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TFS [the forgotten server] dir
TFS [the forgotten server] dir


- This is an open source engine built in C++ from scratch to replicate standard tibia's engine.
- This is an open source engine built in C++ from scratch to replicate standard tibia's engine.


- It contains the DATAPACK which is specific to our CLIENT version-(also called our "protocol" example = our protocol/client is 8.6.)
- It contains the DATAPACK which is specific to our CLIENT version-(also called our "protocol" example = our protocol/client is 8.6.)


- It also contains the "theforgottensorver.exe" which has to be running in order to connect to the game world via the CLIENT,
- It also contains the "theforgottensorver.exe" which has to be running in order to connect to the game world via the CLIENT,
it is the environment/engine in which all of the games scripts run. (we had to compile this)
it is the environment/engine in which all of the games scripts run. (we had to compile this)
- I believe the way it works is users (using CLIENTs) connect to the servers ip, the server hosts a running TFS.exe, they send
- I believe the way it works is users (using CLIENTs) connect to the servers ip, the server hosts a running TFS.exe, they send
data packets back and forth with it, TFS then takes user commands and interprets them into SQL queries to interact with the DATABASE
data packets back and forth with it, TFS then takes user commands and interprets them into SQL queries to interact with the DATABASE
(?and possibly edits the content of the .otbm file in TFS/data/world? Im not sure how the map is stored/referenced/updated yet.)
- There are many different versions/forks of TFS and they are very specific to the CLIENT-protocol/DATAPACK you want to run. This is disastrous in some
- There are many different versions/forks of TFS and they are very specific to the CLIENT-protocol/DATAPACK you want to run. This is disastrous in some
of the communities eyes, but ideal in others. Coming to this understanding and building the right distribution was confusing, but I assume I dont know
of the communities eyes, but ideal in others. Coming to this understanding and building the right distribution was confusing, but I assume I dont know
enough to determine whats more ideal.
enough to determine whats more ideal.
DATAPACK [] dir('s?)
DATAPACK [] dir('s?)


- Within the TFS directory, it is the contents of the /data folder (all the scripts) (might include the "obj_r" "src" "cmake" folders, but that isnt clear yet.)
- Within the TFS directory, it is the contents of the /data folder (all the scripts, monster files, npc files)


- Contains the world map in "data/world/forgotten.otbm" this is the file we edit with RME. We dont have the RL map, I read on the forum that there is
- Contains the world map in "data/world/forgotten.otbm" this is the file we edit with RME. We dont have the RL map, I read on the forum that there is
no publicly available 8.6 datapack for our distribution that has the RL map. We could adapt the TSF scripts in our distribution to accomplish this WHEN we get
no publicly available 8.6 datapack for our distribution that has the RL map. We could adapt the TSF scripts in our distribution to accomplish this WHEN we get
more familiar with what we are doing but I'm happier with a custow map tbh, maybe build Thais +1000 years for some familiarity for new OT players. But I believe
more familiar with what we are doing but I'm happier with a custow map tbh, maybe build Thais +1000 years for some familiarity for new OT players. But I believe
OT's go wrong when they try to replicate RL Tibia too much. ( IMO nobody uses 90% of the RL map anyways!)
OT's go wrong when they try to replicate RL Tibia too much. ( IMO nobody uses 90% of the RL map anyways!)
- Needs to be specific to the TFS version, and the CLIENT version. (it can be edited manually to fit other TFS/CLIENT versions I gather? not sure.)
- Needs to be specific to the TFS version, and the CLIENT version. (it can be edited manually to fit other TFS/CLIENT versions I gather? not sure.)
-


CLIENT [official from cipsoft or OtClient] dir
CLIENT [official from cipsoft or OtClient] dir


- This contains the Tibia.exe (launches the client) and the 'Tibia.spr' & 'Tibia.dat' files. As far as ive learned the .spr file contains all the tiles and items
- This contains the Tibia.exe (launches the client) and the 'Tibia.spr' & 'Tibia.dat' files. The .spr file holds all the 32x32 sized sprites that the client loads and displays,
specific to our protocol (8.6), ?and the .dat has samething to do with their size and color?
the .dat file holds all of the item attributes, like if they're a blocking object, if they're stackable etc
- We launch the Tibia.exe, and then with 'OtLand IpChanger' we change the ip that the CLIENT will try to connect to. (in our testing the ip has been 'localhast'
- We launch the Tibia.exe, and then with 'OtLand IpChanger' we change the ip that the CLIENT will try to connect to. (in our testing the ip has been 'localhast'
since that is where we're hosting our server presently.)
since that is where we're hosting our server presently.)
- We can configure a custom client which will try to connect to our server by default, i've learned that 'mehehOtClient performs well with the particular
- We can configure a custom client which will try to connect to our server by default, i've learned that 'mehah OtClient / otclient 1.0' performs well with the particular
distribution we have assembled.
distribution we have assembled.
RME [remere's map editor] prg
RME [remere's map editor] prg


- The tool we use for editing our world map.
- The tool we use for editing our world map.
- It is dependant on the 'Tibia.spr' & 'Tibia.dat' files and will ask to be directed to their location on start (they are with the 8.6 CLIENT)
- It is dependant on the 'Tibia.spr' & 'Tibia.dat' files and will ask to be directed to their location on start (they are with the 8.6 CLIENT)
I think the .otbm file (our map) is instructions for how to organize the data contained in 'Tibia.spr' and 'Tibia.dat'.
I think the .otbm file (our map) is instructions for how to organize the data contained in 'Tibia.spr' and 'Tibia.dat'.
AAC [automatic account creator] dir
AAC [automatic account creator] dir


- Collections of mostly php code for rendering the webpage and enabling it to communicate with TFS and query/update the DATABASE.
- Collections of mostly php code for rendering the webpage and enabling it to communicate with TFS and query/update the DATABASE.
- The contents of the AAC (ours is Z-Note, the best) go into the `www` folder of UNIFORM SERVERs installation directory (root of C:).
- The contents of the AAC (ours is ZnoteAAC) go into the `www` folder of UNIFORM SERVERs installation directory (root of C:).
DATABASE [] web
DATABASE [] web


- All of the unique data on our server is stored and called from here, player accounts, characters, guilds, etc. It is updated by the AAC and TFS.
- All of the unique data on our server is stored and called from here, player accounts, characters, guilds, etc. It is updated by the AAC and TFS.
- We administer the database using 'phpMYadmin' a component of UNIFORM SERVER.
- We administer the database using 'phpMYadmin' a component of UNIFORM SERVER.