The original tq binaries are 5065 but have been edited and tweaked to work with some newer versions (I assume most if not all of the edits are just client side tweaks though as they have no access to the exe's themselves)
Korvacs and Love2Hate are using binaries but heavily customized and the database absolutely miles beyond any other binary servers out there. They have been working on their own custom 1.0 source for a long time but these things take a while and with the server being so popular in its current state I'd hazard a guess that they don't wish to rock the boat when things are going so well for them so I don't see it becoming their main server for quite a long time of thorough testing (which is a good thing)
TQ handles all skills based on the magictype table which allows for heavy customization and addition of new skills. Additionally all server scripting (server events, npcs, timed actions, item usages, etc) are all simple usage variables all linked together throughout the variables.
Basically each action has a condition to be met and then performs a true or false action which can be linked up to a certain number of events in a row (I believe the amount can be customized but it's simply to avoid infinite recursion)
Korvacs and Love2Hate are using binaries but heavily customized and the database absolutely miles beyond any other binary servers out there. They have been working on their own custom 1.0 source for a long time but these things take a while and with the server being so popular in its current state I'd hazard a guess that they don't wish to rock the boat when things are going so well for them so I don't see it becoming their main server for quite a long time of thorough testing (which is a good thing)
TQ handles all skills based on the magictype table which allows for heavy customization and addition of new skills. Additionally all server scripting (server events, npcs, timed actions, item usages, etc) are all simple usage variables all linked together throughout the variables.
Basically each action has a condition to be met and then performs a true or false action which can be linked up to a certain number of events in a row (I believe the amount can be customized but it's simply to avoid infinite recursion)