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*real*savormix

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Everything posted by *real*savormix

  1. Using any form of html windows in character selection lobby will give you more trouble than you can ever imagine. Trust me on this.
  2. Sounds like a typical use case of MMOLogger. Nothing new here, these things were used to cause HDD I/O overload by the GS years ago, and that's when the MMOLogger was introduced.
  3. Either a compileable VC++ project of the whole l2server/cached, or it's just parts that were re-engineered for an extender. All I have ever seen is extender-related code, even in those .cpp files found around in CN download sites.
  4. Amg, double post. EDIT: Seriously guys, just let it go.
  5. I think you may have been reading between the lines.
  6. Since you wrote that any help is appreciated. Since Freya, pretty much all shop interfaces (adena shop, multisell, etc.) can show elemental information. In L2OFF, all you would do is add custom items with (example): base_attribute_attack={unholy;450} base_attribute_defend={0;0;0;0;0;0}So I guess all you need is to find the l2j equivalent in item templates (xmls) and set it. Don't forget about elemental_enable=0if you want players to be unable to increase attribute power further. There is one catch in L2OFF. Kelbim weapon multisell DOES NOT show attribute info (nulls it). The same might apply to other shop interfaces. Thus, ask sunrise owners if they are willing to deviate from the official mode.
  7. Have to agree here. But there are already automated name re-generators, which change the fact that in the same expression, 'a' can be both field, local param and method. After applying such a regenerator (0 minutes time investment) most of the job done by the obfuscator (shrinker) is successfully reversed. You can thus only defend by writing extremely sub-optimal, illogical code -> which means the offered code will really suck in all possible ways after this. Terrible solution, even at what it does (making standalone apps with an embedded JRE). Haven't you heard about Excelsior.JET? True, when dealing with C/C++, you will not instantly get the full source, compared to decompiling C#/Java. But have you never heard about IDA & HexRays? After finding a few key points and dissecting central structures/classes, you can easily reconstruct the whole logic, even when dealing with heavily-templated C++ x64 code. Now, on topic: I suggest to use the VM approach, which has been successfully applied to asm code (so protecting C/C++ - yes, they badly need protection, just like Java/C#) and now even to C#. It makes the reverse engineering costs way higher than anything you are charging. Just make sure to implement the whole logic yourself, or at least check that there isn't any openly accessible unpacker (custom instruction/program flow back to real class bytecode converter).
  8. AI, both player and NPC is designed entirely differently, I'd say it's just two disconnected parallel universes. Perhaps on players it is less visible, since aside from certain abnormal states, the 1 intention + queued next intention (and whatever it has evolved to now) serves pretty well. The worst part in l2j, is that the central, most important and fundamental Lineage II element IS WRONG. IT'S SO FUCKING WRONG IT ALONE CHANGES THE OUTCOME OF PVP (very noticeable in mass PvP). Think about it: what could this element be? What, if removed, would render Lineage II dead the same moment? What, if removed, everyone could just disconnect, uninstall the client and never come back? Basic attack execution. I would say emulation is about reproducing what can be observed (in L2, plenty of leaks mean everything can be extensively playtested, if need be) and definitely not looking at something and saying "hey, I can do a better job out of this!" or "hmm, this will have to be modified to fit my private server" and then committing the implementation. No real testing, just "it looks roughly/kinda +-, if we also ignore some stuff". From my testing on L2OFF, including on NA, you have to second guess every single feature/formula/design choice. Very few things look alike, and they are still not done exactly the way things work in Lineage II. EDIT: which annoys me to no end. Why on earth someone didn't simply test something to the end, mark it as "done" and move on to the next feature? Did I mention that the respawn/SoE location selection algorithm is wrong? Did I mention that shout and trade chats, which existed for more than 10 years now, ARE FUCKING WRONG?!! Showing l2j to me is like jumping in front of a bull dressed up all red. There's nothing salvageable from L2J, Lineage II-wise.
  9. This is correct. The point being that if you don't claim it's a Lineage II server, there's really nothing much to complain about. There's just too much to write about, and trust me, l2j players have learned not to care that much, even though it's a matter of minutes after first login to determine if it's a Lineage II server or l2j. Obviously, if looking at packets, then it takes a few seconds max. You don't need to do precise testing or anything of the sort. They simply differ in everything.
  10. With l2j you have the source of a generic MMO that can be played via the l2 client + a datapack that makes most of the client-side assets available. So obviously, if you don't really need the "ground rules" from L2, and aim for custom (or at least customized) gameplay, then l2j (full source available) will be much easier to handle + the lower resource usage is always nice.
  11. It has to do with Gracia, if you know what I mean :D Also, I suggest having harp + warrior's - drum, since 1st CoC starts in a way that will require either waiting it out at the NPC (risky if there's some server-side delays that might have affected scheduling), or some quick reflexes to re-rotate view and jump in during the last 10 (more like 7) seconds before you are ported to the arena. By the way, after the Oly/CoC match (you will have to wait until the time expires), you will not be ported back. That is, you will be ported out of instance, but to the same location where you are. That's how you can permanently enter cleft, SSQ, Oly arenas. If you smuggle a Wynn in, you can later summon other characters there. All these arenas are PvP zones, so no flagging or XP loss on death.
  12. There's only one OFF pack provider. If you mean extenders, idk. All of them are primarily about custom, non-Lineage II features. Since most leaks were from PTS or equivalent servers, so there are exploits, both in AI and general (e.g. packet handling), so I suggest just to check their public changelogs to see how much work was done on finding and fixing these. In particular, leaked C1 AI (any leak, so CN, EN, TW) has a lot of exploits, ranging from free adena & XP to the ability to shut down the server (or at least L2NPC). And don't forget: any exploit that exists in the current official servers (e.g. lottery infinite adena (fixed recently), free teleports, permanent invisibility @ CoC/Oly), surely exists in these outdated versions.
  13. 1. Don't even consider l2j if you want Lineage II gameplay. 2. Geo size directly depends on the chronicle (how many regions in total and how many objects/obstacles are there [comparing to superflat ocean regions]). 2GB is a little low, even for l2j. Neither 2 nor 4 GB will be enough for GF-based l2off (even if it is "extended"/downgraded to IL). 4 GB might be enough for C4-based l2off, considering you set a small amount of IO buffers in config. 3. 1GB is enough for everything. 4. SoftLayer without any competition. (You'd be looking for "bare metal" type) 5. No such thing.
  14. I know only a few others where you benefit from both sides at once. Otherwise it's much better to just freelance, wannabe server owners only cry about not having money and complain for delivering exactly what they asked for.
  15. Naturally, all you have to do is make a bot and then an antibot. Sell the first to players and 2nd to server owners and keep acting as if either needs constant attention to keep up with the other.
  16. Yes, I think it deals with that. Need the service that runs on 10100 by default.
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