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TheForgottenServer v0.2rc7 (Moon Princess)

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TheForgottenServer 0.2
Release Candidate 7 (Moon Princess)!


Changes can be found in doc/CHANGELOG.

This is mainly a bug-fix release, but also contains some new minor features, if you are using version 0.2.6 it is strongly recommended to update your server to this version because of the amount of issues we have solved.

It has compatibility with 8.1 protocol effects, but WILL cause debugs if they're seen by 8.0 protocol clients. This version still allows players using protocol 8.0 to connect.

DLL Files:
http://otland.net/showthread.php?t=1042

Source code:
http://forgottenserver.svn.sf.net/

Please report ALL bugs here:
http://sourceforge.net/tracker/?atid=931893&group_id=190078&func=browse
 
thank you taratulen, I was waiting for this

see ya ^^
 
Thanks, I was also anxsiously waiting for this; as the rest of the community I bet.
 
really good lots of bug fixes nice
 
Good job just wondering which client will it suppse 8.1 or 8.12??
 
how ever... a good work! increible in minor words! jeje... one quest for you talaturen, if cipsoft release the new tibia version, you will update inmediatly the moon princess or all need wait for the other codename?
 
Umm... if you run this without upgrading from 0.2.6, you get a missing zlib1.dll error

*chat channels won't work unless you type #c before w/e you have to say, is this normal?

*something wrong with doors, I get the feeling it's this line
Code:
if getTilePzInfo(doorPosition) == FALSE or getTilePzInfo(newPosition) == TRUE then

*After testing, switching doorPosition and newPosition around seems to fix the problem.
What's the point of checking for PZ here? To stop white skulls from abusing the door or something?

Btw, this is the best release yet! Always good to pause on the new features and just fix bugs once in awhile.
 
Last edited:
Great work talaturen
gratz when you go add revdbsys and party share exp?
 
Umm... if you run this without upgrading from 0.2.6, you get a missing zlib1.dll error

*chat channels won't work unless you type #c before w/e you have to say, is this normal?

*something wrong with doors, I get the feeling it's this line
Code:
if getTilePzInfo(doorPosition) == FALSE or getTilePzInfo(newPosition) == TRUE then

*After testing, switching doorPosition and newPosition around seems to fix the problem.
What's the point of checking for PZ here? To stop white skulls from abusing the door or something?

Btw, this is the best release yet! Always good to pause on the new features and just fix bugs once in awhile.

0.2.8 will be released sooner than you think it will (bug-fix release), but can you try this door script if it works?

Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
	if isInArray(questDoors, item.itemid) == TRUE then
		if getPlayerStorageValue(cid, item.actionid) ~= -1 then
			doTransformItem(item.uid, item.itemid + 1)
			doTeleportThing(cid, toPosition, TRUE)
		else
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "The door seems to be sealed against unwanted intruders.")
		end
		return TRUE
	elseif isInArray(levelDoors, item.itemid) == TRUE then
		if item.actionid > 0 and getPlayerLevel(cid) >= item.actionid - 1000 then
			doTransformItem(item.uid, item.itemid + 1)
			doTeleportThing(cid, toPosition, TRUE)
		else
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Only the worthy may pass.")
		end
		return TRUE
	elseif isInArray(keys, item.itemid) == TRUE then
		if itemEx.actionid > 0 then
			if item.actionid == itemEx.actionid then
				if doors[item.itemd] ~= nil then
					doTransformItem(itemEx.uid, doors[item.itemid])
					return TRUE
				end
			end
			doPlayerSendCancel(cid, "The key does not match.")
			return TRUE
		end
		return FALSE
	elseif isInArray(horizontalOpenDoors, item.itemid) == TRUE then
		local newPosition = toPosition
		newPosition.y = newPosition.y + 1
		local doorPosition = fromPosition
		doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
		local doorCreature = getThingfromPos(doorPosition)
		if getTilePzInfo(doorPosition) == FALSE or getTilePzInfo(newPosition) == TRUE then
			if doorCreature.itemid ~= 0 then
				doTeleportThing(doorCreature.uid, newPosition, TRUE)
			end
		else
			doPlayerSendCancel(cid, "Sorry, not possible.")
		end
		doTransformItem(item.uid, item.itemid - 1)
		return TRUE
	elseif isInArray(verticalOpenDoors, item.itemid) == TRUE then
		local newPosition = toPosition
		newPosition.x = newPosition.x + 1
		local doorPosition = fromPosition
		doorPosition.stackpos = STACKPOS_TOP_MOVEABLE_ITEM_OR_CREATURE
		local doorCreature = getThingfromPos(doorPosition)
		if getTilePzInfo(doorPosition) == FALSE or getTilePzInfo(newPosition) == TRUE then
			if doorCreature.itemid > 0 then
				doTeleportThing(doorCreature.uid, newPosition, TRUE)
			end
		else
			doPlayerSendCancel(cid, "Sorry, not possible.")
		end
		doTransformItem(item.uid, item.itemid - 1)
		return TRUE
	elseif doors[item.itemid] ~= nil then
		if item.actionid == 0 then
			doTransformItem(item.uid, doors[item.itemid])
		else
			doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "It is locked.")
		end
		return TRUE
	end
	return FALSE
end

The chat channel issue has already been fixed.
 
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