50% of cpu usage on dispatcher thread, and it is able now to run probably 3k players without lags. By now I can say that it will be possible to optimize tfs to handle even 5k players, but who would pay for that? ;)

For comparison, that's log from old talera engine only with my connection optimization (gives ~20% less usage)
Code:
[17/05/2018 22:56:35]
Thread: 1 Cpu usage: 97.3723% Idle: 2.13698% Other: 0.49076% Players online: 1309
 Time (ms)     Calls     Rel usage %    Real usage % Description
     95558   2725369       32.71228%       31.85269% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     85170     10122       29.15620%       28.39005% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     55893   5628166       19.13380%       18.63101% std::bind(&Game::checkCreatureAttack, &g_game, getID())
     17021    386312        5.82693%        5.67382% &Game::playerSay
     11250      1149        3.85130%        3.75010% std::bind(&Game::checkDecay, this)
      8171    284353        2.79726%        2.72376% &Game::playerMove
      6496     31155        2.22409%        2.16564% std::bind(&OutputMessagePool::sendAll, this)
      1794     46906        0.61414%        0.59801% &Game::playerUseItem

I am still busy and not available in September for new tasks (now I am working on otclient optimizations and ddos protection system by replicating traffic which will allow to host ots even on cheapest servers in south america).
 
Last edited:
I finished all my optimizations by now (I rewrited a lot of stuff in map.cpp, it uses the most of cpu, like getTile, getSpectators, path finding), talera.online is using all my optimizations, that's cpu usage by dispatcher right now
Code:
[30/08/2018 17:47:26]
Thread: 1 Cpu usage: 43.6591% Idle: 55.9464% Other: 0.394499% Players online: 1408
 Time (ms)     Calls     Rel usage %    Real usage % Description
     45729   3609851       34.91372%       15.24301% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     23968     11898       18.29963%        7.98945% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     13967    392248       10.66430%        4.65593% &Game::playerSay
     10825    846241        8.26483%        3.60835% std::bind(&Game::checkCreatureAttack, &g_game, getID())
      8727    363850        6.66314%        2.90907% &Game::playerMove
      5994      2991        4.57681%        1.99819% std::bind(&Game::checkFollow, this, false)
      5265     89705        4.02048%        1.75531% std::bind(&OutputMessagePool::sendAll, this)
      5211       599        3.97880%        1.73711% std::bind(&Game::checkDecay, this)
      2026     91971        1.54686%        0.67535% &Game::playerUseWithCreature

With my optimizations it never had more than 50% of cpu usage on dispatcher thread, and it is able now to run probably 3k players without lags. By now I can say that it will be possible to optimize tfs to handle even 5k players, but who would pay for that? ;)

For comparison, that's log from old talera engine only with my connection optimization (with gives ~20% boost)
Code:
[17/05/2018 22:56:35]
Thread: 1 Cpu usage: 97.3723% Idle: 2.13698% Other: 0.49076% Players online: 1309
 Time (ms)     Calls     Rel usage %    Real usage % Description
     95558   2725369       32.71228%       31.85269% std::bind(&Game::checkCreatureWalk, &g_game, getID())
     85170     10122       29.15620%       28.39005% std::bind(&Game::checkCreatures, this, (index + 1) % EVENT_CREATURECOUNT)
     55893   5628166       19.13380%       18.63101% std::bind(&Game::checkCreatureAttack, &g_game, getID())
     17021    386312        5.82693%        5.67382% &Game::playerSay
     11250      1149        3.85130%        3.75010% std::bind(&Game::checkDecay, this)
      8171    284353        2.79726%        2.72376% &Game::playerMove
      6496     31155        2.22409%        2.16564% std::bind(&OutputMessagePool::sendAll, this)
      1794     46906        0.61414%        0.59801% &Game::playerUseItem

I am still busy and not available in September for new tasks (now I am working on otclient optimizations and ddos protection system by replicating traffic which will allow to host ots even on cheapest servers in south america).


100% satisfied, the guy is really very good and very attentive, always maintaining professionalism.
He still helped in cases that were not part of the optimization too, thanks bro
 
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