[Showcase] New modifications (OTClient + TFS)

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oen432

oen432

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It's nice to see some good ideas.

I guess this will also fit this project:
Not really. This will make AoE attacks way too powerful, players will be able to rush through monsters, so quests will be way too easy. And targeting will suffer from this too. This might look "cool" at these videos, because he is using Rats as an example. Imagine bigger monsters like Demons. That would look so bad...
 

hellboy

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Not really. This will make AoE attacks way too powerful, players will be able to rush through monsters, so quests will be way too easy. And targeting will suffer from this too. This might look "cool" at these videos, because he is using Rats as an example. Imagine bigger monsters like Demons. That would look so bad...
You know, it will be great to use with small monsters.

Anyway You created great modifications. Keep doing good staff.
 

Night Wolf

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far from me try to diminish a good job, but have you fixed core problems of OTC before working on such modifications? OTC brings many possibilities but without the core being stable (walking animation + fps drops + opengl drawing problems + problematic lights), you should always consider that sooner or later we might move to other client. If so, why don't you share those core fixes?
 
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far from me try to diminish a good job, but have you fixed core problems of OTC before working on such modifications? OTC brings many possibilities but without the core being stable (walking animation + fps drops + opengl drawing problems + problematic lights), you should always consider that sooner or later we might move to other client. If so, why don't you share those core fixes?
I just made drawing 3x more tiles on the screen and spawned around 100 mobs which were Ferumbrases (and they were spawning Demons) fighting with my minions. A lot of spells, AoE effects and stuff. My FPS were stable as my desk. FPS drops? That isn't happening man, I don't care if someone is playing on Enigma from WW2, not my problem, move on, get yourself better PC.
I'm not going to fix walking animations because I'll work on paperdoll system. No more outfits to choose from, no more animations to worry about.
OpenGL drawing problems? Never encountered or heard of, I'd need some example. Problematic lights? I'm always on the surface so there are no lights, with time I might encounter that problem and fix it (yes, I'll post solution, no worries).
 

Night Wolf

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Don't take it so personal, I'm just saying you should not ignore the problems OTC have because I have done it myself. A few months ago I've deleted my entire client because I put so much energy on it and still couldn't use it on my server. Players complained a lot of the lights and other known issues (animations, fps drops, glitchy windows). If you're planning to one day open a server with that you should first focus on making the core elements work right. It's not about having a better PC, as a programmer you should at least know time complexity isn't tied to hardware but to the amount of process it takes related to the performed task.

If you have a 5k$ gamer pc, great, this probably means you can hold up a few more lights and animations (don't mistake this as outfits or otherwise you'll sound silly) than other people, but you're still limited to trash performance of bad designed algorithms the project has.
I'm not going to change the focus of this thread, all the wisdom I can share is in my signature. Good luck and I'm hoping you consider what I'm trying to tell you.
 
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Don't take it so personal, I'm just saying you should not ignore the problems OTC have because I have done it myself. A few months ago I've deleted my entire client because I put so much energy on it and still couldn't use it on my server. Players complained a lot of the lights and other known issues (animations, fps drops, glitchy windows). If you're planning to one day open a server with that you should first focus on making the core elements work right. It's not about having a better PC, as a programmer you should at least know time complexity isn't tied to hardware but to the amount of process it takes related to the performed task.

If you have a 5k$ gamer pc, great, this probably means you can hold up a few more lights and animations (don't mistake this as outfits or otherwise you'll sound silly) than other people, but you're still limited to trash performance of bad designed algorithms the project has.
I'm not going to change the focus of this thread, all the wisdom I can share is in my signature. Good luck and I'm hoping you consider what I'm trying to tell you.
As I said, I didn't encounter any issues. If they will show up at some point then I'll fix them. I'm not going to spend more time guessing what is wrong, when it happens and why. That's why test phase is for. I'm working with this client for a week now and I don't know it entirely. Making new stuff and editing existing is a good way to learn about this project. I won't ignore your tips, thank you for that, I just don't think that focusing on this should be my priority.

P.S. No, I don't have $5k PC, not even half of that.
 

Verticos

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I think you are doing a great job! The walk bug isn't that hard to fix. Open gl issues aren't that bad either. The lights aren't the greatest but they aren't that bad!

I'm a fan oen keep up the great work! Don't let the haters get you down, many are glad to see someone doing well with otclient!
 

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Nice job with item tooltip and advanced trading! Waiting to be done to implement on my project!
 

Steve Albert

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@oen432 I have a question will you be releasing the sources to this or is this something you are working for yourself or something you will sell to highest bidder? It's an honest question.
 
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@oen432 I have a question will you be releasing the sources to this or is this something you are working for yourself or something you will sell to highest bidder? It's an honest question.
I should have post here earlier. I'm sorry to say but I'm not working with OTClient anymore. Maybe I'll come back and finish what I started, that can take months to happen. Lately my time is too valuable (work, projects, barely any free time) to work on something like this.
I didn't want to do that but if anyone is really interested in any of my work and would pay me to make that for him, I'll accept his offer.
 

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Ahh come on, release that item tooltip sources so people can finish that masterpiece. Think that as your contributtion to the community after all these years of fun with Tibia.

Imagine if all features available on this forum were close source... probably you wouldnt have the knowledge to do these things.

Even I that am brazilian and could make more money (cause brazilian real is cheaper) dont think on making things like that for money.

Anyway, fantastic job, its your decision what to do with that.

Edit: later I'll try a simpler version of this item tooltip without background and boxes.
Edit: some otclients animations issues are already fixed like idle animations, creatures dashing, walk animation, lag pushing creatures diagonal...
 
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Pure Lua and TFS this time. Today I'll post tutorial on how to do it.

8. Shrines (Download Here)
Can be placed on the map with Action ID that is connected to specific effect, like bonus damage. Upon activation by player, shrine is deactivated and player gets whatever bonus is assigned to that shrine. Every 1 minute, shrines will try to recharge (% chance per shrine, everything is configurable). Shrines that are not active are indicated by smoke (poof) effect. Right now there are 4 shrines - Damage Bonus, Protection Bonus, Regeneration and Experience Bonus. Upon Logout or Death, shrine effects are removed from the player.
 
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ochmar

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Shrines is great RPG idea. I am impressed with the stuff you come up with, not only from programming sense, but primarily by the rpg feels ;)
 
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Again, TFS and Lua only. Tomorrow (it's 1 AM for me right now) I'll add tutorial on how to add this to the server.

9. Cursed Chests (Download Here)
Special chests that are randomly spawned on the map. Those chests can't be opened just like any other. Before we can see what's inside, we have to defend waves of powerful monsters. After killing every monster spawned by that chest, player can open it and take everything that's inside.
 
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10. Waypoints (Download Here)
If you have played Diablo then you know what waypoints are. For those who didn't play (shame on you), simple explanation.
If you find waypoint tile and step on it, you will unlock access to that waypoint. If you step on a waypoint that you have already unlocked then window with list of all of your unlocked waypoints will show and you will be able to teleport to chosen waypoint.
 

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Are you reading the item stats from a file in your sources? What if there were randomly generated stats (like in Diablo or PoE), would that script work as well?
 
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Are you reading the item stats from a file in your sources, or is it generated in real-time? What if there were randomly generated stats (like in Diablo or PoE), would that script work as well?
Are you talking about Tooltips? Item stats are sent by the server. It's not something you can just add to your client and it'll work on every server (it could work but you would just see item name mostly, no stats).
 

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Yeah, i'm talking about the Tooltips. Those item stats you sent by the server, are first stored in a file and then sent by the server, right? What if players could randomly modify their items (think of it as rare/yellow items from Diablo or PoE) in real-time.
 
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Yeah, i'm talking about the Tooltips. Those item stats you sent by the server, are first stored in a file and then sent by the server, right? What if players could randomly modify their items (think of it as rare/yellow items from Diablo or PoE) in real-time.
Items are loaded from items.otmb file and stored on the server. When Network Message about item data is sent by the server, then I'm adding there more stuff, like attack, armor, def, weight, description etc.
 
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11. Item Sets (Download Here)
Another addition known in lots of MMORPG games. By equipping items that are part of a set, bonuses are activated if more parts of the same set are equipped. You can use any item that can be equipped to be part of a set. There are 28 different bonuses that can be added. You can equip different parts of different sets and still get bonuses from all of them.
 

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