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diath avatar diath commented on August 26, 2024 1

Yes, you have to obtain the assets from the original game and put them in the correct directories yourself.

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wioxjk avatar wioxjk commented on August 26, 2024
./modules/client_terminal/commands.lua:    local filepath = '/things/' .. file
./modules/game_things/things.lua:    datPath = resolvepath('/things/' .. filename)
./modules/game_things/things.lua:    sprPath = resolvepath('/things/' .. filename)
./modules/game_things/things.lua:    datPath = resolvepath('/things/' .. version .. '/Tibia')
./modules/game_things/things.lua:    sprPath = resolvepath('/things/' .. version .. '/Tibia')

Why is this hard-coded like this?

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diath avatar diath commented on August 26, 2024

That's intended, the files are loaded from the respective protocol version folders so that you can use it on different version servers.

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wioxjk avatar wioxjk commented on August 26, 2024

Oh I was probably unclear. I do understand that it looks for different versions in different catalogues.
However, the path, since it starts with a "/" - it will then look on the root of the filesystem for a catalogue named "things".

I am not sure that people should or would want place a catalogue there toghether with etc, opt, dev and so on.
Would it be possible to make path relative to the binary instead?

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diath avatar diath commented on August 26, 2024

It's not the filesystem root but rather PhysFS mount root, PhysFS creates a virtual filesystem of sorts that uses absolute paths as relative to the mounted PhysFS root. All you have to do is create the things directory where your client binary is.
https://www.icculus.org/physfs/

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wioxjk avatar wioxjk commented on August 26, 2024

Oh, I have totally missunderstood then.
I guess I have to find the .dat files also and populate the catalogues too?

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wioxjk avatar wioxjk commented on August 26, 2024

Thanks for clarifying.
I suppose this project cant really include the files due to legal reasons.

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