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OTCv8 Development repository (source code)

License: Other

Lua 36.08% GLSL 0.07% C++ 43.72% C 15.46% CMake 4.43% Java 0.11% PowerShell 0.01% Batchfile 0.01% Shell 0.11% Python 0.03%

otcv8-dev's Introduction

OTCv8 Developer Editon (sources)

Ready to use binaries are available in OTCv8/otclientv8 repository.

OTCv8 sources. You can add whatever you want and create pull request with your changes. Accepted pull requests will be added to official OTCv8 version, so if you want a new feature in OTCv8, just add it here and wait for approval. If you add custom feature, make sure it's optional and can be enabled via g_game.enableFeature function, otherwise your pull request will be rejected.

This repository uses Github Actions to build and test OTCv8 automaticlly whenever you push changes to repository.

Check Actions tab to see test results or to download latest binaries. Workflow status

Compilation

Automatic

You can clone repoistory and use github action build-on-request workload.

Windows

You need visual studio 2019 and vcpkg with commit 3b3bd424827a1f7f4813216f6b32b6c61e386b2e (download).

Then you install vcpkg dependencies:

vcpkg install boost-iostreams:x86-windows-static boost-asio:x86-windows-static boost-beast:x86-windows-static boost-system:x86-windows-static boost-variant:x86-windows-static boost-lockfree:x86-windows-static boost-process:x86-windows-static boost-program-options:x86-windows-static luajit:x86-windows-static glew:x86-windows-static boost-filesystem:x86-windows-static boost-uuid:x86-windows-static physfs:x86-windows-static openal-soft:x86-windows-static libogg:x86-windows-static libvorbis:x86-windows-static zlib:x86-windows-static libzip:x86-windows-static openssl:x86-windows-static

and then you can compile static otcv8 version.

Linux

on linux you need:

  • vcpkg from commit 761c81d43335a5d5ccc2ec8ad90bd7e2cbba734e
  • boost >=1.67 and libzip-dev, physfs >= 3
  • gcc >=9

Then just run mkdir build && cd build && cmake .. && make -j8

Android

To compile on android you need to create C:\android with

Also install android extension for visual studio In visual studio go to options -> cross platform -> c++ and set Android NDK to C:\android\android-ndk-r21b Right click on otclientv8 -> proporties -> general and change target api level to android-25

Put data.zip in android/otclientv8/assets You can use powershell script create_android_assets.ps1 to create them automaticly (won't be encrypted)

Useful tips

  • To run tests manually, unpack tests.7z and use command otclient_debug.exe --test
  • To test mobile UI use command otclient_debug.exe --mobile

Links

otcv8-dev's People

Contributors

albertox2608 avatar boteqx avatar brunotonin avatar epuncker avatar jacqen avatar kygov avatar lesinga avatar marcingoralski avatar matheuscollier avatar mrianura avatar oen44 avatar otcv8 avatar torresmon avatar vithrax avatar

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otcv8-dev's Issues

some statics in vcpkg are retrieving 404

Issue with use with runes on players 7.72

Hi, the problem is that when a rune is used directly on players, the message "You cannot shoot directly at players" appears, but if I hit the player's ground, the rune is thrown.

115983588-1c05e280-a570-11eb-8e76-d590541aa67b

Rsa Key in plain text

Hello, after compiling the client and using a hex editor, it is possible to see the rsa in plain text in memory, how can I solve this?

Draw to right and bottom sqm

This not much of an issue. It's more of a request if its possible to enable (maybe with feature) the drawing on the bottom and right sqm of creatures, so we can implement some bigger aura/wings without it being cutted. I was told it is in framework .cpp files

60 fps limit is hindering the debugging process

I understand the need to keep the OTCv8-dev strictly for development, without the risk of people using it on their servers as a regular client, but in my opinion, the 60 fps limit is redundant.
Some issues are only observable on higher fps (like the one I posted here OTCv8/otclientv8#117).

I believe that other limitations, such as a 1h timer are enough to force people to either use the public version or pay for full access, thus I kindly ask to lift the FPS limit.

Does not walk smooth on creating ground tiles before step

Hi,

I have a script that create a ground tile when a player step on empty tile. But in OTCv8, the player get delayed when walking into the tile. While vanilla client is walking smooth. TFS 1.3

function onMove(player, fromPosition, toPosition)
	local tile = Tile(toPosition)
	if not tile or not tile:getGround() then
		doAreaCombatHealth(0, 0, toPosition, 0, 0, 0, CONST_ME_NONE)
        	Game.createItem(106, 1, toPosition)
	end

	return true
end

Paralyze rune

Somehow on this client when i get paralyzed there is 1 second lag.

Enable packet compression fail

Hi, by enable packet compression i get this error when i try to login:
ERROR: failed to decompress message at: [C++]: ?internalRecvData@Protocol@@AAEXPAEI@Z

g_game.enableFeature(GamePacketCompression)

I implemented the changes made by kondra tfs version

OTCv8/forgottenserver@0ad4a30

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