About
Zenbia is a passion-project of mine set in a medieval fantasy world with action-MMORPG elements inspired by OTS that was written over the last 6-7 years by the one-man team Source.
Our goal was to create the most accurate, secure, fast, modern and configurable 1:1 realots server out there (successfully) and make OTS into an e-sport some day (work in progress).
General features:
- Real Zenbia / Realots 1:1 map & files.
- Server-sided AntiCheat AI (much less invasive than BattlEye and other traditional and invasive anti-cheat solutions (read more here).
- Live broadcast (w/ viewer & chat) system.
- Automatic server and optional client-sided game recording (can be downloaded from website after server save).
- Automatic intermediary server-save system like normal OTS, but for Realots-like distro w/ full Map Save so your lootbag shouldn't be lost upon potential crashes.
- Website weighted poll system: vote for your favorite features for new servers etc with player levels on account counting towards the weighted point sum towards a vote.
- Website forums: suggest new polls, discuss with others, declare items you buy or sell, etc.
- We are working on building an AI bot network that can play Zenbia similar to the Stockfish equivalent to Chess, to make the game even harder / something to learn from.
- Inspired & based ~1:1 on Realots using the internal Realots data files. In detail:
- ~100% 1:1 accurate player & GM spells.
- ~100% 1:1 accurate player runes.
- ~100% 1:1 accurate character behavior (doesn't attack if you don't stop between movements, can't push lootbag while walking, etc).
- ~100% 1:1 accurate monster spells.
- ~100% 1:1 accurate monster behavior including original monster double-spellcast-bug.
- ~100% 1:1 accurate monster loot (with correct order).
- ~100% 1:1 all 4 monster strategies (different monsters targets their enemies differently based on their properties).
- ~100% 1:1 accurate monster LooseTarget system.
- ~100% 1:1 accurate melee attack, speed and attack formula for monsters and players.
- ~100% 1:1 accurate quest system.
- ~100% 1:1 accurate NPC files.
- ~100% 1:1 accurate real map.
- ~100% 1:1 accurate original FLAG-based permission system.
Technical features
- Written from scratch (no OTServ, no TFS, no CANARY, 100% bottom-up (85-90% manually) coded ~35'000 lines of source code in pure C++ with CMake for parallel compilation!).
- About ~10-15% of the source code has been vibecoded w/ manual human code reviews/approval.
- Uses AES instead of XTEA. Faster & more secure.
- Uses SHA256 instead of OTServ's outdated SHA1 (better security).
- Heavy multithreading for: pathfinding, AES, RSA, SQL, sockets (epoll), and player logins/loading (faster).
- Heavy work-balancing features, preventing heavy lag at all times no matter how many players are trying to connect.
- Uses a 3D C array like realots for map load/use/refresh/dump in memory (extremely fast).
- Website custom written by Source (Admin).
- Aided/reimplemented large parts of the source code provided by Fusion32's RE work.
- An LSTM ML/AI network against server-wide macro detection.
- Our main game client is based on/forked from edubart's client (NOT based on OTCv8 or Mehah's) and has been upgraded to use/feature:
- 95% original client UI (missing: classic Options and Help features).
- Supports both AES and XTEA for secure client-server communication.
- Uses heavy 4096 bit WBC (whitebox cryptography) to protect client assets and prevent cracking and botting.
- Anti-dll-injection system embedded directly into the core of the client (should stop 3rd party OTC bots).
- Supports relatively cheap video playback w/ sound (ffmpeg).
- Supports HTTPS (SSL).
- Supports opengl (.frag) shaders.
- Supports 1000 lines of chat messages per channel with minimal memory consumption (like original client).
- Uses original client "only one popup allowed open at the same time" system. ESC or enter to close the popup.
- Detailed original lighting system (missing: light up walls on buildings, VERY intricate system!).