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911reg

L2Client Developer
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Everything posted by 911reg

  1. People tend to add new features to servers for a reason. Retail-like servers can be uninteresting and repetitive since players only click on targets and press F1 until they reach the maximum level before they can start PvPing. This seems to be the case with L2 in general nowadays. However, if you only plan to play for a bit of time and want to relive nostalgic moments, it might be "good" for you. Personally, I believe it's a waste of time. Nonetheless, if you're searching for a reliable source, you could start by checking the Marketplace section. Good luck with your search!
  2. You should be able to get everything you need here: http://akumu.ru/lineage2/L2RU/P362/L2RU-P362-D20220914-P-211110-221017-1/
  3. You can use this guide as reference: all you need is basically to create nulled effect scripts (empty scripts with their class name and extension only, with no code nor defaultproperties) based on your client's LineageEffect, you can take a look at the effects using UTPT or something similar. Then you can just create your own LineageSkillEffect.u as you can see on that guide. Otherwise you can try to compile both LineageEffect.u and LineageSkillEffect.u (or not necessarily LineageEffect, but how to create Emitters into any new file, which you can then use inside LineageSkillEffects.u). Would be much more convenient but it might be hard to do if you're not familiar with unreal engine.
  4. If you don't add info about your server on this topic nobody will buy anything from you, ever. Also, wrong section https://maxcheaters.com/forum/271-lineage-ii-marketplace/
  5. What the title says, extracted textures converted to PNG. L2UI L2UI_CH3 L2UI_CT1 L2UI_NewTex L2UI_Epic
  6. A modified version of Unreal Editor made by @lord0fdest, for some weird reason most people dont know it. I removed useless stuff from it, made it lighter and added correct paths so it reads the proper files from the client. Make sure to add it to your client's root folder. What can be done with this tool: Open L2 files with standard encryption. Edit Textures/staticmeshes/skeletal meshes (non-animated), etc. Most things work fine on client 388, though it can't read some .ukx files (especially .ukx files with VertexMeshes in them.) Also, it comes with Split9 support. I'm only reuploading this because a lot of people requested my version of the editor. Download Again, credits go to @lord0fdest If you're facing errors related to MSVCR120.DLL, you need to install Visual C++ Redistributable Packages for Visual Studio 2013 on your computer. If it is installed, you need to copy C:/Windows/SysWOW64/MSVCR120.DLL and paste it on L2Editor's root folder. For general information about Unreal Editor you can go to this website: https://docs.unrealengine.com/udk/Two/SiteMap.html
  7. Hey, that's done through LineageEffect.u, you can't really 'modify' it, you can only try to recompile the whole file. The arrow mesh is located inside LineageWeapons.ukx, you should be able to edit that. you can take a look at the script: Class NArrow extEnds NProjectile; simulated function PostBeginPlay() { local Mesh temp; super(Actor).PostBeginPlay(); temp = Mesh(DynamicLoadObject("LineageWeapons.wooden_arrow_m00_et", Class'SkeletalMesh')); if(temp != none) { Mesh = temp; } return; } simulated function Tick(float DeltaTime) { if((Physics == PHYS_MovingTrailer) && TargetActor != none) { TargetActor.GetEffTargetLocation(LastTargetLocation); } super(Actor).Tick(DeltaTime); return; } simulated event ShotNotify() { SetPhysics(PHYS_MovingTrailer); return; } DefaultProperties { Speed=1500 AccSpeed=3000 DrawType=2 CollisionRadius=0.2 CollisionHeight=18 } (this script is from IL but it should be the same for H5)
  8. i mean.... you won't find customs in projects that are strictly trying to emulate the retail lineage 2 experience... Plus the things you've mentioned aren't hard to implement by yourself. If you wanna get some preassembled pack with custom stuff, you can go here i doubt you'll ever find anything like that with a decent quality, you'll have to put actual effort if you want something nearly playable.
  9. What do you mean exactly by 'not impressed'? At least mention what you're looking for specifically...
  10. It's not "secrecy", it's more like it'd be very, VERY tedious to try to explain to someone the step by step on how to do the process of decompiling, fixing sources, re-compiling files, making client files readable for the compiler so it can use the correct textures, etc etc etc. You'll need to learn a huge amount of things to try to make a compilation of your own, from editing textures/staticmeshes/sounds/vertex meshes to learning AT LEAST basic UnrealScript, then figuring out how to use the UCC Commandlet, how import/export tables work for unreal files, etc. TL;DR you need a huge amount of general knowledge about unreal engine itself, and about how L2's files work. So if you want to make a compiler and a clean source of your own it'll take you weeks or more to do it without the necessary knowledge, or even a full day if you already know what to do, hence why i doubt anyone will share such compilers/sources. If you really want to get into learning this though, i can provide you with the necessary links.
  11. https://cdn.discordapp.com/attachments/877548685909712928/1090673214889402408/stuff.zip Here you go, remember to add the .u file to your system.
  12. Upload the .ukx file and we might be able to help
  13. Can confirm that this guy is the least toxic human being on planet earth, and is putting great effort on making something different than most servers.
  14. Good luck! The features look very good, great work on the client! really liked your hub
  15. If you are getting the "files are corrupted!" error, then it's due to files not being encrypted. Let me know if the error points to a specific file, might be able to help you. About paths, as Zidkon mentioned, one dot = current folder, (i.e., Paths=./*.u will grab .u files from the System folder) two dots = previous folder, etc.
  16. i see, i can't tell you the exact ratio honestly, but you could probably get some clues by looking at MinimapWnd and ZoneName-e.dat BlockedLoc1.x = -32768f; BlockedLoc1.y = 32768f; BlockedLoc2.x = 229376f; BlockedLoc2.y = 262144f; bMiniMapDisabled = true; https://pastebin.com/uMnG16Ze
  17. It can be done as long as you know how to decompile and recompile LineageSkillEffects.u. SGER@fjs made a nice tutorial about how to do that, plus shared a compiler with scripts, in case you wanna try. You just need to go to your skillname > look for the name of the skill, and get the id > look for the ID in skillgrp.dat and check what skill effect it uses under the "ani_id" field, and then simply edit the script of said skill, then recompile the .u file. Also, you'll need to create a new Emitter to display the icon over the head of the caster, if you look at the scripts shared on that topic you can get many references
  18. do you have a video or something? otherwise i'm assuming that what you saw is a performance patch, most people put Body of Avatar animations in chain heals, party heals, etc for better fps
  19. what do you wanna do exactly? didn't really get what you mean by "with the new path of the custom interface" for whatever interface you wanna use, you'll need to replace the proper files inside your System folder otherwise, you can change your paths like this, but i don't think you can change the path of interface.xdat, or .dat/.int files, etc. Haven't tried to do that.
  20. also, since the whole 'world map' is composed of small maps (cells), the whole map might be bigger or smaller depending on the client. In H5 for example, you can go to maps like 11_26 but your char won't be visible in the map window. If you provide more info about what you wanna do exactly maybe we can give you better information
  21. Gl with your project mo**erf***ers!
  22. Great share! do you have any images like this for chars of older l2 clients, maybe? could come handy for web design/splash for old client selvers, either way thanks
  23. As far as i remember you can't have both the hero weapon's glow and enchant glow at once, you need to choose between one of them, the rest is just a lil bit of work inside weapongrp.dat, then you can add them on the server's side which isn't hard to do either
  24. isn't this literally just midjourney's AI generated images? xD
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