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nostalrius's Issues

Receive parcels issue.

Currently Behavior:

If you are in Thais depot tile for example and receive a parcel/letter in Carlin, you got this msg on screen
"New mail has arrived"

Expected Behavior:
You only will receive the msg "New mail has arrived" if you are in correct town, that the parcel/letter was sent.

Can anyone confirm this problem? I try to identify the problem.

wrong monster behavior

the monster can not attack the player, he is behaving in a wrong way.
the delay in the monster's walking, is very slow...

Here the test of ReaLOTS monsters behavior movie.
https://streamable.com/wobml

they are faster and with updatelook

Kicked every 35 secs when afk

Getting kicked every 35 secs if afk
In my lua settings I have 15 minutes
No error in console
Any ideas? Someone with same problem?

Can only target monsters inside a Rope Spot with control + click

When there is a Rope Spot, targetting a monster becomes impossible with the mouse, but control + click on monster and attack works.

Steps to reproduce

  1. Summon any monster near a rope spot
  2. When they enter a rope spot they will become untargettable
  3. Control + click on them and you can attack them

Rune NPCs don't use "gen-t-runes-free-s.ndb" values

Hey there, having some issues with the rune npc's. They are selling runes in different counts then what they are set to in the gen-t-runes-free-s.ndb file.

For example, when going to Xodet and "buy great fireball rune" - he will give you a rune with 4x charges, even though the file says 2x

"great","fireball","rune" -> Type=3191, Data=2, Amount=1, Price=180,

Any ideas?

About update soft boots

Now the soft boots are substracting minutes once you got them in the inventory or equiped.
At least it needs two items for the worn/unworn states. or delete the conditions and leave it only for aestethic purposes.

Lots of diconnects with OTClient

Getting lots of diconnects from OTClient, compiled on Ubuntu, using OTClient with 7.72 files from official client. I get the following error:


Error:
ERROR: got an invalid ping from server

And then I'm disconnected from the server.
I don't get those disconnect or ping errors with OTHire and OTX compilled from source.

Compiling errors in behaviourdatabase.cpp

Hello there!

I'm trying to compile it in Linux, got this error after running make:

-- The C compiler identification is GNU 8.2.0
-- The CXX compiler identification is GNU 8.2.0
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Detecting C compile features
-- Detecting C compile features - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- cotire 1.7.6 loaded.
-- Performing Test COMPILER_KNOWS_CXX11
-- Performing Test COMPILER_KNOWS_CXX11 - Success
-- Performing Test COMPILER_KNOWS_STDLIB
-- Performing Test COMPILER_KNOWS_STDLIB - Failed
-- Found GMP: /usr/include  
-- Found PugiXML: /usr/include  
-- Could NOT find LuaJIT (missing: LUA_LIBRARIES LUA_INCLUDE_DIR) 
-- MySQL Include dir: /usr/include/mysql  library dir: /usr/lib
-- MySQL client libraries: mysqlclient
-- Looking for pthread.h
-- Looking for pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - found
-- Found Threads: TRUE  
-- Found Lua: /usr/lib/liblua.so;/usr/lib/libm.a (found version "5.1.5") 
-- Boost version: 1.67.0
-- Found the following Boost libraries:
--   system
--   filesystem
-- CXX target tfs cotired without unity build.
-- Configuring done
-- Generating done
-- Build files have been written to: /otserv/build
/otserv/build # make
[  1%] Generating CXX prefix source cotire/tfs_CXX_prefix.cxx
[  2%] Generating CXX prefix header cotire/tfs_CXX_prefix.hxx
[  4%] Building CXX precompiled header cotire/tfs_CXX_prefix.hxx.gch
Scanning dependencies of target tfs
[  5%] Building CXX object CMakeFiles/tfs.dir/src/otpch.cpp.o
[  7%] Building CXX object CMakeFiles/tfs.dir/src/actions.cpp.o
[  8%] Building CXX object CMakeFiles/tfs.dir/src/ban.cpp.o
[  9%] Building CXX object CMakeFiles/tfs.dir/src/baseevents.cpp.o
[ 11%] Building CXX object CMakeFiles/tfs.dir/src/bed.cpp.o
[ 12%] Building CXX object CMakeFiles/tfs.dir/src/behaviourdatabase.cpp.o
/otserv/src/behaviourdatabase.cpp: In member function 'int32_t BehaviourDatabase::searchDigit(const string&)':
/otserv/src/behaviourdatabase.cpp:1150:14: error: catching polymorphic type 'class std::invalid_argument' by value [-Werror=catch-value=]
  catch (std::invalid_argument) {
              ^~~~~~~~~~~~~~~~
/otserv/src/behaviourdatabase.cpp:1153:14: error: catching polymorphic type 'class std::out_of_range' by value [-Werror=catch-value=]
  catch (std::out_of_range) {
              ^~~~~~~~~~~~
cc1plus: all warnings being treated as errors
make[2]: *** [CMakeFiles/tfs.dir/build.make:147: CMakeFiles/tfs.dir/src/behaviourdatabase.cpp.o] Error 1
make[1]: *** [CMakeFiles/Makefile2:105: CMakeFiles/tfs.dir/all] Error 2
make: *** [Makefile:84: all] Error 2

Any clue of what it might be? Thanks!

Steps to reproduce

I'm inside a Alpine Linux container. This is the Dockerfile:

FROM alpine:latest

COPY . /otserv/.

RUN apk update && \
    apk upgrade && \
    apk add --no-cache git make cmake gcc g++ boost-dev gmp-dev \
                       mariadb-dev lua-dev pugixml-dev

EXPOSE 7171

Then I performed the commands:

mkdir build
cd build
cmake ..
make

Monters and field damage

Video reporting the problem
https://streamable.com/hgpp9

when the monsters are immune to certain damage, can not receive the effect until the damage is done.

ReaLots test video (experimental realots)
https://streamable.com/8h36i

Unfortunately my character is level low in (experimental realots), i can't test with demon skeletons in fire for example, but i believe this behavior happens to all monsters...

BLOCK SOLID AVOIDING USE RUNES

Hello, when you go upstairs on ladder, and there's a small table (unpass item) down you, you cannot use runes on your self or be targeted from runes of other players.

vocations.xml

If i change gainhpamount or gainmanaamount=6 to gainmanaamount=12, one guy have regeneration for 6 and one have for 12.

throw distance

was a long time since i played around with these ot files, but i just discovered that the throwing distance doesn't seem to be that accurate, here is a comparison:

123

is any1 still working with these files fixing stuff? : )

monster move attack delay

it attacks normaly every 2seconds as it should, but when it moves there is 3 seconds instead, should not happen

NPC: blocked container (BP)

Example:
I have bag in inventory. 7 items + 1 backpack in that bag.

When I'm trying to buy 2 items from npc, it goes on the ground instead of that 1 bp in my bag.

House auction

Current behaviour: At startup server checks in global event startup.lua for houses on auction and if auction has ended. If auction has ended it finds the playerid with highest bid and then tries to draw money from players balance in database. Since the balance property isnt being used and balance property is most likely 0 the script will reset auction and player doesnt get the house. Keep in mind, this has nothing to do with the talkaction !buyhouse.

Desired behaviour:
At startup server should check if player with highest bid has enough money in depot to pay rent + bid. Then server should decrement this amount from amount of money in players depot.
If player doesnt have this amount in the depot the auction should be restarted and player does not receive the house.

Affected code:
The affected lines of code can be found in data/globalevents/scripts/startup.lua on lines
20 to 37.

I've been trying to figure out how to fix this in a good way but I'm stuck.

field mechanics

ENERGY FIELD (tick/refresh every 11 seconds)

tested on 80ms, ml 45

if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.

step into (normal damage)

23:47 You lose 30 hitpoints. (tick) (x1)
23:47 You lose 25 hitpoints. (tick) (x1)

step into (player damage)

00:08 You lose 15 hitpoints due to an attack by Janaja. (tick) (x1)
00:09 You lose 13 hitpoints due to an attack by Janaja. (tick) (x1)

cast on self/target (player damage)

23:29 You lose 15 hitpoints due to an attack by Janaja. (tick) (x1)
23:29 You lose 13 hitpoints due to an attack by Janaja. (tick) (x1)

stand still on field (until it expires)

(normal damage) - need testing

(player damage) - need testing

FIRE FIELD (tick/refresh every 9 seconds)

tested on 80ms, ml 45

if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.

step into (normal damage)

00:14 You lose 20 hitpoints. (tick) (x1)
00:14 You lose 10 hitpoints. (tick) (x7)

step into (player damage)

00:40 You lose 10 hitpoints due to an attack by Janaja. (tick) (x1)
00:40 You lose 5 hitpoints due to an attack by Janaja. (tick) (x7)

cast on self/target (player damage)

00:50 You lose 10 hitpoints due to an attack by Janaja. (tick) (x1)
00:50 You lose 5 hitpoints due to an attack by Janaja. (tick) (x7)

stand still on field (until it expires)

(normal damage) - need testing

(player damage) - need testing

POISON FIELD (tick/refresh every 4 seconds)

tested on 80ms, ml 45

if a player cast a field it will do -50% damage (rounded up), if wait 5 seconds it should do normal damage.

step into (normal damage)

00:17 You lose 5 hitpoints. (tick) (x1)
00:17 You lose 4 hitpoints. (tick) (x4)
00:17 You lose 3 hitpoints. (tick) (x7)
00:18 You lose 2 hitpoints. (tick) (x10)
00:18 You lose 1 hitpoint. (tick) (x38)
total 100 damage.

step into (player damage)

00:25 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
00:25 You lose 2 hitpoints due to an attack by Janaja. (tick) (x11)
00:25 You lose 1 hitpoint due to an attack by Janaja. (tick) (x48)
total 73 damage.

cast on self/target (player damage)

01:27 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
01:27 You lose 2 hitpoints due to an attack by Janaja. (tick) (x11)
01:28 You lose 1 hitpoint due to an attack by Janaja. (tick) (x48)
total 73 damage.

stand still on field (until it expires)

(normal damage)

    01:18 You lose 5 hitpoints. (tick) (x1)
    01:18 You lose 4 hitpoints. (tick) (x6)
    01:18 You lose 3 hitpoints. (tick) (x10)
    01:19 You lose 2 hitpoints. (tick) (x19)
    01:20 You lose 1 hitpoint. (tick) (x63)
    total 160 damage.

(player damage)

    01:33 You lose 3 hitpoints due to an attack by Janaja. (tick) (x1)
    01:33 You lose 2 hitpoints due to an attack by Janaja. (tick) (x16)
    01:34 You lose 1 hitpoint due to an attack by Janaja. (tick) (x84)
    total 119 damage.

(bug) conjure rune slots

current

  • rune in right hand = right slot gets conjured (working)
  • rune in left hand = left slot does not get conjured and return message 'You need a magic item to cast this spell.' (problem)
  • rune in both hands, right slot gets conjured, left slot does not get conjured (problem)

expected

  • should be possible to conjure in either hands and both of them

confirmed
https://i.imgur.com/EDiG3a8.jpg

Guildhall System (enhancement)

I would love to see a ingame guildhall system ,like on old tfs versions(showing guild name on the door,only guild leader can buy and trade guildhalls etc)

Level 13 lag/teleport

When you moving on level 13 character is getting lag/teleporting back every 5-15~ seconds.
This happens on 13 lvl (maybe on some other lvls also i'm not 100% sure). It looks like problem happens only on dirt. Walking on grass/cobbled floor in city seems fine.

It must be something with movement speed because there is no such problem when I equip boots of haste or have different lvl.

Bad fps in video but you can still see teleports: https://streamable.com/papu4

creature and push items

I remenber old tibia when i lose some items inside a parcel, because a demon skeleton push my parcel like 3x and the parcel has been deleted with Poff effect, i saw this function in source, but dont work idk why. I tested waiting many time a creature push a movable item and nothing happen...

This function dont work

In monster.cpp
void Monster::pushCreatures(Tile* tile)

losing promotion

when u lose premium account, you lose promotion, but if you buy premium again, you'll be promoted again, but it's not happening, when player buy premium for the second time

Antidote Rune dont work

Antidote Rune dont work, but exana pox is working

local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_POISON)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)

function onCastSpell(creature, variant)
	return combat:execute(creature, variant)
end

and i change to this and still dont work

local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_POISON)
combat:setParameter(COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)

function onCastSpell(creature, variant)
	return combat:execute(creature, variant)
end

any solution?

bug - /reload items | conjuring

if you do a reload on items the spell name on runes doesn't show. also runes that you conjure after the reload will be unlimited charges on, but the name will be wrong regardless if you conjure before or after.

1h/2h weapon blocking creatures

i cant figure out what it is, but it seems to be way off

pretty sure you should be able to block 1 creature with only a weapon equipped, and 2 creatures if you have a shield instead, and if have both equipped it should use the one with highest defense

here is a quick test i did on realots using giant sword vs an orc with 15 sword skill

https://i.imgur.com/JAMTsDE.jpg

also, currently i can have 100 sword skill and the orc still hits me for 18 with giant sword (def:22),
even with a magic sword (def:35) it hits for 15+,
and if i equip a wooden shield (def:14) and 10 shielding skill btw, it barely hits me ever.

tldr: something is wrong with weapon blocking.

Orc Spearman bug

Orc Spearman do not attack at distance. He is just running away and attack only with melee if you are next to him.

monster sounds

they don't do any sounds at all, so cant test if they do it on other floors either

fire on rope place

cant use destroy rune if fire is on rope place "There is not enough room."

Hole item

If you put an item on a closed hole and you walk down the hole, the item should also go down the floor with you.

Depotlockers

Steps to reproduce.
put 50 + items in ur house and use the command !leavehouse, after go check ur depot, and try remove the items there.

Obs: i tested with 50 items in house.

Expected behaviour
After your depot disappear, when u start remove the all items there from your locker, the depot box will back normally.

Actual Behaviour
when u start remove the all items from your locker, the depot box and remaining items don't appear... you need re-open the locker again to load the remaining items or to appear again the depot box

reproducing the problem
https://streamable.com/7k7vs

I tested reproduce this sending many parcels/letter to my depot, not have the problem in this case.

Parchment quest

Seems like when you move the parchment instead of spawning 4 demons it spawns 4 dead demons.

linux file system

apparently everything works smooth on windows, but when it comes to linux, the filesystem reads the npc files, items.srv etc in reversed order, so there will be issues when talking to npc or trying to create items, maby more files will get affected idk.

Magic Field Mechanics

When using a fire bomb (3x) rune on items that you cannot walk on, but you can put items ontop of.
Different kinds:
Table - Can put items ontop
Pot - Cannot put items ontop

Shouldn't the Magic Field appear under the Item (table/pot)?
Let me know if I'm wrong!

Picture to demonstrate:
https://imgur.com/a/ZGDlUvu

Building

Hi, would anyone mind helping me to build?

I'm a developer but never built anything in C/C++

Thanks

issue player rooked and yours first items

when the player is rooked and back to rookgaard, does not return with first items again.

maybe something wrong in sources because i saw the firstItems.lua everything seems correct...

very weird because saw this code part on player.cpp
// Restart first items lastLoginSaved = 0; lastLogout = 0;

yelling system

so using capslocked messages currently doesn't display from far distance, not even on other floors. i don't exactly know how it's suppose to work, and i also don't have 2 accounts to try it with on the experiemental server. but its something i remember. enlighten me if i am wrong.

monster direction change

ok first off, i won't make an image for the current behaviour tonight, maby tomorrow if you don't understand what i mean.

the expected bahavior is that the monster should change it's direction according to where the player stands, i draw an image here while tested on the realots experimental server.

https://i.imgur.com/1wTviU7.png

so as you can see the monster is standing on the red square in middle, and the squares next to it is the direction it should face while player stand on that square

and if the player is standing on the same square as the monster it should be facing east

hopefully it makes sense!

Monsters attacks bug

It seems to be a problem with monsters, they are not attacking players as the xml file is coded.
Examples:
Orc spearman, dragon, warlock...

An orc spearman can stay minutes without any spear attack.
orcs
Compared to OTHire:
orcsothire

Damage formulas

Something at least wrong with the melee formulas because i get out-healed by a dragon lord when trying to kill one at full offensive, skull staff and 85 in club fighting. Switching to a war hammer was the only way to defeat it but even then it took a long time. With war hammer and club it took about 1-3 minutes to kill from half health.

Two handed damage feels like one handed and so I feel it should be upped a bit. I took over 5 minutes to kill a single monster which is a bit off when compared to the real thing..

Also I can't remember exacly but I feel like gfb hitting double damage compared to hmm. When gfb is used with my pally it deals on average 80 damage but hmm deals only 45 damage on average.

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