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[7.6] ladder disappear #418
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No, i couldn't find working tibia.dat editor. I mean i found one but it couldn't load tibia.dat. Ronpetit if you will find working one please share with me. |
I found one, use the gray dat editor from otland, it works really nice, but mate, the solution is not to put the ladder on top order 3, because that make the ladder to apper in from of your character and that look weird, it fix the problem because it not disappear but that kind of solution is not right, with the cipsoft client it works well for me, so im asking to someone if they have a better solution |
If @LordHepipud is correct this is not a OTClient issue, it is a server issue. |
Are you sure?, because in the official 7.6 client that never happen, i will check my server source to see if with that i can fix it |
It was coded to work with the normal client, that does not mean the server code is correct in all cases. |
It's 100% client issue, something is wrong with splash or ladder and for sure there should be source fix for it. |
I'm not sure that is 100% client issue, i'm checking right now my sources, @LordHepipud said that the server is sending a wrong stackpos to create the splash effect, i'm checking that part right now everything look fine, when something is in race "blood" it creates the splash the item::createitem function is this Item* Item::CreateItem(PropStream& propStream)
} i don't know much about C++, but what i understand is that everything is fine, but later i will compare with TFS 1.0, don't close the issue |
This is NOT a client issue. Those 7.6 Servers are mostly handling stackpos wrong or by sending inussificent data to the client (you can check that: Step on a carpet and become hit -> carpet will become removed after blood is added -> correct?). The reason why CIP's client is not "having" the ladder bug is simply because the internal handling is different. The OTClient is doing the handling correct - receiving packets for a wrong stackpos and overwriting the content (like an update). Actually the correct handling from the server would be: Tile has splash -> get stackpos from old splash and overwrite it -> send Client info that "new" item is placed on the same stackpos How can this be a Client issue? I'm using 7.72 Protocol (besides RSA and XTEA encryption nearly identical) and I'm not having the problem, because I changed most parts of the very crap code base of this handling. Check your Game::addThing() function inside your server. There should be a handling for splashes inside. Make sure that if a new splash is added Player::onUpdateTile() is called while for overwriting existing splashes Game::sendUpdateThing() is called.
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Well, if you are 100% sure that's not the client so i will close the issue, but maybe you can help me to solve it?, i don't know much about C++ but i understand what is needed |
Sure thing. Please write an e-mail to support@phiadariasoft.com
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I tested on Yurots 0.9.4f and it seems to be working fine. If there is a splash on the tile it gets replaced and updated and if there is no splash it gets added.
I will close it then. |
Here is fix for avesta: |
@otclient It only solve the graphical problem, now the ladder don't disappear, but if you get some hits you won't be able to go up through the ladder, so you have to go away until the ladder gets out of your screen and then it will work, so there is another thing that left to edit |
Try change toporder to 0. Ctrl+f search for "Item* item = tile->getItemByTopOrder" |
You can modify this behaviour at \modules\game_interface\gameinterface.lua There are the control settings which action the Client is handling first. Performing use actions or attacking creatures. function processMouseAction
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Lord Hepipud, it's true works. :) For ronpetit, "onUpdateTile();" must be in function "void Tile::__updateThing" too. Because when splash transform to smaller spalsh ladder dissapear again. |
Wondering how to get ladder id by attackedcreature position. It's possible? |
g_game.findItemOfType(tile, [itemId], false, -1); Ladder only has itemid 1386 I think in 7.6 |
@otclient I cannot change the toporder to 0, i didnt find that line in my sources, but i add the onUpdateTile() to the __updatething also did you find something interesting on the game_interface.lua? |
Why can't you change this behaviour? Revmoving the g_game.attack() wont fix it yes - because the order is still wrong.
However - this one will now deny you from attacking creatures by using the right mouse button. So you will have to implement something like TheSumm said, checking before the first action for specific items. So it might look like this: if useThing and useThing:getId() == 1948 then --Use ladder before doing anything else
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Well, i put it like this: -- classic control and it doesnt works mate =( |
That works: (If still doesn't work change that toporder to 0 as i said some posts above. Search for "//First check items" and under it is needed function in game.cpp-->Thing* Game::internalGetThing. -- classic control local player = g_game.getLocalPlayer() if autoWalkPos and keyboardModifiers == KeyboardNoModifier and mouseButton == MouseLeftButton then return false |
everybody knows about this except me xD, @otclient i can't find where to put the toporder, look my Thing* Game::getInternalThing
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It's different function than mine, i think instead of spamming here we should meet in skype. Gimme your skype i'll contact you soon. |
yeah it's, is ronpetit, same as my username here, i'm login right now |
i'm having the same trouble as the issue #410 but you ever help the guy to fix that, you said that is because the server is sending the wrong stackpos to create the splash effect, so how i can prevent that?, i'm using the lastest avesta maded by ferrus so come on, i'm not using a entire crap
The problem is that if i'm standing in a ladder and some monsters hit me two times the ladder disappear until i walk away a lost the ladder in the screen
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