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MasterToma last won the day on March 6

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  1. @T1g3r7th, I'm doing this 4 years, posting many shares and manuals, and helping in private and so on. And you are second person, complain so far about me (first was just a troll). I blocked you in skype, because you have very "strange" ideas, like re-writting network layer from TCP to UDP and so on. I was trying to explain you, that NETWORK is not a problem in L2 at all... But hey, I really don't have time to teach you or explain again and again, why PTS uses stream-based protocol. You have sources, I told you that there are CMake files (you was not right when assumend that it's MSVC-based), please, say tnx and go on, do re-write what ever you want :)
  2. Formula is not so "simple", it has some code... In C1 landing rate depends on: sps/bsps (for mag skill only) mag attack (for mag skill only) target's mag def (for mag skill only) skill level (magic level) to target level diff skill level bonus rate skill activation rate target's stats (e.g. Stun -> CON) skill attribute and target's attribute (e.g. some weakness to wind or fire) Max chance is 95%, min chance is 0% Completely another formula to calculate damage.
  3. @T1g3r7th This is ORIGINAL restored code, not a NEW one, written by me. NCSoft uses WinSocks everywhere, without any libraries and it uses Visual Studio 2003 for it :)
  4. Do you use C4 PTS as a base? It's common problem on C4 original files, so maybe just a "some custom" won't be enough. Also, problem doesn't reproduce at 100%, according to my experience it's about 5% (so each 15-20 train), also - not at all catacombs. I saw it only in catacombs in near Giran harbor (40+ lvl if I remember correctly). 50+ lvl catacombs were good. So, most probably it's a geo-data or path nodes issue. How geo-data can affect AI? L2NPC has logic: 1. Follow the target using path-finding 2. If path wasn't found, increment failure counter, and try again 3. If path-finding failed 10 times, then AI tries to do recovery and tries to teleport to the attacker or to the some random spawn point in his territory. 4. All this is quite complex, catacombs have multi-layered geo, with a lot of corners and walls, so when user does train, he goes into some corner, maybe there pathfinding stops working. Also, due to bug in geo, Mob can't teleport to user (he is in corner - no good places), so mob "hangs", and can't act. @Nevermind25, could you provide more info? Do you see this bug only in some special catacombs, as I mentioned, or in all of them? Does it happen, when user goes into some corner, or when uses some complicated path to get the train?
  5. I saw this also on retail PTS servers. Unfortunately, I'm far from C4 now, so can't help you here now. It might be geodata or AI related. For AI you can try to add debug prints to check, if attack desire event comes
  7. Hello, every one. C1 L2Server reconstruction is almost completed. There is another chance to join the project. All you need is to download C1 pack and play around, with hi-rates, with GM - up to you. You have to play and try to find bugs :) What is not implemented yet • Private shops • Punishment • Complete Path-finding • not all 2nd proff skills are completed • Cubics • Pets (wolf/hatchling) • Swimming • Clan wars • Agits • Alliances • Ally wars • Sieges • Castles • BBS • Vechicles • Not all GM commands All other features work as expected, a lot of original bugs are fixed Rewards: as a tester, you will have access to x64 binaries, as a good contributor, you will have access to C2 binaries, which I will have in a year. Don't spam, if you are not interested - this is for truly fans only. I don't do any profit of it
  8. Usersockets - you are absolutely right here. L2Server (c1 and c4) doesn't always release sockets. Easiest way to do it - send CharacterSelect two times (ofc you need some booting tool here). Server will kick such a user, but socket will never be released. It's the only one of example. So some-one might just send those 2 CharacterSelect packets even with a good delay to avoid DDoS protection, but still might cause thousands of leaked sockets just in few hours (each socket instance occupies OS IO resoures). Why would some-one send this packet many times? First - to harm your server (memory/OS handlers leaks). Second - this is a popular trick to character dupe. Some-one might try to dupe character. Even if you have dupe-protection, socket still will be leaked
  9. Hi, @pada I have tried to build only C1 geodata.
  10. Are you high? It's some random trash from PP extenders and L2Filter.exe app.
  11. that's weird, man. Keep us updated. Here is one more thread on Ru forum about warnings from INNOVA :(
  12. GF/GF-H5 compatible version is added. This version generates indexes with x_26 support, therefore is not compatible with C0-C6 L2Servers. MD5 of 77 zones are the same, as from original PathMaker64.exe panthode.bin MD5 6e f4 cb 8d 34 c1 85 36 42 d3 00 1d ae ae 88 11 pathnode.idx MD5 f8 2c f7 6c 9f 0b bc 69 2f 23 18 f7 e3 73 93 08
  13. Hello, Finally I crashed PathMaker algo, and managed to reconstruct it. I checked files, produced by leaked C4 PathMaker.exe, they are the same as chechsums of files, produced by my PathMaker (77 zones): panthode.bin MD5 6e f4 cb 8d 34 c1 85 36 42 d3 00 1d ae ae 88 11 pathnode.idx MD5 d5 fe 45 50 d2 bd ad 25 e8 ed ef 6c 86 de 0e 31 So, this PathMaker is 100% compatible with C4 This time I also share algo overview together with PathMaker tool itself: For those of you, who knows geodata format, this description should be enough. At run-time, L2Server uses A-* pathfinding algo in order to navigate from point A to point B, using PathNodes and links between them in order to bypass obstacles. Detailed description of algo might be found here, unfortunately I don't have time to translate it to English.
  14. Looks like it's a @smeli extender, not mine. You should ask him directly. It's about 65% completed only, work is on progress. But testers are welcome (you will receive all updates + fixes + x64 release versions, which won't be shared to public). Send me your skype in PM