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Nik

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Everything posted by Nik

  1. I doubt any sane person will try to rework casting, targeting system and touch AI with a sober mind. Be happy I don't work with sober mind on such cases. I'm actually amazed by how unbroken gameserver was after all that AI changes, and even more amazed by how the old AI even worked with all that black magic inside.
  2. public enum IncomingPackets implements IIncomingPackets<L2GameClient> { LOGOUT(0x00, Logout::new, ConnectionState.AUTHENTICATED, ConnectionState.IN_GAME), ATTACK(0x01, Attack::new, ConnectionState.IN_GAME), REQUEST_START_PLEDGE_WAR(0x03, RequestStartPledgeWar::new, ConnectionState.IN_GAME), REQUEST_REPLY_START_PLEDGE(0x04, RequestReplyStartPledgeWar::new, ConnectionState.IN_GAME), REQUEST_STOP_PLEDGE_WAR(0x05, RequestStopPledgeWar::new, ConnectionState.IN_GAME), REQUEST_REPLY_STOP_PLEDGE_WAR(0x06, RequestReplyStopPledgeWar::new, ConnectionState.IN_GAME), REQUEST_SURRENDER_PLEDGE_WAR(0x07, RequestSurrenderPledgeWar::new, ConnectionState.IN_GAME), REQUEST_REPLY_SURRENDER_PLEDGE_WAR(0x08, RequestReplySurrenderPledgeWar::new, ConnectionState.IN_GAME), REQUEST_SET_PLEDGE_CREST(0x09, RequestSetPledgeCrest::new, ConnectionState.IN_GAME), REQUEST_GIVE_NICK_NAME(0x0B, RequestGiveNickName::new, ConnectionState.IN_GAME), CHARACTER_CREATE(0x0C, CharacterCreate::new, ConnectionState.AUTHENTICATED), CHARACTER_DELETE(0x0D, CharacterDelete::new, ConnectionState.AUTHENTICATED), PROTOCOL_VERSION(0x0E, ProtocolVersion::new, ConnectionState.CONNECTED), ...... such kind of enum... 1st value is the packet optype, 2nd value is the class file factory, the next ones are just in which states the packet should be active.
  3. I shall present you with a physical representation of what you try to explain by "ugly code"
  4. I am happy Sdw already did thousands of NPCs for free... god, thats a lot of money to pay if someone else does them.
  5. OMG! Sdw is amateur!! Yes, fucking yes he is :D And his company are noobs too.
  6. Find a system with disabled gameguard.
  7. Ah sorry, I thought you worked with russian packs... here is one for l2j This piece of code should be fairly understandable. Yes, yes it is :P
  8. Fairly simple code that many developers here have no idea wtf that is. I hope you know what that does.
  9. Yey! Synerge is alive! I'm a big fan of your work, never seen such a good code like yours on maxcheaters. Yep, I'm joking, but not joking... from all the code I've seen on maxcheaters, barely any code is well constructed, optimized and most importantly - understandable by other devs. Do you feel related or something? Such kind of raging would only mean that you think you are one of those people. Are you? Regardless of that your reaction is showing a lot of disrespect... I agree about people who don't have any idea of developing, they would consider any person who can make things work as a genius. Most of the people here don't understand is the huge difference between working code and proper code. Considering what I've seen here, only very few developers that I can count on my hand can do a proper code. But lets go on topic... I think a lot of decent developers made a post on this topic. Lets talk names as xxdem said. The hyper experienced developer you are looking for is the one and only - Sdw :D Sadly, he wont bother the slightest. So your other choice is Synerge, but I doubt he is even interested. And your final choice goes to xxdem. As you see, the hyper experienced developer you are looking for not as easy, since people already have a place. Sdw already works in a better place, and can go to Dubai or Las Vegas whenever he wants, so if you can afford his payment to be enough for a one night in Las Vegas club, maybe he will have sliiiiight interest :P And no developer would entitle himself hyper experienced.
  10. I know, I'm just asking so I can compare with the best developers I know.
  11. By what criteria are we judging someone for the best developer? :P
  12. It has been so long ago I have forgotten the dev names... the project leader was "theone" from l2j forums if i remember correctly. Nekys was just using the pack, and my friend was one of the developers... I cant remember anything else.
  13. Can I insert multiple ingredients? Can I Insert multiple products? Can I insert no ingredients, just products, aka free items? Can I insert empty items just for visual order? Can I insert ingredient/product count > 2 147 483 647? Can I insert ingredient/product id of -100, -200, -300, -400 for items such as fame, clan rep, pc bang points, etc?
  14. My friend said that project is long dead and he dont know if he still got those files, but despite that, nobody would sell it.
  15. 1 euro a month wont even cover the electricity bills you will be having from such hosting... whats the catch?
  16. As far as I know, they left because l2j inner circle did not want the major reworks those devs were planning to make...
  17. Basically skill engine is pretty fine if you ask me. The amount of work needed to make it retail-like (better than all current packs out there) is reworking half of the pack to change something players already are used to. Honestly, I've worked on aCis and it is the most comfortable project to work on... it has the least "interlude l2j" feeling to it, and by that I mean the amount of poor code interlude l2j has... back in the days it didn't felt poor because it was the way people codded, but now years later, java and its community gotten better and codding ways are much different. Not to mention that aCis supports Java 8 and I really, really hate projects that doesn't support it. For me interlude is already way too outdated, and its good that aCis is rather closer to current l2j than old interlude l2j. But if I was hosting interlude-style server, it would be based on L2Classic and not interlude crappy client. Maybe one day we would see aCis for classic :P
  18. I kinda feel bad for Pere working with someone for years and in the end he trashes everything due to his incompetence... Sure the pack isn't that great, but really? do you have to start all that HighFive bullshit with reopening crappy servers with nothing different from each other? Ghh, where did all the thrill of making a decent server went?
  19. Yes, so far with my experience, players don't tend to like shitload of events thrown in their face. Most of them just get confused when there are more than a handful of events. Unless you are able to present that many events nicely, players won't pay much attention to the different kinds of events. You either make a handful of strongly different events, or make basic event templates like TVT and give different objective each time to the event. In this case your XML thing will be the most useful, but again, if I have to make 5 different XML templates for the same TVT event with 5 different mini-objectives, it just sucks.
  20. Well I don't have general idea of the structure of this event engine, so I can't say anything. What is the point of "all in XML" thing if only you can understand it?
  21. Well, do as you like, but I suggest you to keep things simpler. Even if you are good developer and this complexity is ok for you, its still abnormally complex in my option. At some point this complexity will go against you, and cause you to get confused more often than it should. Even if you comprehend it now, it doesn't mean you will always comprehend it without mistake. Chinese people created their traditional language very complex but very robust, now many Chinese are unable to learn that language and learn simplified instead :D
  22. That scripts thing is just way too much now. Any developer in this case will prefer to extend a class and make methods as he likes to. Its just way easier to read/understand. Any non-developer will not even have the slight idea what to do in this case and how to use such scripts in xml... ThugEscape::legitimateKill($any, $thug) ... I don't have the slight idea what this method is, where it is called and what are those variables... Imagine how it looks to the regular person. I suggest you to make it so people extend AbstractEvent in scripts folder and they change the preferred methods as they like. Current way needs to make scripts anyway and I cannot imagine a case where im going to use the same script for 2 or more events, unless Im too lazy and I make copy-paste redundant events. Basically just point out what "script AI" (sub-classes of AbstractEvent) the event is going to use, and forget about 123123 hooked scripts to methods to wtf... I think people are used to changing at least constants in scripts, so you can make a set of pre-done scripts with given constants. Maybe you can add an exception to change constants of chosen script from XML, but that's as far as I suggest you to go.
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