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TVP 7.4 Develop & TVP 7.7 Stable Full Distribution

Reporting always helps
Already did, he received a 6 month ban and was back after 2 weeks. So whats up? He's receiving special treatment regarding the rules, trashing my thread, blatantly insulting people and he himself even posts evidence of him breaking the rules.

I guess it is what it is.
 
Already did, he received a 6 month ban and was back after 2 weeks. So whats up? He's receiving special treatment regarding the rules, trashing my thread, blatantly insulting people and he himself even posts evidence of him breaking the rules.

I guess it is what it is.
You're a funny guy, how's the OTA perma ban feeling like? Also what makes you think I received a 6 month banishment, what a big of a statement to give out publicly, also to say I receive special treatment regarding the rules.

I have not break any rules, I have posted screenshots like you've done as well in this thread where you're specifically selling I sell something outside of otland, I also have not insulted anyone. Mods will just clear it out like they always do because you're endlessly spamming the only place you've left like Marcin who also happens to be in banera for constantly breaking the forum rules.
 
You're a funny guy, how's the OTA perma ban feeling like? Also what makes you think I received a 6 month banishment, what a big of a statement to give out publicly, also to say I receive special treatment regarding the rules.

I have not break any rules, I have posted screenshots like you've done as well in this thread where you're specifically selling I sell something outside of otland, I also have not insulted anyone. Mods will just clear it out like they always do because you're endlessly spamming the only place you've left like Marcin who also happens to be in banera for constantly breaking the forum rules.
I was told so. Also OTA seems to be very bias towards you. You can do whatever you want and they'll still ban the other guy which makes zero sense. But I guess OTA is corrupt, lets hope OTland never goes the same direction.

Also nice job on removing that you posted prices of your project, but I already screen dumped it.
 
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Also nice job on removing that you posted prices of your project, but I already screen dumped it.
You really are not smart enough to think mods cannot see the history of the messages one edits? 🤣
You're such a good liar, btw, we're all waiting eagerly to see your support into that GitHub repository of yours, it's been a while and its quite, well ... dead, maybe that way you stop me from getting services by people asking to fix it for them ;)
 
This is so sad. I literally downloaded it from the main TVP repo where you take "pay for invite". If you claim any issues, they are none but your own. I havent even touched a line in these files.

Stop trying to make customers in this thread by taking them to discord and trying to sell stuff. Its illegal on this platform. Btw who lifted your 6 months ban? I think I'll need to review this with the mods/admins

Imagine claiming Project Fibula was not initially a crashing shit show with massive lag. They fixed it eventually, good for them. To everyone even remotely thinking about paying EZZZ to have fixes, dont. Upload any problems/issues you may find in this thread and we'll fix it in the new free main repo TVP-OTland.

Ezzz the only thing Project Fibula can thank you for is the inaccurate formulas on everything, fully believing they run a 100% copy of the cipsoft server and its files. Its sad. At best the only thing that is potentially somewhat accurate is the spells, and even in the spells, there are some bugs I've noticed long ago that I'll report to my repo.
Post automatically merged:



You could just remove ezzz "tvp" tags from the xml files also and use a regular mapeditor. He is trying to make it look like he created everything himself by using useless code to make people pay for shit they dont need to, such as a "custom" mapeditor. But you'd need to do it from the server source aswell so it can actually read the files in its normal format again. An easy way to do it is to compare to a vanilla server.
dunno why many users have been banned fpr this but not ezzz
 
I'm modifying the global map, and I've noticed that some houses, even after changes in RME, still have certain items in their old positions when I log into the game.

Is this some kind of cache or saved history? Where can I check it?

As you can see, the image on the left shows the RME modifications, while the one on the right shows the in-game version.
 

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Is this some kind of cache or saved history? Where can I check it?
Delete tvpm file from gamedata whenever you make changes to the game map or houses.
dunno why many users have been banned fpr this but not ezzz
Because you have to actually break the rules in the forum, leeching troll, I have not break any rules.
 
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I have not break any rules.
Haven't you been banned for advertising TVP/have the illegal thread closed or removed on Otland, even though its rules are against selling datapacks and distros?
 
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Haven't you been banned for advertising TVP/have the illegal thread closed or removed on Otland, even though its rules are against selling datapacks and distros?
I was given a warning with a one month duration for indirect advertisement from a post I did in one of Evil Mark threads, which was fair, ngl
 
Delete tvpm file from gamedata whenever you make changes to the game map or houses.

Because you have to actually break the rules in the forum, leeching troll, I have not break any rules.
Regarding the gamedata/players folder, can I also delete the 1.tvpi files?
 
Regarding the map editor, do you have any suggestions to improve the workflow?

Currently, in OTC/Things it’s 772, in RME it requires 8.0, and in the map properties it shows 8.4 — which is quite confusing.

While editing and viewing the map in-game works, in RME it’s hard to correctly identify the items used. How can we make this visualization clearer and more reliable?
 

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Regarding the map editor, do you have any suggestions to improve the workflow?

Currently, in OTC/Things it’s 772, in RME it requires 8.0, and in the map properties it shows 8.4 — which is quite confusing.

While editing and viewing the map in-game works, in RME it’s hard to correctly identify the items used. How can we make this visualization clearer and more reliable?
Object builder, converting up and down when you start working and when you finish.
 
Regarding the map editor, do you have any suggestions to improve the workflow?

Currently, in OTC/Things it’s 772, in RME it requires 8.0, and in the map properties it shows 8.4 — which is quite confusing.

While editing and viewing the map in-game works, in RME it’s hard to correctly identify the items used. How can we make this visualization clearer and more reliable?

Now that all dramas looks to be stopping and even Ezzz is helping with questions on this thread, here is the solution with the mess with maps in TVP, here you are the solution that I have been using for like 3 years:

For simplicity, just use the TVPMapEditor that is attached somewhere in this thread
The main difference between OTA-RME / RME and TVPMapEditor is the spawn system and that it can load maps without otbm (only based on items.xml, but useless for this topic).
It is worth to use it just because of the "tvpspawn" tags in xml, but in theory the TFS spawn and TVPSpawn behaves as the same, but the "tvpspawn" tags are converted from Cipsoft .db files, so in theory it has the same spawns as Cipsoft 7.7.
If you want to get rid of this specific TVPMapEditor, convert tvpspawn tags to equivalent spawn tags and maybe it will work. I do not recommend this if you want to keep the tvp spawn system (maybe later I can add a PR with fixes related to this, but I got no time for a couple of weeks)

Now the main part, which should be done in order to load TVP Map in all MapEditors:
  • all maps in .otbm format are build based on a given items.otb.
  • .otbm files holds on which version of items.otb it was built from
  • map editor has a clients.xml file, which is a config-kind file in order to match Spr/Dat -> items.otb -> maps.otbm

1 - We need to check on which version the map is saved, and also the items.otb information

Code snippet to edit in order to print/debug otb and map versions:

at iomap.cpp, at IOMap::loadMap replace:
C++:
std::cout << "> Map size:" << root_header.width << "x" << root_header.height << '.' << std::endl;

to:
C++:
std::cout << "> Map size: " << root_header.width << "x" << root_header.height << std::endl
            << "> Map spawn file: " << map->spawnfile << std::endl
            << "> Map house file: " << map->housefile << std::endl
            << "> Map OTBM version: " << root_header.version << std::endl
            << "> Map build with items.otb version: " << root_header.majorVersionItems << " id:" << root_header.minorVersionItems << std::endl;

after loading the server, you will see something like this in your console:
Code:
>> Loading map
> Loading data/world/map.otbm
> Map size: 65000x65000
> Map spawn file: data/world/spawns.xml
> Map house file: data/world/houses.xml
> Map OTBM version: 2
> Map build with items.otb version: 2 id:7


Here is where the important informations are: OTBM version is 2
items.otb version is 2 and the ID is 7.

2 - Now that we have the map and items information, time to add it to the map editor
at clients.xml, we do not have any entry for otb version 2, ID 7. We need to add this. This way you will avoid map corruption due wrong conversions between 8.0 and 7.4 sprs
so simple add this line under <otbs> tag:
XML:
    <otbs>
        <!--
            Just list all OTB versions here
            This is only used as a mapping for parsing the versions later on
        -->
        <otb client="7.40-tvp" version="2" id="7"/>
        <otb client="7.40" version="1" id="1"/>
        <otb client="7.50" version="1" id="1"/>
        <otb client="7.55" version="1" id="2"/>
        <otb client="7.60" version="1" id="3"/>
        <otb client="7.70" version="1" id="3"/>
        <otb client="7.80" version="1" id="4"/>
        <otb client="7.90" version="1" id="5"/>
        <otb client="7.92" version="1" id="6"/>
        <otb client="8.00" version="3" id="7"/>
        <otb client="8.00" version="3" id="100"/> <!-- this is just to remove a warning of duplicated id -->
        <otb client="8.10" version="2" id="8"/>
        <otb client="8.11" version="2" id="9"/>
        <otb client="8.20" version="3" id="10"/>
        <!--
            below this line, just keep the same
        -->

After this changes, we already have a valid otb for this map, but now we need to add a proper directory and valid spr/dat format to it, so under tags <clients>, add this:
XML:
        <client name="7.40-tvp" otb="7.40-tvp" visible="true" data_directory="740-tvp">
            <otbm version="2"/>
            <data format="7.55" dat="0x439D5A33" spr="0x439852BE"/>
        </client>


What are we doing here in this clients.xml is:
Given .otb versions, add a relationship between "otbs" and "clients", so we say that otb version 2, ID 7 belongs to client "7.4-tvp"
and at clients definitions we say that client "7.40-tvp" has otbm version 2 and the correct spr/dat format

3 - Now that we already have a proper clients.xml, go to MapEditor data folder, copy the 800 folder, rename it to 740-tvp, replace the items.otb from that folder with the one that is from server


Thats all. Now you will be able to load all kind of maps in TVPMapEditor, from versions 8.0 (or any other), convert it to "740-tvp" and edit your map like a normal server.

I don't know why Ezzz did this conversions but this is the way to use it! Maybe there is a good reason behind this conversions that I dont know, I just prefered to do not make any map conversions and simple adapt this clients.xml in order to do not mess with maps from the servers.
Also Evil Mark is 97.1% correct saying that you can use the normal map editor, the missing 2.9% is that you will not be able to edit/see/add spawns to your maps
 
How can we make this visualization clearer and more reliable?
You can either properly convert 7.7 ids to 7.4 ids or just replace the sprites to match 7.4 ones.

Also Evil Mark is 97.1% correct saying that you can use the normal map editor, the missing 2.9% is that you will not be able to edit/see/add spawns to your maps
What I've said still applies, it's not only spawns that wouldn't work with normal map editor. Please check the spoiler section in my post.
 
After a certain amount of time, when the monsters start attacking players/summons, they simply stop and enter a frozen state.

From then on, nothing makes them move/attack again; they simply remain frozen.

Has anyone else experienced this?

I'm debugging to try and understand the cause; apparently something in Monster::onThink, but I'm not sure yet.
 
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