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Real Map Project v0.8

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i hope the new version is coming then it will be more funny ^^ so gl on this
 
Well, we need someone that can compile sources and stuff.
Otherwise we can't release it, we will be done by tomorrow then.
Since nobody wants/can compile for us, it's just small changes.

When we release, we will release a whole server now.
It's because we need to use our own .exe file.

Sorry for the delay ! Here's some taste of v0.8:
NOTE: THIS IS NOT "ONLY" WHAT WE HAVE DONE !!!
WE DONE COUNTLESS, MILLIONS OF BUGS !!!

Code:
Finished:

- Fixed Svargrond Arena
- Fixed all the reported npcs.
- Edron updated to 8.2 + style
- Pits of Inferno quest is fully working now
- Demon Oak Quest (Beta version)
- Shadowthorn and Southern/Eastern Venore swamps updated to 8.2 + style
- Fixed the doors/quests.
- RE-Checked Inquisition Quest and fix the right teleportation in each room/boss
- Fixed so you can't swim to edron (from anywhere) without premium
- Set the raids to the right interval &  margin
- Fixed Tyrsung
- Fixed travel from liberty bay (npc) to Calassa
- Fixed way to tortoises from Meriana
- Added respawn in gs island
- Fixed Light Shovel
- Loot from monsters(ex.Green poc from Green Djinn and monsters update(damage and atk)(ex.dragon very rare atk from fire wave,demon not paralize and etc. You can change for monster pack in this forum,it's very very important)
- Banuta teleports and dark cathedra don't work(only there is respawn serpent spawns)
- Djinn towers
- Yalahar map isn't complete(lower etages got many black places)(yalahar is not to play) FIX it!(you can track it by Shadows Ek)
- Added wyverns spawn near Lizards camp
- Energy elementals in ankrahmun mountains
- Tombs Teleports!!!!!!
- Wyvern resp in darashia
- Left from fibula and up from goroma is terrain do delete
- 2 water elementals resp in bb island
- x:31736 y:32716 z:6 is position with boat(from there you can swim to calassa
- Resp in svargrond up from svar,camp with ice witch tower too,crystal spiders,chackoyas etc...
- Hellheim resp(I <3 this place!!
- Wyrms is near necro quest (fix right spawn)
- Grim Reapers near vamp hell (fix right spawn)
- Added the right captain to Yalahar & Goroma travel.
- Added Travel NPC to: Okolnir, Helheim, Tyrsung, etc.
- Liberty bay is empty...Rotworms caves,Cults!!
- Npc for folda etc. near carlin
- Spider web in crusander helmet quest(you must use weapon for destroy it)
- Fixed minor bug/s at Ferumbras Tower (the entrance is blocked)


Unfinished:
- Spawns in Nargor (npcs & monsters)
- Spawns in Treasure Island (npcs & monsters)
- Fix raids
- Fix/Add Calassa

/Limannen
 
Well, we need someone that can compile sources and stuff.
Otherwise we can't release it, we will be done by tomorrow then.
Since nobody wants/can compile for us, it's just small changes.

When we release, we will release a whole server now.
It's because we need to use our own .exe file.

Sorry for the delay ! Here's some taste of v0.8:
NOTE: THIS IS NOT "ONLY" WHAT WE HAVE DONE !!!
WE DONE COUNTLESS, MILLIONS OF BUGS !!!

Code:
Finished:

- Fixed Svargrond Arena
- Fixed all the reported npcs.
- Edron updated to 8.2 + style
- Pits of Inferno quest is fully working now
- Demon Oak Quest (Beta version)
- Shadowthorn and Southern/Eastern Venore swamps updated to 8.2 + style
- Fixed the doors/quests.
- RE-Checked Inquisition Quest and fix the right teleportation in each room/boss
- Fixed so you can't swim to edron (from anywhere) without premium
- Set the raids to the right interval &  margin
- Fixed Tyrsung
- Fixed travel from liberty bay (npc) to Calassa
- Fixed way to tortoises from Meriana
- Added respawn in gs island
- Fixed Light Shovel
- Loot from monsters(ex.Green poc from Green Djinn and monsters update(damage and atk)(ex.dragon very rare atk from fire wave,demon not paralize and etc. You can change for monster pack in this forum,it's very very important)
- Banuta teleports and dark cathedra don't work(only there is respawn serpent spawns)
- Djinn towers
- Yalahar map isn't complete(lower etages got many black places)(yalahar is not to play) FIX it!(you can track it by Shadows Ek)
- Added wyverns spawn near Lizards camp
- Energy elementals in ankrahmun mountains
- Tombs Teleports!!!!!!
- Wyvern resp in darashia
- Left from fibula and up from goroma is terrain do delete
- 2 water elementals resp in bb island
- x:31736 y:32716 z:6 is position with boat(from there you can swim to calassa
- Resp in svargrond up from svar,camp with ice witch tower too,crystal spiders,chackoyas etc...
- Hellheim resp(I <3 this place!!
- Wyrms is near necro quest (fix right spawn)
- Grim Reapers near vamp hell (fix right spawn)
- Added the right captain to Yalahar & Goroma travel.
- Added Travel NPC to: Okolnir, Helheim, Tyrsung, etc.
- Liberty bay is empty...Rotworms caves,Cults!!
- Npc for folda etc. near carlin
- Spider web in crusander helmet quest(you must use weapon for destroy it)
- Fixed minor bug/s at Ferumbras Tower (the entrance is blocked)


Unfinished:
- Spawns in Nargor (npcs & monsters)
- Spawns in Treasure Island (npcs & monsters)
- Fix raids
- Fix/Add Calassa

/Limannen
Nice to hear :d Hope you'll find someone that can comiple your sources.
 
Awesome;)

Unfinished:
- Spawns in Nargor (npcs & monsters)
- Spawns in Treasure Island (npcs & monsters)
- Fix raids
- Fix/Add Calassa

What do you think about fix raids? You change resp in raids?

Beautiful work;>.We must wait many days but final will be fantastic;>
 
Well, we need someone that can compile sources and stuff.
Otherwise we can't release it, we will be done by tomorrow then.
Since nobody wants/can compile for us, it's just small changes.

When we release, we will release a whole server now.
It's because we need to use our own .exe file.

Sorry for the delay ! Here's some taste of v0.8:
NOTE: THIS IS NOT "ONLY" WHAT WE HAVE DONE !!!
WE DONE COUNTLESS, MILLIONS OF BUGS !!!

Code:
Finished:

- Fixed Svargrond Arena
- Fixed all the reported npcs.
- Edron updated to 8.2 + style
- Pits of Inferno quest is fully working now
- Demon Oak Quest (Beta version)
- Shadowthorn and Southern/Eastern Venore swamps updated to 8.2 + style
- Fixed the doors/quests.
- RE-Checked Inquisition Quest and fix the right teleportation in each room/boss
- Fixed so you can't swim to edron (from anywhere) without premium
- Set the raids to the right interval &  margin
- Fixed Tyrsung
- Fixed travel from liberty bay (npc) to Calassa
- Fixed way to tortoises from Meriana
- Added respawn in gs island
- Fixed Light Shovel
- Loot from monsters(ex.Green poc from Green Djinn and monsters update(damage and atk)(ex.dragon very rare atk from fire wave,demon not paralize and etc. You can change for monster pack in this forum,it's very very important)
- Banuta teleports and dark cathedra don't work(only there is respawn serpent spawns)
- Djinn towers
- Yalahar map isn't complete(lower etages got many black places)(yalahar is not to play) FIX it!(you can track it by Shadows Ek)
- Added wyverns spawn near Lizards camp
- Energy elementals in ankrahmun mountains
- Tombs Teleports!!!!!!
- Wyvern resp in darashia
- Left from fibula and up from goroma is terrain do delete
- 2 water elementals resp in bb island
- x:31736 y:32716 z:6 is position with boat(from there you can swim to calassa
- Resp in svargrond up from svar,camp with ice witch tower too,crystal spiders,chackoyas etc...
- Hellheim resp(I <3 this place!!
- Wyrms is near necro quest (fix right spawn)
- Grim Reapers near vamp hell (fix right spawn)
- Added the right captain to Yalahar & Goroma travel.
- Added Travel NPC to: Okolnir, Helheim, Tyrsung, etc.
- Liberty bay is empty...Rotworms caves,Cults!!
- Npc for folda etc. near carlin
- Spider web in crusander helmet quest(you must use weapon for destroy it)
- Fixed minor bug/s at Ferumbras Tower (the entrance is blocked)


Unfinished:
- Spawns in Nargor (npcs & monsters)
- Spawns in Treasure Island (npcs & monsters)
- Fix raids
- Fix/Add Calassa

/Limannen

Well, why not release the data folder then? and later release the .exe for the ppl that are interested. Myself i port this ti 0.3.4pl2 and use it there so I'm only interested in the bugfixed and quest fixes. Just an idea ;)

/TaZ
 
Well, why not release the data folder then? and later release the .exe for the ppl that are interested. Myself i port this ti 0.3.4pl2 and use it there so I'm only interested in the bugfixed and quest fixes. Just an idea ;)

/TaZ

The thing is, you can't have it for "0.3.4pl2", it will just fail in the end...I promise you.
We've tried it many times, and we've changed some things at monsters/items that we gotta change in sources, otherwise it wouldn't turn out so well.

We compile today, release today........have a nice day :D

/Limannen
 
The thing is, you can't have it for "0.3.4pl2", it will just fail in the end...I promise you.
We've tried it many times, and we've changed some things at monsters/items that we gotta change in sources, otherwise it wouldn't turn out so well.

We compile today, release today........have a nice day :D

/Limannen

Okay.
The previous releases worked fine though.
 
Okay.
The previous releases worked fine though.

We have swapped the magic [fire, energy, poison] fields' attributes in order to achieve same functions for them as in Real Tibia. This way, the magic fields which are all over the map won't decay in the next few minutes after starting the server, but they will remain there permanently.

Since we changed this, we also had to change the field IDs used for fire/energy/poison field/wall/bomb runes.
And of course, the IDs for monster's field attacks in sources (firefield, energyfield, poisonfield)
 
We have swapped the magic [fire, energy, poison] fields' attributes in order to achieve same functions for them as in Real Tibia. This way, the magic fields which are all over the map won't decay in the next few minutes after starting the server, but they will remain there permanently.

Since we changed this, we also had to change the field IDs used for fire/energy/poison field/wall/bomb runes.
And of course, the IDs for monster's field attacks in sources (firefield, energyfield, poisonfield)

Wow you guys work realy hard on this project :O

Once again good like :)
 
We have swapped the magic [fire, energy, poison] fields' attributes in order to achieve same functions for them as in Real Tibia. This way, the magic fields which are all over the map won't decay in the next few minutes after starting the server, but they will remain there permanently.

Since we changed this, we also had to change the field IDs used for fire/energy/poison field/wall/bomb runes.
And of course, the IDs for monster's field attacks in sources (firefield, energyfield, poisonfield)

rotfl, it can be done wichout source edits, fail ?
 
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