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TFS 1.X+ The monsters on the map are in strange positions. Can it be removed?

Tibia Idle

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Hello. On my map, a lot of monsters respawn in strange positions where you can't move. What causes the crash. Is there any way to detect them all or remove them at once or do I have to do it laboriously manually? These monsters are probably causing the crash. The log is at the end of the post. Maybe someone will find a way to protect the server from this.




1717478591060.png

C++:
#0  0x00005e4790ba5c58 in Monster::doAttacking (this=0x73095838ebe0, interval=1000) at /home/ubuntu/8.0test-pokompilacji-debugowanie/src/monster.cpp:819
        inRange = true
        spellBlock = @0x730990657490: {spell = 0x7309903392e0, chance = 5, speed = 2000, range = 5, minCombatValue = 0, maxCombatValue = 0,
          combatSpell = false, isMelee = false}
        __for_range = <optimized out>
        __for_begin = <optimized out>
        __for_end = <optimized out>
        updateLook = false
        resetTicks = <optimized out>
        myPos = @0x73095838ebe8: {x = 33189, y = 31678, z = 14 '\016'}
        targetPos = @0x7309931acd58: {x = 33188, y = 31678, z = 14 '\016'}
 
Hello. On my map, a lot of monsters respawn in strange positions where you can't move. What causes the crash. Is there any way to detect them all or remove them at once or do I have to do it laboriously manually? These monsters are probably causing the crash. The log is at the end of the post. Maybe someone will find a way to protect the server from this.




View attachment 85204

C++:
#0  0x00005e4790ba5c58 in Monster::doAttacking (this=0x73095838ebe0, interval=1000) at /home/ubuntu/8.0test-pokompilacji-debugowanie/src/monster.cpp:819
        inRange = true
        spellBlock = @0x730990657490: {spell = 0x7309903392e0, chance = 5, speed = 2000, range = 5, minCombatValue = 0, maxCombatValue = 0,
          combatSpell = false, isMelee = false}
        __for_range = <optimized out>
        __for_begin = <optimized out>
        __for_end = <optimized out>
        updateLook = false
        resetTicks = <optimized out>
        myPos = @0x73095838ebe8: {x = 33189, y = 31678, z = 14 '\016'}
        targetPos = @0x7309931acd58: {x = 33188, y = 31678, z = 14 '\016'}
Um , then remove the monsters from that position? ……
 
No. this won't solve the problem. There will be other monsters that will cause it. The problem seems to appear when the monster attacks empty tiles.
 
No. this won't solve the problem. There will be other monsters that will cause it. The problem seems to appear when the monster attacks empty tiles.
Removing the monsters won't solve the problem? that's literally the reason for the crashes, so, it will

why the monstesr are there? what map are you using?

are you sure you didn't mess up spawn.xml ?
 
Hello. On my map, a lot of monsters respawn in strange positions where you can't move. What causes the crash. Is there any way to detect them all or remove them at once or do I have to do it laboriously manually? These monsters are probably causing the crash. The log is at the end of the post. Maybe someone will find a way to protect the server from this.




View attachment 85204

C++:
#0  0x00005e4790ba5c58 in Monster::doAttacking (this=0x73095838ebe0, interval=1000) at /home/ubuntu/8.0test-pokompilacji-debugowanie/src/monster.cpp:819
        inRange = true
        spellBlock = @0x730990657490: {spell = 0x7309903392e0, chance = 5, speed = 2000, range = 5, minCombatValue = 0, maxCombatValue = 0,
          combatSpell = false, isMelee = false}
        __for_range = <optimized out>
        __for_begin = <optimized out>
        __for_end = <optimized out>
        updateLook = false
        resetTicks = <optimized out>
        myPos = @0x73095838ebe8: {x = 33189, y = 31678, z = 14 '\016'}
        targetPos = @0x7309931acd58: {x = 33188, y = 31678, z = 14 '\016'}
1717496678836.png
1717497009416.png
you had to learn anything before you started making ots.
 
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his spawn .xml file has monsters on tiles that are not in the game. eg empty tiles causing crash.
Yes I can see he has monsters on tiles that are not in game, I'm not blind. What I don't see however, is a monster attacking a tile without a creature on it, that doesn't happen! If there was no creature on the tile, they would not target it, they would simply try to get within attack range of the creature before trying to attack... not attack an empty tile.

But by all means, thank you for pointing out to me something that was clear to everyone who visited this thread.
 
Yes I can see he has monsters on tiles that are not in game, I'm not blind. What I don't see however, is a monster attacking a tile without a creature on it, that doesn't happen! If there was no creature on the tile, they would not target it, they would simply try to get within attack range of the creature before trying to attack... not attack an empty tile.

But by all means, thank you for pointing out to me something that was clear to everyone who visited this thread.
myPos = @0x73095838ebe8: {x = 33189, y = 31678, z = 14 '\016'}
targetPos = @0x7309931acd58: {x = 33188, y = 31678, z = 14 '\016'}
spell cant cast because of starting position the tile is not initialized hence the crash

anyways i would just start ignoring his threads at this point not even a thank you after providing him with solution and here he wants us to fix his game because his lazy ahh copying spawn file instead of manually crafting the map.
the most ungratefull person to ever live. I have him solution in requests and he just ignored it completely and here he is posting another issue that will be solved without a thank you.
 
which is still not the same as attacking an empty tile
can u not see the spell is being casted? and creature position is on unitialized tile which does not exist You cant cast spell on a tile that does not exist. I didnt look into the debug i just looked at function first so my bad. i edited the post right away
 
can u not see the spell is being casted? and creature position is on unitialized tile which does not exist You cant cast spell on a tile that does not exist.
No I cannot. I see no spells being casted, and they wouldn't be casted anyways, not unless a creature was in range... can you see a spell being casted in one of those images? If so, I think you need to have your eyes checked.
 
dude did u even read the crashlog? the character comes in vicinity of that monster and its spawned on uninitialized tile then the game proceeds to cast spell from that position when creature gets near causing crash because it is casted from uninitialized tile and spells need positions to work.
then what happens is the spell tries to move through to next tile but all around are uninitialized aswell the crash is happening in edron near annihilator from what i see.
No I cannot. I see no spells being casted, and they wouldn't be casted anyways, not unless a creature was in range... can you see a spell being casted in one of those images? If so, I think you need to have your eyes checked.
1731772827194.webp

blue tile my pos yellow target pos this is where crash happens so I guess he just copied some monsters from newer engine.
u can close this delete priestess warlock or other monster u got in this room cuz u got some bad spells in there
 
dude did u even read the crashlog? the character comes in vicinity of that monster and its spawned on uninitialized tile then the game proceeds to cast spell from that position when creature gets near causing crash because it is casted from uninitialized tile and spells need positions to work.
then what happens is the spell tries to move through to next tile but all around are uninitialized aswell the crash is happening in edron near annihilator from what i see.
Yeah I see the crash log, and it for sure says that its crashing from a monster attempting to attack, but the positions read that the player is coming right next to the creature (literally 1 square away), which FROM THE IMAGES IS NOT POSSIBLE! Therefore they are not sharing everything, which was my entire point the entire time. We can't help those who intentionally leave out or hide information.
 
Yeah I see the crash log, and it for sure says that its crashing from a monster attempting to attack, but the positions read that the player is coming right next to the creature (literally 1 square away), which FROM THE IMAGES IS NOT POSSIBLE! Therefore they are not sharing everything, which was my entire point the entire time. We can't help those who intentionally leave out or hide information.
other thing im thinking could be stackpos too many creatures on tile if they can walk on one another perhaps
 
dude did u even read the crashlog? the character comes in vicinity of that monster and its spawned on uninitialized tile then the game proceeds to cast spell from that position when creature gets near causing crash because it is casted from uninitialized tile and spells need positions to work.
then what happens is the spell tries to move through to next tile but all around are uninitialized aswell the crash is happening in edron near annihilator from what i see.

View attachment 88259

blue tile my pos yellow target pos this is where crash happens so I guess he just copied some monsters from newer engine.
u can close this delete priestess warlock or other monster u got in this room cuz u got some bad spells in there
Thank you for proving me point. There was no monster in a wall, trying to attack a creature not in the walls with it (because walls block, and tiles are validated before attacking/casting) ;)
 
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