• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

TFS A* Algorithm :D

Thank you very much! I appreciate it, I would like to ask you what you mean by, you need to use achieved Nekiro distribution. I would like to implement this into TFS 1.2
This one! GitHub - nekiro/TFS-1.5-Downgrades at 8.60 (https://github.com/nekiro/TFS-1.5-Downgrades/tree/8.60)
Thanks a lot! I am using 8.6 nekiro 1.5 downgrade so it should be ok right? Then i will implement this tonight and test
Yes! Will work.

For both of you guys, if you're struggiling compilingit PM me and i'll send you a link to vcpkg (I think it is against the rules to post the link directly here, if someone can let me know if it's ok to post it please tell me, it's a google drive link).
 
This one! GitHub - nekiro/TFS-1.5-Downgrades at 8.60 (https://github.com/nekiro/TFS-1.5-Downgrades/tree/8.60)

Yes! Will work.

For both of you guys, if you're struggiling compilingit PM me and i'll send you a link to vcpkg (I think it is against the rules to post the link directly here, if someone can let me know if it's ok to post it please tell me, it's a google drive link).
Hi,
I'm still having trouble compiling your source on ubuntu 20.04.
VCPKG is not needed there. VCPKG is only needed for windows compilation.

Tell me more, is your source more up to date than Styler 1.5?

GitHub - luanluciano93/styller: Styller 2023 - 8.60 (TFS 1.5) for OpenTibia community. (https://github.com/luanluciano93/styller)
 
Hi,
I'm still having trouble compiling your source on ubuntu 20.04.
VCPKG is not needed there. VCPKG is only needed for windows compilation.

Tell me more, is your source more up to date than Styler 1.5?

GitHub - luanluciano93/styller: Styller 2023 - 8.60 (TFS 1.5) for OpenTibia community. (https://github.com/luanluciano93/styller)
Nekiro's last commit was at Jun 25, 2022. From that date see what changes it has in comparission to the repository you attached. My source is not "up to day", it is just forward work from raw nekiro sources (we can only call up to date to repositories that liteally are up to day with the forgotten server main branch). But keep on mind that we're working on a different protocol than main branch, so...

About ubuntu, I have never worked with it, can't support you with that sorry!

@onTopic

Found a very little bug @Itutorial. When you attack a target, from battle or right click, it automatically follows the target for a second even if you don't have the chase option turned on (unless you press an arrow key, or simply move). This is specially annoying with mages and paladins because everytime you change the target it goes to it. I think this probably happened when you fixed the follow creature behaviour, you need to ensure that it doesn't affect or omit combat stances. I look forward for a fix. Thanks in advance!

Regards :)
Post automatically merged:

Attached video of the bug
Created support thread for review C++ - Characters start autowalk when targeting (https://otland.net/threads/characters-start-autowalk-when-targeting.288751/#post-2750738)
Post automatically merged:

Solved! Remove uneeded path call and add speed check · ralke23/Greed-TFS-1.5-Downgrades@7b8ba75 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/7b8ba752b599e48a1b36ce5f8cf81ad38f4ef41c)
Thanks @Itutorial
 
Last edited:
Nekiro's last commit was at Jun 25, 2022. From that date see what changes it has in comparission to the repository you attached. My source is not "up to day", it is just forward work from raw nekiro sources (we can only call up to date to repositories that liteally are up to day with the forgotten server main branch). But keep on mind that we're working on a different protocol than main branch, so...

About ubuntu, I have never worked with it, can't support you with that sorry!

@onTopic

Found a very little bug @Itutorial. When you attack a target, from battle or right click, it automatically follows the target for a second even if you don't have the chase option turned on (unless you press an arrow key, or simply move). This is specially annoying with mages and paladins because everytime you change the target it goes to it. I think this probably happened when you fixed the follow creature behaviour, you need to ensure that it doesn't affect or omit combat stances. I look forward for a fix. Thanks in advance!

Regards :)
Post automatically merged:

Attached video of the bug
Created support thread for review C++ - Characters start autowalk when targeting (https://otland.net/threads/characters-start-autowalk-when-targeting.288751/#post-2750738)
Post automatically merged:

Solved! Remove uneeded path call and add speed check · ralke23/Greed-TFS-1.5-Downgrades@7b8ba75 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/7b8ba752b599e48a1b36ce5f8cf81ad38f4ef41c)
Thanks @Itutorial
Works like a charm!! This is very neat xD
 
Nekiro's last commit was at Jun 25, 2022. From that date see what changes it has in comparission to the repository you attached. My source is not "up to day", it is just forward work from raw nekiro sources (we can only call up to date to repositories that liteally are up to day with the forgotten server main branch). But keep on mind that we're working on a different protocol than main branch, so...

About ubuntu, I have never worked with it, can't support you with that sorry!

@onTopic

Found a very little bug @Itutorial. When you attack a target, from battle or right click, it automatically follows the target for a second even if you don't have the chase option turned on (unless you press an arrow key, or simply move). This is specially annoying with mages and paladins because everytime you change the target it goes to it. I think this probably happened when you fixed the follow creature behaviour, you need to ensure that it doesn't affect or omit combat stances. I look forward for a fix. Thanks in advance!

Regards :)
Post automatically merged:

Attached video of the bug
Created support thread for review C++ - Characters start autowalk when targeting (https://otland.net/threads/characters-start-autowalk-when-targeting.288751/#post-2750738)
Post automatically merged:

Solved! Remove uneeded path call and add speed check · ralke23/Greed-TFS-1.5-Downgrades@7b8ba75 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/7b8ba752b599e48a1b36ce5f8cf81ad38f4ef41c)
Thanks @Itutorial


I'm also seeing correct turn on attack behaviour on the creatures which is intended in the real tibia, great job!! I'll be trying this myself and see what issues I can find my self since this seems to be a hot topic right now.
 
@Itutorial bug found. Testing with mehah's otclient, when you attack while you're with chasing mode enabled, then you move, it start to hesitate between following or leaving the target. It should change from chase mode to Stand While Fighting mode.

OTClient logs sent me this:
Code:
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
Exiting application..
== aplicación iniciada el Apr 25 2024 20:12:31
== sistema operativo: Windows
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
2
1
2
1
2
1
2
Exiting application..
== aplicación iniciada el Apr 25 2024 22:09:42
== sistema operativo: Windows
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
Exiting application..

Here's the video evidence.

Regards!
Post automatically merged:

Sorry for double posting, but this is client-sided. My bad, already tested on cipsoft 8.6 client and works perfectly fine! I will open a support thread for it. Anyways, any idea of where can I start fixing this? I'm going to have to update my mehah client sources to see if i'm missing something. Any help is appreciated!
Post automatically merged:

Lol such a noob I am, commented out this:
-- if modules.client_options.getOption('autoChaseOverride') then

And that's it. Solved ;p
At little advice, don't use autoChaseOverride -.-

I still need a help with the following log:
Code:
ERROR: caught a lua call to a bot protected game function, the call was cancelled
stack traceback:
    [builtin#142]: at 0x7ff776c3d2c0
    [C]: in function 'setChaseMode'
    /game_inventory/inventory.lua:476: in function </game_inventory/inventory.lua:473>

This one is after turning the line into comment.
Is it related to Auto walker update must be done from C++ not lua due to bot protection. · edubart/otclient@a1a8d28 (https://github.com/edubart/otclient/commit/a1a8d28f5cc3e3ee73258bebca74a1a9cc13adb4 ? This is a 2013 commit I don't think it's going to be usefull.

Regards :)
 
Last edited:
Just did this post, im going to copy paste that here. Guys can't be more clean than this.

I'll try to do it the easier as possible. Do the following to merge (some commits will tell you to do this... and then revert that... just don't delete & go, sometimes use // to comment code in case you probably have to add it later):

The following commit logs must be applied from achieved nekiro downgrade repository (8.6, 8.0, whatever).

  1. Gigastar A* pathfinding Gigastar A* Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@45f9793 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/45f9793faa63201db903bc79d724bae80c9b6f46)
  2. Gigastar pathfinding call Gigastar Pathfinding Call · ralke23/Greed-TFS-1.5-Downgrades@eb642bf (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/eb642bf87f76c600479abdc16201af816183dead)
  3. Method set master position Method setMasterPosition · ralke23/Greed-TFS-1.5-Downgrades@8f2d82a (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/8f2d82ad839cde1612cc8ac6dc9c8f0ecbc855d6)
  4. Update follow path Update Follow Path · ralke23/Greed-TFS-1.5-Downgrades@3077e8f (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/3077e8f539a216cbbbaa2d056c35427057aea482)
  5. PLAYER_SEARCHDIST PLAYER_SEARCHDIST · ralke23/Greed-TFS-1.5-Downgrades@b73d122 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/b73d122ab47035e0cc7e6c126a6db463f42c7555)
  6. getPathTo (position to pos) getPathTo (position to pos) · ralke23/Greed-TFS-1.5-Downgrades@9a440f3 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/9a440f39610b684fefc1ca8c1b1f16ab410093e1)
  7. Add follow position to follow creature Add followPosition to followCreature · ralke23/Greed-TFS-1.5-Downgrades@044299d (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/044299d305d2e744d294c8799c2a86630903b24d)
  8. Summon keepDistance, isInRange, distance check Summon keepDistance, isInRange, distance check. · ralke23/Greed-TFS-1.5-Downgrades@50d9f7b (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/50d9f7bc8c311c487cf840123808e7f7dc7aaeaa)
  9. Corrections Corrections · ralke23/Greed-TFS-1.5-Downgrades@d105eb0 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d105eb0d917f2814ec9408f3c8bbe2710d7b9eba)
  10. 9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d)
  11. Fir3lement 0.4 goToFollowCreature Fir3lement 0.4 goToFollowCreature · ralke23/Greed-TFS-1.5-Downgrades@404c478 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/404c478dd10811a9a2275bce9e0b94c18df0923c)
  12. NRH-AA Pathfinding NRH-AA Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@570c4d7 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/570c4d7b3aef10166ae8ab52f87ffa167ab70415)
  13. First adjustments on NRH-A Pathfinding First adjustments on NRH-A Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@d5670ec (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d5670ec78becd3ec9fa6eb60b4304628381ad78c)
  14. Optimize pathfinding by NRH-AA Optimize pathfinding by NRH-AA · ralke23/Greed-TFS-1.5-Downgrades@efdd636 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/efdd636193d4a50df88733811631cf0afa161c92)
  15. Path viewport check, fix to blocked sight of monsters (needs review, it causes lag and memory increase) Path viewport check, fix to blocked sight of monsters (needs review, … · ralke23/Greed-TFS-1.5-Downgrades@d001657 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d0016579d68c06570487444e62e29137bf3c5eed)
  16. NRA-AA fixing memory leaks NRA-AA fixing memory leaks · ralke23/Greed-TFS-1.5-Downgrades@4fc0dfa (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4fc0dfa394249ca212690d0e62d456fa6433adb6)
  17. NRH-AA latest changes NRH-AA latest changes · ralke23/Greed-TFS-1.5-Downgrades@81f7784 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/81f7784fccd6ebd074e4b22b6f72488c5eda6123)

Can't be more easy to follow than this. Remember. You need to use achieved Nekiro distribution.
Regards!

I was able to successfully implement all the changes mentioned in the achieved Nekiro distribution 8.0 without encountering any issues. I used Linux to compile and it worked. Thank you for providing such a detailed list of changes, and a special thanks to @Itutorial for his contributions.

I'm going to try this now and see whether I can find any bugs regarding monster behavior and their pathing, A smart thing to try @ralke would be to run around obstacles, perhaps try with 1 sqm stone, 2 sqm stone, etc... See if the behavior matches the real tibia.
 
i finally applied all commits related tfs cpu ussage improvements
Just did this post, im going to copy paste that here. Guys can't be more clean than this.

I'll try to do it the easier as possible. Do the following to merge (some commits will tell you to do this... and then revert that... just don't delete & go, sometimes use // to comment code in case you probably have to add it later):

The following commit logs must be applied from achieved nekiro downgrade repository (8.6, 8.0, whatever).

  1. Gigastar A* pathfinding Gigastar A* Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@45f9793 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/45f9793faa63201db903bc79d724bae80c9b6f46)
  2. Gigastar pathfinding call Gigastar Pathfinding Call · ralke23/Greed-TFS-1.5-Downgrades@eb642bf (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/eb642bf87f76c600479abdc16201af816183dead)
  3. Method set master position Method setMasterPosition · ralke23/Greed-TFS-1.5-Downgrades@8f2d82a (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/8f2d82ad839cde1612cc8ac6dc9c8f0ecbc855d6)
  4. Update follow path Update Follow Path · ralke23/Greed-TFS-1.5-Downgrades@3077e8f (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/3077e8f539a216cbbbaa2d056c35427057aea482)
  5. PLAYER_SEARCHDIST PLAYER_SEARCHDIST · ralke23/Greed-TFS-1.5-Downgrades@b73d122 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/b73d122ab47035e0cc7e6c126a6db463f42c7555)
  6. getPathTo (position to pos) getPathTo (position to pos) · ralke23/Greed-TFS-1.5-Downgrades@9a440f3 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/9a440f39610b684fefc1ca8c1b1f16ab410093e1)
  7. Add follow position to follow creature Add followPosition to followCreature · ralke23/Greed-TFS-1.5-Downgrades@044299d (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/044299d305d2e744d294c8799c2a86630903b24d)
  8. Summon keepDistance, isInRange, distance check Summon keepDistance, isInRange, distance check. · ralke23/Greed-TFS-1.5-Downgrades@50d9f7b (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/50d9f7bc8c311c487cf840123808e7f7dc7aaeaa)
  9. Corrections Corrections · ralke23/Greed-TFS-1.5-Downgrades@d105eb0 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d105eb0d917f2814ec9408f3c8bbe2710d7b9eba)
  10. 9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d)
  11. Fir3lement 0.4 goToFollowCreature Fir3lement 0.4 goToFollowCreature · ralke23/Greed-TFS-1.5-Downgrades@404c478 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/404c478dd10811a9a2275bce9e0b94c18df0923c)
  12. NRH-AA Pathfinding NRH-AA Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@570c4d7 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/570c4d7b3aef10166ae8ab52f87ffa167ab70415)
  13. First adjustments on NRH-A Pathfinding First adjustments on NRH-A Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@d5670ec (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d5670ec78becd3ec9fa6eb60b4304628381ad78c)
  14. Optimize pathfinding by NRH-AA Optimize pathfinding by NRH-AA · ralke23/Greed-TFS-1.5-Downgrades@efdd636 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/efdd636193d4a50df88733811631cf0afa161c92)
  15. Path viewport check, fix to blocked sight of monsters (needs review, it causes lag and memory increase) Path viewport check, fix to blocked sight of monsters (needs review, … · ralke23/Greed-TFS-1.5-Downgrades@d001657 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d0016579d68c06570487444e62e29137bf3c5eed)
  16. NRA-AA fixing memory leaks NRA-AA fixing memory leaks · ralke23/Greed-TFS-1.5-Downgrades@4fc0dfa (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4fc0dfa394249ca212690d0e62d456fa6433adb6)
  17. NRH-AA latest changes NRH-AA latest changes · ralke23/Greed-TFS-1.5-Downgrades@81f7784 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/81f7784fccd6ebd074e4b22b6f72488c5eda6123)

Can't be more easy to follow than this. Remember. You need to use achieved Nekiro distribution.
Regards!
I have seen this
so this is know working flawlessly? all those commits are requeried to make monster ai better? in that order' @ralke
 
I have seen this
so this is know working flawlessly? all those commits are requeried to make monster ai better? in that order
Yes (can't say anything else, just merge all those lol)
I was able to successfully implement all the changes mentioned in the achieved Nekiro distribution 8.0 without encountering any issues. I used Linux to compile and it worked. Thank you for providing such a detailed list of changes, and a special thanks to @Itutorial for his contributions.

I'm going to try this now and see whether I can find any bugs regarding monster behavior and their pathing, A smart thing to try @ralke would be to run around obstacles, perhaps try with 1 sqm stone, 2 sqm stone, etc... See if the behavior matches the real tibia.
Nothing wrong i've seen so far. Received this two images from an alpha test with 150~ players (from Ramo on discord, idk his otland account).
1714256177054.png1714256187882.png

Also been playing on my own local server. Works perfectly fine in the situations you pointed (running arround obstacles, etc). We managed with @Itutorial to test all possible enviroments on discord (using live transmissions).

@Itutorial bug found. Testing with mehah's otclient, when you attack while you're with chasing mode enabled, then you move, it start to hesitate between following or leaving the target. It should change from chase mode to Stand While Fighting mode.

OTClient logs sent me this:
Code:
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
Exiting application..
== aplicación iniciada el Apr 25 2024 20:12:31
== sistema operativo: Windows
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
2
1
2
1
2
1
2
Exiting application..
== aplicación iniciada el Apr 25 2024 22:09:42
== sistema operativo: Windows
Codicia 3.x rev 0.000 (desenv) built on Dec 31 2023 for arch x64
Exiting application..

Here's the video evidence.

Regards!
Post automatically merged:

Sorry for double posting, but this is client-sided. My bad, already tested on cipsoft 8.6 client and works perfectly fine! I will open a support thread for it. Anyways, any idea of where can I start fixing this? I'm going to have to update my mehah client sources to see if i'm missing something. Any help is appreciated!
Post automatically merged:

Lol such a noob I am, commented out this:
-- if modules.client_options.getOption('autoChaseOverride') then

And that's it. Solved ;p
At little advice, don't use autoChaseOverride -.-

I still need a help with the following log:
Code:
ERROR: caught a lua call to a bot protected game function, the call was cancelled
stack traceback:
    [builtin#142]: at 0x7ff776c3d2c0
    [C]: in function 'setChaseMode'
    /game_inventory/inventory.lua:476: in function </game_inventory/inventory.lua:473>

This one is after turning the line into comment.
Is it related to Auto walker update must be done from C++ not lua due to bot protection. · edubart/otclient@a1a8d28 (https://github.com/edubart/otclient/commit/a1a8d28f5cc3e3ee73258bebca74a1a9cc13adb4 ? This is a 2013 commit I don't think it's going to be usefull.

Regards :)

Quoting myself here, just wanted to point two things for otclient users.
  • Disable autochaseoverride, won't work well with this unless it gets rewritten (client side)
  • You can comment the following line on OTC sources to don't receive anti-bot message on logs (this is a detail, but if you want everything 100% clean I suggest to do it). Ofc this doesn't have anything to do with the algorythm system.1714256376125.png
Regards!
 
after all memory leaks changes + your commits the cpu usage by the server with npc and monsters global maps no players online goes aronud 27,543.2 mb, windows 11
what about you @ralke
 
after all memory leaks changes + your commits the cpu usage by the server with npc and monsters global maps no players online goes aronud 27,543.2 mb, windows 11
what about you @ralke
this are not my commits, I followed Itutorial repository and commited to my repository. Memory works perfectly fine with this algorythm, as I said in previous posts. If you feel that you're memory is too high is because of your datapack, I wouldn't recommend to use a "global map" if you're not getting a dedicated server or something that can hold that ammount of data size (i'm 100% sure that your memory is mostly raised by your datapack, scripts and mostly map). Any other support you need about this just hit me on discord, felipe23, or PM, so we keep the thread clean as possible.
 
Just did this post, im going to copy paste that here. Guys can't be more clean than this.

I'll try to do it the easier as possible. Do the following to merge (some commits will tell you to do this... and then revert that... just don't delete & go, sometimes use // to comment code in case you probably have to add it later):

The following commit logs must be applied from achieved nekiro downgrade repository (8.6, 8.0, whatever).

  1. Gigastar A* pathfinding Gigastar A* Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@45f9793 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/45f9793faa63201db903bc79d724bae80c9b6f46)
  2. Gigastar pathfinding call Gigastar Pathfinding Call · ralke23/Greed-TFS-1.5-Downgrades@eb642bf (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/eb642bf87f76c600479abdc16201af816183dead)
  3. Method set master position Method setMasterPosition · ralke23/Greed-TFS-1.5-Downgrades@8f2d82a (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/8f2d82ad839cde1612cc8ac6dc9c8f0ecbc855d6)
  4. Update follow path Update Follow Path · ralke23/Greed-TFS-1.5-Downgrades@3077e8f (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/3077e8f539a216cbbbaa2d056c35427057aea482)
  5. PLAYER_SEARCHDIST PLAYER_SEARCHDIST · ralke23/Greed-TFS-1.5-Downgrades@b73d122 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/b73d122ab47035e0cc7e6c126a6db463f42c7555)
  6. getPathTo (position to pos) getPathTo (position to pos) · ralke23/Greed-TFS-1.5-Downgrades@9a440f3 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/9a440f39610b684fefc1ca8c1b1f16ab410093e1)
  7. Add follow position to follow creature Add followPosition to followCreature · ralke23/Greed-TFS-1.5-Downgrades@044299d (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/044299d305d2e744d294c8799c2a86630903b24d)
  8. Summon keepDistance, isInRange, distance check Summon keepDistance, isInRange, distance check. · ralke23/Greed-TFS-1.5-Downgrades@50d9f7b (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/50d9f7bc8c311c487cf840123808e7f7dc7aaeaa)
  9. Corrections Corrections · ralke23/Greed-TFS-1.5-Downgrades@d105eb0 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d105eb0d917f2814ec9408f3c8bbe2710d7b9eba)
  10. 9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d)
  11. Fir3lement 0.4 goToFollowCreature Fir3lement 0.4 goToFollowCreature · ralke23/Greed-TFS-1.5-Downgrades@404c478 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/404c478dd10811a9a2275bce9e0b94c18df0923c)
  12. NRH-AA Pathfinding NRH-AA Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@570c4d7 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/570c4d7b3aef10166ae8ab52f87ffa167ab70415)
  13. First adjustments on NRH-A Pathfinding First adjustments on NRH-A Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@d5670ec (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d5670ec78becd3ec9fa6eb60b4304628381ad78c)
  14. Optimize pathfinding by NRH-AA Optimize pathfinding by NRH-AA · ralke23/Greed-TFS-1.5-Downgrades@efdd636 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/efdd636193d4a50df88733811631cf0afa161c92)
  15. Path viewport check, fix to blocked sight of monsters (needs review, it causes lag and memory increase) Path viewport check, fix to blocked sight of monsters (needs review, … · ralke23/Greed-TFS-1.5-Downgrades@d001657 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d0016579d68c06570487444e62e29137bf3c5eed)
  16. NRA-AA fixing memory leaks NRA-AA fixing memory leaks · ralke23/Greed-TFS-1.5-Downgrades@4fc0dfa (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4fc0dfa394249ca212690d0e62d456fa6433adb6)
  17. NRH-AA latest changes NRH-AA latest changes · ralke23/Greed-TFS-1.5-Downgrades@81f7784 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/81f7784fccd6ebd074e4b22b6f72488c5eda6123)

Can't be more easy to follow than this. Remember. You need to use achieved Nekiro distribution.
Regards!
edit: this seems not to be complete
  1. 9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d) applied this a monsters dissapears on move reverted it and everything come back to the normally again
  2. also don't know which of this commits. applired them all caused that i were no longer to use runes like poison field, fire bomb ( fields runes only) don't know why or how gonna try to figure it out now
Post automatically merged:

this are not my commits, I followed Itutorial repository and commited to my repository. Memory works perfectly fine with this algorythm, as I said in previous posts. If you feel that you're memory is too high is because of your datapack, I wouldn't recommend to use a "global map" if you're not getting a dedicated server or something that can hold that ammount of data size (i'm 100% sure that your memory is mostly raised by your datapack, scripts and mostly map). Any other support you need about this just hit me on discord, felipe23, or PM, so we keep the thread clean as possible.
yes might be because of that, reviewed this [ANY TFS] Catch scripts that freeze server (https://otland.net/threads/any-tfs-catch-scripts-that-freeze-server.261466/page-2#post-2751271) and many many npcs files are classfied and log script 4py9nyw3uy28vj9ysbevrnut - Ghostbin (https://pst.innomi.net/paste/4py9nyw3uy28vj9ysbevrnut) anyway could u tell how much is consuming and what do you have? baiak map ? etc thanks in advance sorry if i sound rude
thanks for all your help and contributions to the community
 
edit: this seems not to be complete
  1. 9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d) applied this a monsters dissapears on move reverted it and everything come back to the normally again
  2. also don't know which of this commits. applired them all caused that i were no longer to use runes like poison field, fire bomb ( fields runes only) don't know why or how gonna try to figure it out now
  1. The commit you pointed is realated to this thread C++ - +9 players in some stack debug (https://otland.net/threads/9-players-in-some-stack-debug.284137/), nothing that has to do with this thread. The list is complete, those commits are the only that are related to this thread.
  2. No idea what you said here, apply what you need to apply. I think you're confused, you're trying to just apply, and apply code, without reading. Just get a hold, read the posts and make it better next time. I'm 100% sure that the errors, or issues you're trying to pose here are 0% related to this thread.
johnsamir said:

Indeed, your NPCs are not running in a high memory usage, unless they get like 1000.00ms they're just fine. The thing is, you have 1 NPC running on 100.00ms, + 2 NPC running on 130.00ms, +20 NPCs running on 90.00ms, without even having a dedicated server. How are you planning to have such a server? You have LOTS of small resources running at the same time. For example, my own server has an average number of 20 NPC aproximatelly? That's a huge difference from having 500 NPCs.

johnsamir said:
anyway could u tell how much is consuming and what do you have? baiak map ? etc thanks in advance

I have my own datapack, crafted from literally nothing. I don't use any resource from datapacks of this forum. Because I manually see what I need and what I don't need, and also being trying for a long time to decrease and erase any resource that i'm not going to use. Literally, I have carefully cleaned each of the scripts and systems that I use, and I perfectly understand what it is in, where, for what and why.

johnsamir said:
sorry if i sound rude
thanks for all your help and contributions to the community

Np! You're welcome. Don't sound rude at all. Just next time hit me on PM or discord instead of replying here. Will be easier for both of us.
Regards!
 
  1. The commit you pointed is realated to this thread C++ - +9 players in some stack debug (https://otland.net/threads/9-players-in-some-stack-debug.284137/), nothing that has to do with this thread. The list is complete, those commits are the only that are related to this thread.
  2. No idea what you said here, apply what you need to apply. I think you're confused, you're trying to just apply, and apply code, without reading. Just get a hold, read the posts and make it better next time. I'm 100% sure that the errors, or issues you're trying to pose here are 0% related to this thread.


Indeed, your NPCs are not running in a high memory usage, unless they get like 1000.00ms they're just fine. The thing is, you have 1 NPC running on 100.00ms, + 2 NPC running on 130.00ms, +20 NPCs running on 90.00ms, without even having a dedicated server. How are you planning to have such a server? You have LOTS of small resources running at the same time. For example, my own server has an average number of 20 NPC aproximatelly? That's a huge difference from having 500 NPCs.



I have my own datapack, crafted from literally nothing. I don't use any resource from datapacks of this forum. Because I manually see what I need and what I don't need, and also being trying for a long time to decrease and erase any resource that i'm not going to use. Literally, I have carefully cleaned each of the scripts and systems that I use, and I perfectly understand what it is in, where, for what and why.



Np! You're welcome. Don't sound rude at all. Just next time hit me on PM or discord instead of replying here. Will be easier for both of us.
Regards!
related to this
  1. also don't know which of this commits. applired them all caused that i were no longer to use runes like poison field, fire bomb ( fields runes only) don't know why or how gonna try to figure it out now
  2. it was my fault by mistake i removed this code in game cpp
  3. Lua:
                if (player->getPathTo(walkToPos, listDir, 0, 1, true, true/*, PLAYER_SEARCHDIST*/)) {
                    g_dispatcher.addTask(createTask(std::bind(&Game::playerAutoWalk, this, player->getID(), std::move(listDir))));
  4. in void Game::playerUseItemEx(uin /7 don't know why it did not give errors but added it vback and runes working properly i just have to revert stack pox becuase was not workign at least for me or i have something that might be missing aswell son't know how to compare which stack_pos fix is more up to date, u.u or don't feel like to review it at least today,
EDIt don't know if somebody else has noticed this like me but when mosnter are being chased the barely attack with spells/range hit they mostly melee, they still use spells but if it's like you have to had luck in order to receive a beam or wave in cases of dragons for example or rangeshoot attack in cases of amazon or hunters for example @ralke have you notied it? or its same as always or things get better after your commits for u? in my case everything works better except for this i applied all the commits
Lua:
Gigastar A* pathfinding Gigastar A* Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@45f9793 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/45f9793faa63201db903bc79d724bae80c9b6f46)
Gigastar pathfinding call Gigastar Pathfinding Call · ralke23/Greed-TFS-1.5-Downgrades@eb642bf (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/eb642bf87f76c600479abdc16201af816183dead)
Method set master position Method setMasterPosition · ralke23/Greed-TFS-1.5-Downgrades@8f2d82a (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/8f2d82ad839cde1612cc8ac6dc9c8f0ecbc855d6)
Update follow path Update Follow Path · ralke23/Greed-TFS-1.5-Downgrades@3077e8f (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/3077e8f539a216cbbbaa2d056c35427057aea482)
PLAYER_SEARCHDIST PLAYER_SEARCHDIST · ralke23/Greed-TFS-1.5-Downgrades@b73d122 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/b73d122ab47035e0cc7e6c126a6db463f42c7555)
getPathTo (position to pos) getPathTo (position to pos) · ralke23/Greed-TFS-1.5-Downgrades@9a440f3 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/9a440f39610b684fefc1ca8c1b1f16ab410093e1)
Add follow position to follow creature Add followPosition to followCreature · ralke23/Greed-TFS-1.5-Downgrades@044299d (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/044299d305d2e744d294c8799c2a86630903b24d)
Summon keepDistance, isInRange, distance check Summon keepDistance, isInRange, distance check. · ralke23/Greed-TFS-1.5-Downgrades@50d9f7b (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/50d9f7bc8c311c487cf840123808e7f7dc7aaeaa)
Corrections Corrections · ralke23/Greed-TFS-1.5-Downgrades@d105eb0 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d105eb0d917f2814ec9408f3c8bbe2710d7b9eba)
9 players stackpos bug 9 players stackpos bug · ralke23/Greed-TFS-1.5-Downgrades@4473d68 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4473d6806ea7420bc78cf58b1fea28e991acf67d)
Fir3lement 0.4 goToFollowCreature Fir3lement 0.4 goToFollowCreature · ralke23/Greed-TFS-1.5-Downgrades@404c478 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/404c478dd10811a9a2275bce9e0b94c18df0923c)
NRH-AA Pathfinding NRH-AA Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@570c4d7 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/570c4d7b3aef10166ae8ab52f87ffa167ab70415)
First adjustments on NRH-A Pathfinding First adjustments on NRH-A Pathfinding · ralke23/Greed-TFS-1.5-Downgrades@d5670ec (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d5670ec78becd3ec9fa6eb60b4304628381ad78c)
Optimize pathfinding by NRH-AA Optimize pathfinding by NRH-AA · ralke23/Greed-TFS-1.5-Downgrades@efdd636 (https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/efdd636193d4a50df88733811631cf0afa161c92)
Path viewport check, fix to blocked sight of monsters (needs review, it causes lag and memory increase) https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/d0016579d68c06570487444e62e29137bf3c5eed
NRA-AA fixing memory leaks https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/4fc0dfa394249ca212690d0e62d456fa6433adb6
NRH-AA latest changes https://github.com/ralke23/Greed-TFS-1.5-Downgrades/commit/81f7784fccd6ebd074e4b22b6f72488c5eda6123
 
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I also wanted to bring something to your attention. While browsing the forgotten server repository, I stumbled upon this link Fix summon walk behavior by NRH-AA · Pull Request #4643 · otland/forgottenserver (https://github.com/otland/forgottenserver/pull/4643). I believe it could be useful for your server too. However, I haven't tried implementing it yet as I haven't had the opportunity to test anything yet.

I was able to implement it into Nekiros TFS-1.5-Downgrades 8.0 without any issues. It also works fine.
 
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