Everything posted by Elfo
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Fermata - A Modern Lineage 2 Interlude Client
I was already working on it before the release today. I’m implementing a few approaches to test them out.
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Fermata - A Modern Lineage 2 Interlude Client
The Android app of Fermata has been released at https://updates.fermata.gg/ You will need a folder with the Interlude client files on your Android device and an accessible server on the network. You can then connect and play L2 from your Android device. I am planning to do a lot of mobile optimizations to make it easier to play. Enjoy!
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Fermata - A Modern Lineage 2 Interlude Client
Fermata running on Android. All visual glitches are fixable.
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Fermata - A Modern Lineage 2 Interlude Client
New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
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Fermata - A Modern Lineage 2 Interlude Client
New release World & atmosphere - Grass is back — terrain grass now grows across the world like the original client, with settings for on / original-style / off, two sway styles, and optional grass shadows. - Day/night and the sky now follow the game server, including sunrise, sunset, Seven Signs skies, and red-sky events. A manual override remains available in settings. - Doors are now live — castle and town doors open and close according to the server, can be targeted, and display their health. - Earthquake events now shake the screen and play their original rumble sounds. Map & navigation - New live minimap — an always-on radar with a rotating player arrow, party, target and NPC markers, zone labels, hover tooltips, three zoom levels, and collapse and resize controls. Clicking it opens the full world map. - Zone titles now fade onto the screen when you enter a new region. - The world map now displays your current zone name and party-member positions. Combat & effects - Enchanted weapons now glow properly, complete with drifting wisps, across every weapon type — including on the character selection screen. - Soulshot, Spiritshot, Fishing Shot, and Beast Shot activations now play their original flashes and sounds. A new “hide shot effects” option is available if you prefer not to see them. - Item-use visuals have been restored — potions, antidotes, echo crystals, fireworks, and other usable items now play their proper effects. - Skill damage now displays floating damage numbers, and critical skill hits shake the camera. - New buff bar — active buffs, debuffs, and toggles now appear as icons above the HUD. - Bow skills now nock and release their arrows at the correct animation moments. Shops & items - NPC shops now work — a complete buy window with prices, weight and Adena totals, stock limits, and a quantity dialog for stackable items. - Player-to-player trading now works, including timed trade requests, complete inventory and offer panes, quantity selection for stackable items, weight preview, confirmation locking, cancellation, and trade completion. - Item enchanting now works — using an enchant scroll opens the original-style item selection window with enchant levels and full item tooltips, plus proper selection and cancellation handling. - Item cooldowns, including potions and similar items, now appear on the shortcut bar. - Item tooltips and the inventory window have received further polish. - Weapon tooltips now correctly identify weapon classes and calculate enchant-adjusted P. Atk. values for bows, two-handed weapons, fists, and dual swords. Chat & commands - Slash commands now work, including /time, /loc, and other server commands. GM accounts can also use // admin commands. - Action commands can now be entered directly in chat, including sit/stand, walk/run, normal and forced attacks, trade, target next, pickup, assist, party actions, social emotes, and duels. - System messages can optionally be separated into their own window, and the chat font size is adjustable. - Server event announcements now appear on screen as they did in the original client. Interface - A live animated portrait of your character now appears beside the HP and MP bars. - The client now ships with its own Tahoma and Noto Sans fonts, allowing text to work across languages. Chat and nameplate fonts can be selected in the new Fonts settings section. - The target window has been refined — clicking the level chip now expands or collapses the window. - NPC dialog windows have received additional polish, including proper window titles and button labels. Download from the launcher you have installed or at https://updates.fermata.gg/ if you don't have the launcher
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Fermata - A Modern Lineage 2 Interlude Client
New release - Now Windows and macOS releases will be available at the same time - macOS release is now out Features: - Effects now render _mostly_ correctly (they need some tuning but they work) - Proper texture quality selections - Implemented the "shine" effect for items that support it - Added HTML rendering (the client supports longer html so you can adapt your server to send longer messages) - Improved some rendering issues - RequestBypassToServer, NPCSay and ServerClose implemented - Fixed ground items lighting - Added teleport support - Added swimming animation The HTML renderer has some improvements: - Added support external links that open locally, linking to external images from urls - Added support for new HTML tags: div, span, p, b/strong, i/em, u, hr, color - Added support for the <style> tag that supports color, background-colour, text-align, width, height, padding and margin. - Added support for gifs - Considering support for videos, JavaScript and CSS All of this is backwards compatible with the existing HTML engine of the old client Download from the launcher you have instealler or at https://updates.fermata.gg/ if you don't have the launcher
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Fermata - A Modern Lineage 2 Interlude Client
HAHAHHAAHHAAHHAHAHA
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Fermata - A Modern Lineage 2 Interlude Client
Stress test with up to 10000 characters rendered in one area. Download: https://updates.fermata.gg/
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Fermata - A Modern Lineage 2 Interlude Client
I don't wanna touch the game files. It's very doable, but it's technically illegal. (I don't wanna hear from any keyboard lawyers about how Fermata is illegal too. It's not)
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Fermata - A Modern Lineage 2 Interlude Client
Latest build 20260810194614 Windows x64 only (for now to make testing easier) What's new: - Reworked the shadows to be more realistic - Added character attack - Added inventory, equipping, un-equipping - Changed the default shader - Added new UI elements and redesigned the old ones - Added chat support (resizable, movable, font resizable) - Added damage numbers on screen - Added every UI asset in the FermaUI Editor - Added a more comprehensive customiser for the UI in the FermaUI Editor - Added a library in the UI editor so you can create reusable functions - Added custom packet sending and handling. Custom client packets start with opcode 0xFE and custom server packets start with opcode 0xFF - Added API support and documentation on the UI customisation so you can send packets, create custom UI elements, show them when you want and more - Added targeted monster hp bar - Added a screen shake effect on critical hits (can be turned off) Download at: https://discord.com/invite/zkFRER2xGM
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Fermata - A Modern Lineage 2 Interlude Client
Most people don't understand most things until their value is obvious. That takes time. I have time 🙂
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Fermata - A Modern Lineage 2 Interlude Client
Massive props to Setekh, he is the reason why I started this project
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Fermata - A Modern Lineage 2 Interlude Client
Everything you see is targeting unmodified aCis. Added full auth flow for login server and gameserver Character selection screen EnterWorld A preview of the Fermata UI in-game editor. You can edit your UI in-game however you want in real time and see the changes you are making without having to go back and forth to an out-of-process editor.
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Fermata - A Modern Lineage 2 Interlude Client
The entire Fermata interface is editable and fully customizable via unencrypted Lua scripts that ship with the client.
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Fermata - A Modern Lineage 2 Interlude Client
If I wanted to flex something, I would flex my Mac Studio. Now go back to making Minecraft in Java and asset flips in UE.
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Fermata - A Modern Lineage 2 Interlude Client
Runs on a potato, like a potato, looking like a potato, and being edited like a potato. Stick to your potato.
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Fermata - A Modern Lineage 2 Interlude Client
I don't think so. The idea is that it will be so flexible that it doesn't need to be. I'm happy to reconsider, but for now I am focusing on the engine itself. Moving to the netcode now.
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Fermata - A Modern Lineage 2 Interlude Client
What is Fermata? Fermata is a modern, performant client compatible with Lineage 2’s official game client for Interlude, without using a game engine. It uses the original game client files (which we do not provide ourselves) to offer a modern way to play Lineage 2 Interlude without being tied to an FPS game engine from the early 2000s. A fermata (𝄐) is a musical notation symbol indicating that a note, chord, or rest should be held longer than its standard time value. Its exact duration is decided by the performer or conductor for expressive effect. It seems like a fitting name for a Lineage 2 client that aims to extend the game's lifespan. Why is Fermata? Fermata exists because the original Interlude client is outdated, buggy, and lacks modern features for quality of life, rendering, and performance. Fermata fixes all of these issues. Video demo Is Fermata Lineage 2 Interlude Remastered? No and yes. Fermata’s main goal is to recreate the original Lineage 2 Interlude client in a visually identical way. This is the default mode. We also aim to add remastered features which you can toggle on and off. Enabling Remastered mode adds features that the original Interlude client never had, such as Ray Tracing on supported GPUs, HDR, a more modern UI, and more. Is Fermata compatible with my L2j or L2 OFF server? Yes! Fermata has two different types of net code. By default, it uses the original Interlude net code packet format, which is the same as the one used by L2j and L2 OFF servers. We have also added several new optional packet formats, so if you want your users to use the Fermata client, you can adopt those packets through their structure into your server. We also offer a modern custom packet format which is way more efficient and can increase performance as well as security due to the nature of the new encryption. Are my customs compatible with Fermata? Absolutely! We want Fermata to be 100% compatible with everything in the old game client. Textures, animations, models, etc will all work with Fermata. Can I use my custom Interface with Fermata? No, Fermata is incompatible with any other interface because we completely rewrote it from scratch. We do, however, provide a way to customize the interface in the form of an API we expose for you to hook up, a Visual Studio Code extension with IntelliSense support, and Lua scripts. We aim to work with the community to make the API as flexible as possible. We also support Add-Ons, which are Lua scripts that can be used to modify client behavior and let you add your own windows and features. Think of it like World of Warcraft’s Add-Ons. There will be a marketplace for Add-Ons on our website. Is Fermata free? Yes. Success for me is not measured in money but adoption. I think everyone deserves to play our little niche game in a way that doesn’t feel “old”. We might consider adding premium features for server owners only, for example anti-cheat, but the main client is free for everyone to use. As long as I have enough money to support the development of the project, I am happy. Why not Unity, Unreal Engine or Godot? Game engines come with tons of quality-of-life features, ease of use, and a huge community behind them. They do also, however, come with a lot of baggage and limitations. I want to fully control the game client so I can implement whatever I want, however I want, without having to worry about the game engine. How performant is Fermata? That's where you come in. I need this running on more machines so I can get a better idea of what to optimize. I get 300+ FPS on my 5090 and 120+ FPS on my M3 Ultra. I am always optimizing the game engine as I add features, so expect this to fluctuate. The engine is fully cross-platform, running on Windows (DX/Vulkan), macOS (Metal), and Linux (Vulkan). How do I download it? Join our Discord server for the download link: https://discord.gg/zkFRER2xGM How can I help? Join the Discord server. I will be uploading builds weekly, and you can test them out and give me feedback.
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Official Project Announcement — Interlude Mastered
Nah bro, promising the world and not being able to lock down network access on a VPS is a crazy thing to admit. How are people supposed to trust you? Really excited to see what you're cooking up tho. Big shame that you make an announcement without any real technical details or visuals.
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Outerlude - A Modern Interlude aCis fork
14,299 GBP Yeah and it loads the actual files from the actual client so it's the same unr, utx, etc files that you have on the client.
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Outerlude - A Modern Interlude aCis fork
Textures and animations also work
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Outerlude - A Modern Interlude aCis fork
The account control panel also comes with a real-time web-based L2 Client so you can see what's going on in the server without needing to load the client:
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Outerlude - A Modern Interlude aCis fork
There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server. Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc. Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.
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Outerlude - A Modern Interlude aCis fork
I came out of my cave as I do once every 5 years. By now, I know nobody really cares about L2, but I still find it fun to experiment. Everything you see here will be free and open source. I have no interest in selling anything. Long story short, I like to revisit Interlude and apply what I've learned to see how far I can push it. Here's Outerlude, a public fork of aCis for the modern age. Video demo: Work that has been done: Redone the netcode from scratch to be async The NPC AI was completely redone based on Finite State Machines Moved to PostgreSQL and using some of its cool features Lots of config that should be hot reloadable has moved to the database OpenTelemetry instrumentation, where it makes sense, and a Grafana dashboard A built-in REST API for server management A built-in MCP Server for LLMs Nidrah AI, an AI Agent to make managing the server easier Real-time server map view Chat auditing and live snooping A new Fake Players Engine with a Node logic system and a new LLM planner for any behavior Just watch the video If there is interest in this and I'm happy with it, or I get bored (which I always do), I will open-source it. Let me know what you think and if there is some feature you'd like me to implement.
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L2Network.eu Just Got a Major Upgrade — Here's What It Means
Yeah, it's pretty good if you give it enough context on what you want it to do for you. If you leave it vague, you will get the same generic dark background gradient purple AI-generated looking website, but it's much better at generating unique ideas when you give it some context. Highly recommend it.