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911reg

L2Client Developer
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Everything posted by 911reg

  1. Yep, i honestly wouldn't even try to do that, it's fucking nightmarish to even think about, porting each little thing by hand... But honestly i think Carow has the best approach to it; by trying to automatize everything. Honestly, since almost everything in UE2 can be turned into plain text, you can probably find out a way to create a script to automatically adapt everything into whatever format Unity or any other modern engine uses. Same for maps, staticmeshes, BSP brushes, etc. Plus a big advantage of L2 is that it's made in a pretty old engine, so there are plenty of custom tools to extract any data necessary, and there is a lot of extensive documentation (both official and user-made) People from L2 tend to be especially retarded when you try to do something new, they'd rather keep playing the same thing they've been playing for 25 years and keep it that way, so it's probably not the best target audience for things like that tho i guess it's expected, since most people on this community are 30-50 year old kids
  2. That's the first thing I tought when i saw all those projects, like LU4, UE5 L2, etc. These people are gonna want to hang themselves when they get to skill effects Especially since the the particle system in UE2 is rudimentary AF About finding out what you need to port to make a skill, you can figure it out by checking skillgrp.dat > checking the skill effect ID > decompiling LineageSkillEffect.u/Skill.usk (depending on the client) > checking the script for the skill you're looking for, to see what effects are used > decompile LineageEffect.u and check each of the skill's effects separately you'll see scripts like this (this one is the smallest i could find, usually they're up to 5-50 times the size of this one): Class d_tersi_b Extends Emitter; DefaultProperties { Begin Object Name=SpriteEmitter75 Class=SpriteEmitter Acceleration=(X=0,Y=0,Z=2) ColorScale(0)=(RelativeTime=0,Color=(B=128,G=128,R=255,A=255)) ColorScale(1)=(RelativeTime=1,Color=(B=64,G=128,R=255,A=0)) ColorMultiplierRange=(X=(Min=0,Max=0),Y=(Min=0.3,Max=0.5),Z=(Min=1,Max=1)) Opacity=0.91 FadeOutStartTime=0.3975 FadeOut=true FadeInEndTime=0.2025 FadeIn=true MaxParticles=12 Name="Fire" StartLocationRange=(X=(Min=-0.75,Max=0.75),Y=(Min=-0.75,Max=0.75),Z=(Min=0,Max=0)) RevolutionsPerSecondRange=(X=(Min=-0.3,Max=0.3),Y=(Min=-0.3,Max=0.3),Z=(Min=-0.3,Max=0.3)) SpinParticles=true SpinsPerSecondRange=(X=(Min=0.05,Max=0.2),Y=(Min=0,Max=0),Z=(Min=0,Max=0)) StartSpinRange=(X=(Min=0,Max=1),Y=(Min=0,Max=0),Z=(Min=0,Max=0)) UseSizeScale=true UseRegularSizeScale=false UniformSize=true SizeScale(0)=(RelativeTime=0,RelativeSize=0.65) SizeScale(1)=(RelativeTime=1,RelativeSize=0.3) StartSizeRange=(X=(Min=9.75,Max=13.25),Y=(Min=9.75,Max=13.25),Z=(Min=9.75,Max=13.25)) InitialParticlesPerSecond=6 AutomaticInitialSpawning=false Texture=Texture'LineageEffectsTextures.Particles5.fx_m_t4072' TextureUSubdivisions=4 TextureVSubdivisions=4 BlendBetweenSubdivisions=true SubdivisionEnd=16 LifetimeRange=(Min=2,Max=2) StartVelocityRange=(X=(Min=0,Max=0),Y=(Min=0,Max=0),Z=(Min=3,Max=5)) End Object Emitters(0)=SpriteEmitter75 SpawnSound(0)=Sound'SkillSound15.GD1.d_tersi_1' SoundRadius=20 SoundVolume=250 SoundLooping=true bLightChanged=true bNoDelete=false bSunAffect=true DrawScale=0.1 } Doesn't make it less painful but at least you know where to look for each skill
  3. Hey there, to define weapon animations, you can edit LineageWarrior.int, there you'll find all character animations in order. If you wanna change FMagic's 1-handed sword animations, you can go to [FMagic] and look for 1HS Run animation, and change it for any of the other weapons'. You can take a look to which animations are available using pawnviewer. Though if you wanna add new, non-existing animations to the game, or port animations from a higher client to IL, you'll have to completely re-build each characters' .ukx file from scratch.
  4. wrong section, should be moved to client dev, also should lock since it's already solved, thanks for sharing the answer tho
  5. Can be done with .ucc using #exec commands https://www.oldunreal.com/wiki/index.php?title=Exec_Commands otherwise, you can use L2Editor simply go to the Texture Browser > File > Import > import your image, then File > Save > save as .utx somewhere, then rename the file from .utx to .u (also, there's no need to encrypt .u files) Documentation for the texture browser: https://docs.unrealengine.com/udk/Two/TextureBrowserReference.html
  6. Nah, it happens to a lot of people in different devices, in various OS. Plus they don't seem to have that problem in other servers of the same protocol, so it's weird AF, i'm guessing it's a really stupid problem to fix tho
  7. Yep, but they're working on a server which is gonna reach a bunch of players, so that'd be kinda not practical, i've been trying to help them solve that problem myself for a bit, but sadly i'm not too experienced with interfaces as to be able to fix that, it's a really weird issue :l
  8. You can't save sounds using patched ut2003/ut2004, you should try importing the sounds to L2Editor and then saving an .uax file, which you can then open with both the game and ut2003/ut2004. just remember to NOT re-save the .uax using those editors, as sounds will get fucked up again.
  9. I didnt really get if you're trying to port a sound from a higher client to IL or from IL to a higher client? But since you're using aCis i guess it's the first one In h5 it's usually done through npcgrp.dat, but from what i'm seeing IL is missing all of these paramters there npcend_cnt npcend[0] npcend[1] npcend[2] npcend[3] npcend[4] are you sure IL has support for sound interactions? i dont remember seeing that (tho i haven't touched IL for years)
  10. Looking at this again, I forgot to mention that the terrain problem in Elven Ruins is due to the Terrain Visibility tool (basically you can turn a portion of the terrain 'invisible', so you can make cave entrances and stuff like that). For example, here's Elven Ruins with and without StaticMeshes For more context, here's the documentation: https://docs.unrealengine.com/udk/Two/EditingTerrainMaps.html#Visibility
  11. That's really nice! If you want, hit me up here, or on discord (911reg) and i might be able to give you a few tips on how to work with staticmeshes in a better way (you can basically turn the whole map into a single staticmesh if you want) As for the missing floors and stuff like that, it's because most floors (and some walls) are made with bsp brushes, for example, here's Talking Island without terrain/staticmeshes: And here's that big floating floor:
  12. That'll require modifications in nwindow.dll, which i don't do, sadly i don't really have the knowledge to do that. However, as far as I know, devmode windows exist ingame as any other window, so you can probably access devmode through alt + g > ui > pcviewerwnd / npcviewerwnd / skillviewerwnd (don't remember if those are the exact names of each window) Tho i'm pretty sure @AlisaCodeDragon can do such modifications ¿?
  13. Depends on what you wanna do. For some windows, you need to decompile .ugx files, edit flash files using jpexs decompiler, and re-import those edited files into another .ugx https://github.com/jindrapetrik/jpexs-decompiler But like 80% of windows are .u and .xdat PD: +rep, trusted seller
  14. Try removing these files from your client: LineageNPCD LineageNPC_Hera TearsNPC sger_GK Afterwards, TP to Giran and then TP somewhere else multiple times, to see if the problem persists. Also, feel free to DM me on Discord, it'd be easier to keep going there. 911reg#9626
  15. No problem, but if you want further advice on whatever client modifications you might need, you should probably start using Discord. As i said, it's much more flexible than a forum, and your problem will probably be seen by a bunch more people. Here's NevesOma's client dev discord, people usually help there (including me). https://discord.gg/U8KyfX6BPM
  16. In that case let me know if the problem gets solved by removing those files, if you don't get the problem anymore then i'll try to fix them for ya
  17. 90% of your custom NPCs use LineageMonster.Orc_Champion as their base class, so i just need you to upload a few files: LineageNPCD LineageNPC_Hera LineageNpcs_BuckGame_Portal LineageNpcs_FireStand_byNevesOma LineageNpcs_FreyaByNevesOma TearsNPC sger_GK they should all be located either in your System or Animations folders.
  18. Upload your NPCName & NPCGrp here, and i'll tell you which files you should upload just in case, but this problem is, like in 90% of cases, due to custom NPCs' unoptimized/broken scripts. Also please tell us which client you're currently using, scripts for H5 can be different than scripts for IL and vice versa, if your patch is full of random shares then you most likely need to adapt them to your client.
  19. you can't, IL client doesn't support that function (as far as i know) You can simply add them manually into the button's textures before importing them to the game Icons are also located in HtmlWnd < L2UI_CT1 i.e.
  20. you're not looking hard enough L2UI_CT1 > HtmlWnd
  21. Good luck with your project my guy
  22. you need to make them manually with any image editing software, since they have an autosize feature on higher clients which is not supported on IL, so you can't just 'port' the texture as it is. You can either download essence client or get the png textures from here, if you wanna edit them
  23. Glad to hear that @Celestinepls lock
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