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Everything posted by Finn
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Discussion What You Think About Lucera?
Finn replied to Ubuntu's topic in Server Development Discussion [L2J]
well even if you will damage the apple you can still take and eat it. then you can go on and find a new one. or would you stay hungry just of an slightly scratched apple? i mean even if its smashed you still have "hommemade applesauce" :wub: -
Discussion What You Think About Lucera?
Finn replied to Ubuntu's topic in Server Development Discussion [L2J]
there are no perfect codes if you have to solve complex problems. there will always be mixture of all possible ways just to get an overall fitting solution. you have to set goals and reach them with a minimal input. otherwise you wont come to an end. the ongoing development of existing programming language will always create better ways to solve a problem. would you rather build a mechanical robot to reach for an apple that hangs on a tree? would you climb the tree? or would you god damn throw a fucking rock to get that piece of appleshit down so you can finally eat it?? :-beep- yeah: there are many ways, but all in the end what counts it that you got the fucking apple rather than building a robot realizing that no apple is left anymore. well at least you can programm your robot to wank your doodle :troll: -----> https://youtu.be/1iRfSjkLfNQ?t=89 -
Discussion L2Jfrozen Opens Again?
Finn replied to Elfo's topic in Server Development Discussion [L2J]
why bothering in reviving a dead project. better build up a new cooperational project between acis and frozen or just joining the acis dev team rather than have this senseless redundancy. i mean how old is this game already? and how often did projects come and projects gone? you are just running in circles meaning that there is no actual improvement since 8 years of interlude. everything that an actual player can do now was possible 8 years ago... ....just saying... -
np ;)
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Discussion What You Think About Lucera?
Finn replied to Ubuntu's topic in Server Development Discussion [L2J]
The quality has no importance if you reach your goal with a good performance. nobody knows the mechanics behind the game. players just interact with the interface and there is no need of quality code, if everything works as intended without problems. even if you are going to say "some parts have to be quality coded so you can have 3k-5k players on it". who the fuck wants to play on such a high populated server? the world area is too small and all ppl concentrate on 10% of the available content(and we are talking about l2, that naturally has no content at all) - welcome in lag city. so what's the point? every project can be good. it depends on the management and their goals - and thats whats wrong with all the projects. why reworking all essential mechanisms? bothering with those kind of stuff will never lead to success in dominating all other server packs. (this doesnt mean every serverpack is great, just the ones who are still still existing and active since some years) so just get them all, compare and pick the one that fits ur expectations the most ;D (to be honest... if i had to pick one for interlude i would go with acis :troll: i like the new knownlist system. there you can actually use the client build in npc viewing radius and all walking npcs are not stucking anymore <3. the only thing about walker npcs is that they are not going to stop for a certain amount of time if a player talks to them ) -
he just wants to have a variety of icons so he doesnt need to create new texturefiles for future items maybe?
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you can also use a batch comparison programm for comparing two folders. the one could contain ur h5 or interlude icons and the other all the icons up to h5. by comparing them u should be able to locate the "new ones" you are looking for. then you can create ur utx file
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Dragon Cry Weapons With Effects For Interlude (C6)
Finn replied to Sawadee's topic in Client Development Discussion
they may be ugly on the displayed items, but you can apply them on other items and change the positioning,so..... not ugly at all. i like them :) -
simply create a new texturefile. hit import and select all files. get the right compression settings and hit "OK TO ALL". UED will auto add all selected pictures to ur new texturefile. but im not sure if it works for .png. i think you have to convert them to another file format such as bmp, tga or dds so ue can read them ////// EDIT:i checked it with your png files. yes you have to use another file format. google for batch image converters to convert ur entire folder (eg. pearlmountain image converter - this one actually allows you to set the image color depth when converting)
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That joke: 2,500 Players expected ::)
- 17 replies
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- l2avellan 2016
- l2gold
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(and 1 more)
Tagged with:
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create a shortcut with ..../l2.exe ip=127.0.0.1 thats all
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this one goes into l2j shares and its ugly btw xD
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So How Do You Open L2 Maps In Unrealed?
Finn replied to Szakalaka's topic in [Request] Client Dev Help
you dont need them for opening them in ue. you will just get some errors that some directions to some files are missing and will be reset upon saving. simply decrypting is not enough. if it would you would be able to open the map without all the pawns and meshes, just with lightning, camera positions and other general stuff -
Project L2Junity - Grand Crusade
Finn replied to Gladicek's topic in Server Development Discussion [L2J]
this explains why shortcuts are not saved in the free version xD -
if you you are just trying to create your own launcher (simply launch the game to connect to ur server without editing the l2ini or hosts. go download visual studio or visual basic, go to youtube and type in wow launcher vb tutorial and see how they are done. its really simple. to start your l2 client you have to run the l2.bin or l2.exe. you can use a shell command with parameters like shell l2.exe IP=127.0.0.1 to start your client wit the desired ip binding (in this case local server) just go ahead and try it out ;) if you want to have an update function try first to keep it as simple as possible allowing your updater do automatically download files if a versionnumber was changed (for example a value in a textfile) if the value on ur local machine is different than on ur servers update folder, download patch.zip and unzip overwriting all older data another and better solution is to compare every clientfile to your existing source clientcopy (your updatesource) by handling a full check on existing files. to do so you can use for example hash values. so an existing hash value on ur server is compared to a generated hash value of the current file ur updater is trying to find out whether to keep or to replace it. - if you need a simple launcher you can go with the very first step. - if you want a complex updater (quite complicated) dont bother urself there are plenty good shared sources you can google for (dont buy any updaters from other people since they are using exactly those shared files with a simple change in design, nothing more)
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[Acis] Re-Designed Retail Npc's
Finn replied to protoftw's topic in Server Development Discussion [L2J]
tooooo much overdesigning. all those colors and pictures are distracting. keep it simple and clear. :P -
Discussion Startup System Opinion..
Finn replied to 'Baggos''s topic in Server Development Discussion [L2J]
I like the camera movement on entering the world. is it supposed to be only on char creation and first login or will it fly down to your character every time you log in? -
Project L2Junity - Grand Crusade
Finn replied to Gladicek's topic in Server Development Discussion [L2J]
thought the last free was released mid december? -
:not bad:
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Project L2Junity - Grand Crusade
Finn replied to Gladicek's topic in Server Development Discussion [L2J]
Not really. They removed old stuff instead of keeping it optional. Also a lot of already existing features skills/items/scripts/quests are missing or not working. Overall the initial quest line is implemented to a point so you can play and have your fun with. Nothing i would recommend for a low rate server. ^^ But its still fun if you want to setup another high rate to join the already existing 1312423154235346 ones ;D -
Discussion Community Board - Reworked (Preview)
Finn replied to protoftw's topic in Server Development Discussion [L2J]
Your index HTML is filled up with too much stuff/information. It's like a punch in your face if you open this cb for the first time. Clean up and restructure your index by dividing it into sub levels.^^ PS: I like the Super Mario castle :) -
Source L2J Highfive Latest [No Gradle]
Finn replied to AccessDenied's topic in Server Shares & Files [L2J]
A wild KERB appeared! He used "brain". ... Nothing happened... -
Help How To Edit The Scroll Description
Finn replied to disorder25's topic in [Request] Client Dev Help
take a look on other existing items and get cp the format -
Share Re-Share Neophron Symbols Buffs Over The Head
Finn replied to Celestine's topic in Client Development Discussion
already shared pls close ... :troll: -
Hello :) i'm running into a problem by following those tutorials here in this section when i try to create a new texturefile. 1. i created a new utx package file 2. picked the texture class definition 3. created the groups 4. imported a dxt3 dds 5. selected dxt3 and marked "masked texture" 6. saved the .utx file 7. encoded the new utx file with l2encdec 121 8. renamed the file and put it into my systexturesfolder 9. redirected a specific mesh/animation in npcgrp.dat to my new texture 10. started the game and spawned my creature 11. critical error: ".....blabla........ texturefile text.utx expected 1 got 5" im using a high five client. i thought i did everything right, but i was wrong. what did i miss? :/