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DnR

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Everything posted by DnR

  1. I think you misunderstood the whole thing. The issue isn't just game brightness. The issue is that brightness is increased across whole OS UI, as long as client is running. I do not prefer decreasing client brightness, so that does not help.
  2. Is there any way to get rid of screen brightness issue when L2 client is minimized? I know there is a way to fix this using an external program, but what about client editing?
  3. This is a simple yet nice-looking gatekeeper that was already shared by its original author Cronia/LamprosJr in this forum for acis Interlude. I adapted it to my own project and already shared it with my people. It can also be adapted in Frozen-like projects. My work: - Converted XML data to sql. Data is stored in custom tables. - Added quotes to all HTML attribute values. - Added missing font closing tags. In addition to Interlude, C4 HTML window renders unclosed tags as plain text. - Calculated and improved width on certain elements. - Removed useless align and colspan attributes. - Fixed widths that were greater than 300. - Title has become clickable and redirects to main page. - Changed button backgrounds to "down" instead of "hover". - Removed C5-IL teleports. - Tested all teleports one by one. They are fully functional. Link 1 Link 2 I hope you find it useful. *EDITED: Corrected wrong query in custom_npc file.
  4. Dear members, Project has made a lot of progress since Revision 599 of 2018 which was thought to be the final version, and it hasn't been so active since 2015. Now, it's time that I personally halt my activities for the next few months since lots of things are going on and I have to put certain priorities. It's out of the question that troubleshooting is still a priority and fatal bug reports will be dealt with. We all put a lot of effort and I think we should all take some summer rest for start. I want to thank you all for your efforts, and for being a part of this up until now. :) Also, it would please me if I saw any new server projects sprout. I hope I do. Either way, I have also been suggested for a mid rate server, but I haven't given a final answer yet. I hope you enjoy the rest of summer relaxing, like I'll do and we'll be in contact again in the future. *Previous post updated. Current commit is 657. Best regards, DnR
  5. Actually, L2J has been using both as integers until Freya (in the case of getRunSpeed, it's probably because packets write speed stats as integers and it seemed an easy solution to them). Here is the method he's probably using. /** * Return the RunSpeed (base+modifier) of the L2Character in function of the Armour Expertise Penalty. */ public int getRunSpeed() { if (_activeChar == null) { return 1; } // err we should be adding TO the persons run speed // not making it a constant double baseRunSpd = _activeChar.getTemplate().baseRunSpd; if (baseRunSpd == 0) { return 0; } return (int) Math.round(calcStat(Stats.RUN_SPEED, baseRunSpd, null, null)); } They even preferred rounding value and casting it to int instead of returning it as it is.
  6. You seem to have zero knowledge regarding Python OOP, so I suggest you take a small look here: https://www.w3schools.com/python/python_classes.asp For start, try calling your new method using 'self' reference which is almost equivalent to Java's 'this' reference. Also, there must be an extra first parameter that refers to current object and exists solely to give you access to it. In most cases, developers name it self. So, your method parameters should look like this: def testas(self, player): and you should call it like this: self.test(player) *Note: Do not use semicolons in Python. I hope you find these tips helpful.
  7. I see, that makes a lot of sense now. I also checked package origins and confirmed it's acis but I noticed that public source build file is set to use Java 8 so I think there is also the question of whether he is using your public or premium source?! Here is the repository I took a look at: https://xp-dev.com/svn/aCis_public/ Regardless, it's him who should post more details about his server origin. About your points regarding JDK 11, this really sounds interesting since GC has always been a pain for developers until now. Thanks a lot for your suggestion.
  8. What is your definition of trying? If by any chance you've kept all those versions installed, I doubt you even know which version your server is run with. After doing a bit of search regarding error tips, I realized you are more likely using acis (public sources at least), so yes it must be Java 8 compatible. I did not get any spare time to try JDK 11 or even read docs, so thanks a lot for correcting me on this. However, even though you seem informed, It seems really strange to me that it still didn't cross your mind at first, since this is one of the most common error cases of JDK 8 -> 9 incompatibility in the past 2 years and I believe it's worth checking. @AominePride If you have not yet, please perform a clean installation of JRE 8 and JDK 8. Secondly, if you still have more versions installed, make sure your server is running using the proper version. In worse case, regarding suggestions above, you could also try and run an out-of-the-box compiled version to check whether it's a compilation issue or not. Good luck.
  9. Hello AominePride. Your error definitely indicates that your default Java environment version for running this server is 9 or newer. This means a NoSuchMethodError occurs because the server you are trying to run is compatible with (hopefully) Java 8 or an earlier version. In newer versions of Java (9+), ByteBuffer class has no longer access to clear() method, resulting in the error mentioned above. If you really want to run this server, you should either install Java 8 or do some dirty work and possibly add Buffer class casts to all ByteBuffer objects that try to call clear() method. Good luck.
  10. Revision 615 - Cleanup of useless attributes in skill XML files. - Removed buffDuration flag from all skills. Duration can always be calculated from total count * period. - Updated aggro system so that each skill has its own aggro points. - Added isLevelStackable and maxStackableLevel attributes for skills like Hot Spring diseases. - Removed 7000-7099 skill XML, since these skills are not supported by client. - Minor fix regarding AIO Buffers update. Default time was broken. Revision 616 - Fixed mobs circling players and getting stucked in walls. Thanks Karakan. - Added FleeingNpc AI. Thanks Karakan. - Added Valley of Saints AI. Thanks Karakan. - Added a skill XML that was accidentally removed in previous commit. Thanks Karakan for reporting. - Fixed sitting characters being able to move if they turn invisible while sitting, by GM command. Revision 617 - Replaced getAltSpawn method with getScriptValue. Thanks Karakan. - Retail-like ss/sps charge. Thanks Karakan. - Improved summon spawn coords offset calculation. Revision 618 - Reworked Friend System. - Added Hot Springs Guildhouse missing doors. Thanks panousos1995. - Organized doors file by ordering doors by region. - Minor changes regarding variable and method names. Converted names from studly case to camel case. - Added and updated new AI scripts. Thanks a lot Karakan. - Added staticHitTime property for skills. - Fixed Scrolls of Ressurection, so that they ignore caster' s casting speed. - Fixed Dimensional Rift chests being aggressive. Thanks improvise and Karakan. - From now on, chest monsters are not going to help monsters of the same faction. But it can still be done vice-versa. - Fixed MagicSkillUse packet being corrupted at certain cases. - Fixed characters targetting themselves upon using items like soe or fishing shots. Thanks improvise. - Fixed soe exceptions causing soe for Castle and Clan Hall not to work. Thanks improvise. - Fixed minor craft issues. Thanks improvise. - Fixed private store visual bugs. Thanks improvise. - From now on, character names will be store in CharNameTable. - Added cache support for CharNameTable. - Modified Trade chat configurations to be identical to Shout chat's. - From now on, global shout chat flood protector will also be used for global trade chat. - Changed isOnline method fron integer to boolean for easier usage. - Friends should not be blocked by /block command. - Block commands will not prevent GMs from talking to block requester. - Player message refusal mode cannot apply to a character with higher access level. - Fixed server name in login server list getting red at times due to missing packet data. Revision 619 - Added NPC Location Info function to Newbie Guides. Thanks xlinkinx. - Added configuration for setting Clan & Alliance name regex template. Thanks improvise for suggesting. - Organized Item Container classes in itemcontainers package. - Minor rework on SpawnTable. - Removed PetNameTable, since certain methods including isValidName were moved in Util class for general usage and had no more purpose. - Moved L2PetDataTable to datatable package. Revision 620 - Completely removed Beanshell from core since it's not used. - Improved Faenor Script Engine, so that it can parse XML files directly, instead of opening zip first. - Removed events folder from datapack. - Refactored Script-related class files. - Added Java JSR-223 engine to core. - Added a check for preventing players from selling collar of their summoned pet. Thanks improvise. - Renamed controlItemId to controlItemObjectId to avoid confusion. Revision 621 - Replaced old quest state system with a newer one. Using CREATED, STARTED, and COMPLETED states by default. - Replaced no quest and completed quest messages with getNoQuestMsg() and getAlreadyCompletedMsg() methods respectively, in all quests. - Corrected Quest monster spawn coords for Test of the Warspirit quest. It was way below ground, so players could not proceed to next quest step. *This update affected almost all scripts and there is a small chance that there might be small isues. If so, we are here to solve them. Revision 622 - Added more private store checks. Thanks improvise. - Corrected Magical Creatures race skill ID. Thanks Karakan. - Replaced TOI AI with a new one, written in Java. Thanks Karakan. - Converted 'Letters of Love' quest to Java. - Fixed questItemIds array which got broken in previous commits. Revision 623 - 624 - Removed useless synchronization blocks inside MinionList. - AI additions. Thanks Karakan and xlinkinx. Revision 625 - Fixed aggression skills causing monsters to walk when they shouldn't. Thanks xlinkinx and Karakan. - Reduce monster walk on attack chance. - Minor refactoring. Revision 626 Cubic System rework! - Improved Cubic AI so that cubics attack when possible and when target is appropriate for attack. Thanks confejulian. - Cubics will now use their own M.Atk for attacking. - Added 'saveCubicOnExit' parameter to store cubics on logout. This is officially applied to Life Cubic for novice characters. Thanks Karakan. - Removed useless 'save' parameter from all skills. - Added missing effect type/power/stack for certain skills. - Added a special check so that a new effect with identical stack type and order does not replace old effect if it has higher duration. This is mostly done for high rate servers where a buff like blessed body may have a lot higher duration than body of avatar or battleroar. - Removed few bad spawns in Plains of Dion. Also, corrected Z coordinate of some spawns in that area. - Added support to CreatureSay packet for displaying player name inside message. - Added Plains of Dion AI. Thanks Karakan. - Added Forge of the Gods AI. Thanks Karakan. - Reworked Fairy Trees AI into Java. Thanks Karakan. - Fixed Venomous Poison skill not working. Thanks Karakan. - Corrected Death Bomb hit time. Revision 627 Important! Previous commit included an effect check that caused duplicate buffs. This check was removed. I'm sorry for the inconvenience. Also: - Improved NPC Buffer checks. - Added support for bypass commands without the use of -h parameter. Revision 628 - Reworked NPC Buffer (Summer Gift by DnR). - Fixed Tyrant fist skills working with other weapons. This was probably broken in past commits. - Minor additions and fixes in PlainsOfDion AI. Thanks xlinkinx. - Added contains method for checking if an array contains an object. Thanks Karakan. - //setaio command will not run if AIO Buffers are disabled. - Fixed HP/MP bug for servitors and pets. - Re-added effects duration check. No issues will occur this time. Revision 629 - Added NpcSay packet. It's now used for most cases of NPCs talking. - Corrected few spawns in Forest of Outlaw. - Changed registerMobs method to registerNPC for registering NPCs one by one. - Added Ant Nest AI. Thanks Karakan. - Reworked Devil's Isle AI into Java. Thanks Karakan. - Reworked Treasure Chests AI into Java. Thanks Karakan. - Added Outlaw Forest AI. Thanks Karakan. - Added Fairy Trees AI social actions. Thanks Karakan. - Fixed Sin Eater skill not working. Thanks xlinkinx. - Fixes for Fallen Orc Shaman AI. Thanks xlinkinx. - Added missing AI paths in scripts.cfg. Thanks Karakan. Revision 630 - Corrected Sin Eater social action texts. Thanks Karakan. - Added Java AI script for Feedable Beasts. - Dropped support of Python in AI directory. Revision 631 - Wedding System implementation. This is an improved version of L2J Wedding System. Couple of bugs have been fixed, code has been improved, and few additions have been added. A unique feature is that in the case of a divorce refund, if the partner to refund is offline, adena will be transferred to partner's warehouse freight. - Organized custom mods HTML files. - Organized Handlers in their corresponding Handler Managers, instead of loading all of them inside GameServer class. Same goes for Event Engine. - Added walk speed to all character class templates. - Replaced some findObject calls with new getPlayer. Player OID list is a lot smaller and has better performance. - Improved movement speed calculation to a lot more accurate version. Also, movement speed multiplier is now calculated properly. This fixes all minor bugs regarding movement speed. - Added base speed for swimming (50 player, 70 player mounting strider, 140 player mounting wyvern). - Completed ConfirmDlg packet. It's fully C4 functional now. - Replaced getRunSpeed calls with getMoveSpeed. This way, walk speed will be checked if character is walking. - Added check for custom skills in addSkillName method. - Fixed Clan Creation bug. Thanks GM.Smiley and Karakan. Revision 632 - 633 - NPC AI additions. Thanks Karakan. - Added Olympiad Enchant Limit configuration. - Fixed a bug that caused an Olympiad participant to stuck when he/she tried to attack a dead opponent. - Minor change for reuse timestamps. Revision 634 - EnterWorld exploit fix by Tryskell. - Minor HTML teleport corrections. Revision 635 Multisell Update. - Added isTaxIngredient and maintainIngredient properties. - Added AltBlacksmithCanUseRecipes configuration. - Improved security regarding overflowing amounts, slots, and weight. - Improved multisell list packet so that it does not throw NPEs if an item is invalid. - Added missing tax ingredients to certain multisells. Revision 636 - Added all missing Lottery Ticket Seller spawns. - Added default onTalk message for Tutorial NPCs. - Fixed minor issues regarding NPCs displaying quest windows. Revision 637 - Removed custom folder from datapack since it's never used. - Moved event html folder in mods folder. - Added page parameter to NPC buffer bypasses. - Added support for buff schemes to NPC Buffer. - Fixed a warehouse freight message being shown when not needed. - Minor improvement in warehouse client packets code. - Player will rotate when talking to NPC if in interaction distance and looking on another direction. Thanks Sacrif. - Added interval to prevent social action flood for NPCs. Revision 638 - Fixed CastleManorManager causing log spam when using manor admin panel. - Fixed ss/sps/bss issues. Thanks Sacrif. - Improved onAction method and removed overrides from most of npc instances. - Override showChatWindow method for npc instances who support talk, instead of creating a new method. - NPC conditions were moved to L2FolkInstance and are inherited by the rest of classes, along with validateCondition method. - Changed the way archers leave distance since guards were getting stucked due to their super long range. Default flee distance is 300. Thanks Karakan for code. - Improved autoAttackCondition to ignore only invulnerable characters with GM status. Revision 639 - Fixed bad conditions for certain folk NPCs. They were broken in previous commit. Revision 640 - Removed bad handling for Baium's Gift skill. - Added 2 exploit protections in Saga quests. - Fixed skill handlers getting loaded during quests load. - Fishing will now work on servers without geodata. - Fixed error regarding quest leftovers cleanup upon completion. - Improved QuestManager unload system. Revision 641 - Updated dropable and tradeable flags for etcitems. Revision 642 - Fixed ss/bss charge issues on weapon change. Thanks Sacrif. - Improved checks in wear shop. Revision 643 - Quest error fix. Thanks jmd. Revision 644 - Minor cleaning and corrections in HTML files. - Fixed Proof of Clan Alliance quest bugs. Revision 645 - Added movement block time after talking to NPC. Thanks Sacrif. - Added cleanup for warehouse freight deposit. Other character items were still remaining in world after transaction. - Removed wedding divorce cost. - Added a check for duplicate login that was accidentally removed in the past. - Cleanup of useless close() calls since try automatically closes resources. - Removed custom L2J Map & Set classes and used Java native ones instead. - Improved deleteMe() method for ItemContainer. Revision 646 - 647 - Completed work on NPC interaction block. Thanks Sacrif. - Updated C3P0 library. Also, removed debugging on startup from console. - Added new client states for login server. - Improved item drop function in such a way that it's safer in terms of exploiting. - Set Abyss Jewels movement speed to 0 just like in retail. - Minor changes regarding movement speed. Also, added a check to prevent a bug/exploit when characters gave speed buffs to NPCs with 0 base speed. - From now on, login server will check if requested game server IP is in banned IPs list before connecting. - Improved knownlist code. Each instance will now use sendInfo method for such functions. - Moved canInteract and canTarget in L2Character. - Improved some Admin Panel HTML windows. - Fixed a bug caused by unclosed center tags in Admin Panel that was breaking all HTML windows alignment until logout. - Now, GMs can view players general stats by using shift + click. - Improved onAction() call for summons. - Character GM status change via //gm command will now be broadcasted using broadcastUserInfo() call. For example, by unsetting GM status, character will be affected by speed cap so character info packets must be sent. Revision 648 Admin command rights system rework. All access level checks have been removed from all admin command handlers. Using old command-privileges file to apply minimum access level to each command. This file has been renamed to AdminCommandRights.properties. Commands that have no access level set in that file will use MasterAccessLevel as default level. Replaced default access level property with MasterAccessLevel. When everyone has admin rights in server, their access level will be set to MasterAccessLevel upon login. AdminNameColor will apply to characters whose access level is greater or equal to MasterAccessLevel. GMNameColor will apply to characters whose access level is greater than 0. Old system was written in such a way that server owners should only meddle with access levels of >= 100 for admins and >= 75 for GMs. Also, EveryoneHasAdminRights property was setting character access level to 200. The concept of this new system is to get rid of old bad-written command-rights system and let admins set access levels the way they want. - Added few more checks for GM Transaction access. - Corrected GMNameColor to yellow, just as it's described in comments. - Deleted few unused conditions. - Refactoring configuration files. Revision 649 - Conditions will now gain access to funcOwner object. This way, more advanced conditions can be created. - Using new "minEnchantLevel" condition for Dual Swords stats. Instead of finding item by id, then checking slot, and enchant level, admins can simply set enchant level. This condition works for all enchantable-equippable items. Revision 650 - Getting rid of Lisvus_GameServer data folder by merging it with the one in Lisvus_DataPack. Revision 651 - Minor improvements regarding Mercenary Tickets. Revision 652 - Improved AdminSkill handler. - Improved removeAllSkills method. - Added admin remove all skills button to admin skill panel. Thanks confejulian. - Fixed transaction issues. Thanks SCRASH0. Revision 653 - Removed admin_gm command due to few visible flaws and hardcoded checks. Admins can always add this command as custom to their servers. - Fixed wrong message when a GM tried to use a command that does not exist. - Converted AdminCommandRights.properties to XML. - Minor improvements in loading servername.xml. - Improved GM transaction checks. Revision 654 - Cleanup and code improvements. - Deleted AllyInfo server packet since it's been outdated since C3. Everything is handled properly by RequestAllyInfo client packet. - Added message for admin_polymorph command upon usage. - Fixed castle circlets removal system. Old system was deleting all clan members circlets upon one member's dismissal. Also, circlets would not be deleted if dismissed member was offline. - Added a missing value in UserInfo and GMViewCharacterInfo packets. Revision 655 - Removed AltGameSkillLearn configuration since it was exploitable. - Removed SkillAbnormalStatus enums since this was an ugly way to take care of things. - Weapon skills on cast will ignore ss/bss without the use of SkillAbnormalStatus enum. - Added boolean isFirstCritical to all SkillHandlers and L2Skill child classes. Critical rate for first target will always be calculated before animation. - Some work on improving skill handlers. - Fixed players not retrieving noblesse skills during login. Thanks SCRASH0. - Fixed noblesse status change sending UserInfo packet before noblesse flag updated. - Added critical rate support for CHARGEDMG skills. Revision 656 - Improved Beast Shot handlers. - Added few missing System Messages. - Discharge pet shots when entering olympiad. Revision 657 - Fixed Mercenary Posting Tickets being dropped anywhere. Thanks DanielaCZ for an old related report. - Mercenary Posting Tickets won't drop upon death. - Removed 2 unused columns from etcitem table. Best regards, DnR
  11. Thanks a lot! :) It's a bit more than 7 years actually. In early 2011, i privately begun to adapt patches and fixes to project (this has never been the poor version of L2j C4) and in summer of 2011 I uploaded my work as revision 1 of the project I manage today.
  12. Revision 614 Hello guys. From now on, project will use L2J latest geoengine as it was adapted in rev614. Now, few details about this. - Merged jars with core. Now, anyone can experiment with geo engine. - Geodata is active by default, meaning that if server has geo files then geodata will work. Instead of using 3 options for Geodata, admins will now use 3 options for pathfinding. - Gameserver maximum memory was increased for proper startup, if server has geodata files. - GeoDriver.properties was renamed to Geodata.properties. - Improved map dimensions calculation in L2World. - Regarding AI, adding several geodata checks for monsters casting skills. - Removed an AI check increasing the probability for monsters that cast skills to stuck in walls. Tests were done in necropolis. Thanks DanielaCZ for pointing out. - Fixed 2 issues in login server. Also, increased login maximum memory limit. Unfortunately, I noticed that there might still be cases that monsters stuck in wall corners if pathfinding is enabled. Tests were done with L2JGeo Premium Geodata. Thank you all for your support and good luck. DnR
  13. Revision 613 Project GNU license was updated from version 2 to version 3. This revision does not include any bug fixes. BR, DnR
  14. Revision 612 - AIO/NPC Buffers system was reworked. Let's get into more details about this. - Removed useless columns from npc_buffer table. - Added aio_buffer table for AIO Buffers. - Added //setaio command to turn a player into an AIO Buffer (e.g. //setaio 1 sets AIO status while //setaio 0 removes AIO status). - Added //reload support for AIO/NPC buffs. - Added configuration for setting name color to AIO Buffers. - AIO Buffers can cast dances without dual swords. - AIO Buffers cannot participate in Grand Olympiad Games or TvT Event. - AIO Buffers cannot add or change subclass. - AIO Buffers buffs are set in aio_buffer table, where their duration and level can also be configured. - Duration set in both tables will only affect buffs given by AIO Buffers and NPC Buffers respectively. - Duration set to 0 means that buff keeps its original duration. - This method will let buffs keep their original duration when casted by common players. This way, admins benefit in such a way that players cannot create alternative characters to gain buffs. Also, original duration means balance for classes in Olympiad games and team events. - Default duration is set to 1 hour for npc_buffer buffs and 2 hours for aio_buffer buffs. Also, admins are always allowed to use 'EnableModifySkillDuration' setting instead. Couple of other additions. - Added configuration for keeping buffs on subclass change. - Fixed a reuse delay bug that caused certain skills cooltime not to be stored. - Added FallenOrcShaman AI. Thanks Karakan. - Corrected Benediction skill power. - Added configuration for buff slots client patch. - Converted System.out.println messages into logs. - Changed access for couple of loggers. - Minor cleanup in certain classes. Thank you all for your support and have fun. Best regards, DnR
  15. Revision 610-611 Hello people. This commit contains Login Server rework along with few minor additions. - Updated login server to make full use of MMOCore and its NIO Selector. This is the first public C4 project that made L2J modern MMOCore operate with it. - Cleanup of GameServerThread and took care of some duplicate values, since they were already kept into GameServerInfo instances. - Added corrected GNU licences to certain classes. - Column rename fixes for custom tables. Thanks SCRASH0. For live servers, there are few SQL fields and the hexid file that need to be updated. For taking care of SQL changes: ALTER TABLE `accounts` CHANGE `lastServer` `last_server` INT(4) NULL DEFAULT '1'; ALTER TABLE `accounts` CHANGE `lastIP` `last_ip` VARCHAR(20) CHARACTER SET latin1 COLLATE latin1_swedish_ci NULL DEFAULT NULL; ALTER TABLE `accounts` CHANGE `lastactive` `last_active` DECIMAL(20,0) NULL DEFAULT NULL; Hexid example: #the hexID to auth into login #Sat May 25 18:33:54 EEST 2019 HexID=<your hexid> +ServerID=<your server id> Thanks a lot for your support and have fun. Best regards, DnR
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  17. Revision 607 Fixed players being unable to unequip full body armors and hair accessories. Thanks panousos1995 for reporting. Revision 606 CellPathFinding concurrency issue fixed. Thanks Karakan for pointing out. Revision 605 Grand Olympiad update.- Reworked Olympiad Observer mode. Also, fixed several related old bugs.- Added Olympiad point ranking.- Olympiad data will now be stored into database.- Improved Olympiad user packet broadcasts.- Players who log out during Olympiad will spawn at their initial location upon relog.- Olympiad properties file will now contain Olympiad configurations.- Fixed a serious bug that could stuck hero computation. This was caused by removal of Javolution.- Minor corrections on database installer.- Removed skill_name column from character_skills, since it's useless and consumes space.- Fixed Olympiad and Seven Signs auto-save global tasks not running.Before updating, please make sure to install new addons.All in all, new update requires the following:- Installation of olympiad_data and olympiad_nobles_eom tables.- Drop of column skill_name from character_skills.- Move of stored parameters from olympiad properties file to olympiad_data table.Best regards,DnR
  18. Revision 604 Effects system reworked. - Added debuff slots. Current default limit is 20 for buffs and 10 for debuffs. - Implemented short buff icon for healing potions. Also, Healing Potions won't consume buff slots. - Improved Charge system. Now, charges will be reset after 10 minutes. - Fixed an issue in RaidBossSpawnManager causing server to freeze upon restart or shut down. Thanks Nakehoul and SCRASH0 for reporting. - Took care of all XML warnings by declaring doctype. - Updated HOT effects. Also, their stack types have been corrected. - GameTimeController task will start after NPCs have been loaded. - Quest timers will be cancelled on server restart/shut down. - Improved server database settings. - Renamed few table columns to avoid using SQL reserved words. Also, keep in mind that certain table columns have been renamed. In order to avoid errors, please execute the following SQL queries in your database. CODE: ALTER TABLE `droplist` CHANGE `min` `min_drop` INT(11) NOT NULL DEFAULT '0'; ALTER TABLE `droplist` CHANGE `max` `max_drop` INT(11) NOT NULL DEFAULT '0'; ALTER TABLE `merchant_buylists` CHANGE `order` `item_order` DECIMAL(4,0) NOT NULL DEFAULT '0'; Best regards, DnR
  19. Revision 602 & 603- Added unknown packet flood protection against server attacker tool. Thanks Mordor for reporting.- Added move-based knownlist functionality, in case admins want to use it.- Merged MMOCore source with GameServer source. This also fixes login issues reported.- Removed L2Event from core.- Reworked event system. Improved TvT Event and added support for adding future events, team or solo. - Fixed players killing team members to increase kills in TvT Event.- Fixed NPC walker routes not being reloaded with admin_reload command.- Fixed QuestManager concurrency issue.- Updated GameTimeController.- Fixed weapon equip task bug found by Tryskell. Thanks jmd for reporting.- Updated JDBC and related libraries. Thanks DenArt Designs for pointing out.- Removed Trove library, since its use is minor. Thanks DenArt Designs for pointing out.
  20. @DenArt Designs I believe I owe an apology. Being under a lot of stress these days, i might have misinterpreted your thoughts making me feel offended, and now I feel embarassed about this. I'm also under a lot of stress just by being the project manager and always try to defend project community's work and my work. Apart from developing, my role is to also listen as much as possible, which there are times that like many i do not, due to my human ego, but i'm doing my best. Just as I pointed out in my earlier post, i'm going to take some of your advice and move forward. I apologize for the inconvenience, and thank you for caring about this project. Best regards, DnR
  21. I know very well what it was, but you seem to fail to understand. Not only was it overreacting, but it offended project's philosophy at the same time. I already provided you with details regarding libraries such as mysql not being up-to-date and had a good explanation for it, but i'm really wondering if you ever got past the second line while reading. My possible answer? There is no other valid answer? I don't like people who make assumptions based simply on their own thoughts. You have to realize this is the project's philosophy. I declared that project won't translate quests from python to Java, long ago. It might do so in a very distant future if it's still alive, that's all i have to say. However, AIs (most of them) are written in java and people are allowed to develop their scripts using any engine. I also declared many other things that strangers who never followed project before, would not be familiar with. That's not making sense, at all. I never had such major issues while updating. Not even with removing Javolution, since python scripts use native python map and list. Datapack required updating merely about 5 scripts. Even though your first post was as senseless as suggesting to rewrite project in C++, it was really understandable, but on the other hand you haven't got a damn clue about project's 8-year history, my lack of activity and announcements, and yet you treated, willingly or not, me and all those people who worked hard in these past years as stupid. So on my side, i treated you and your first post as clueless, as gently as possible. I'm pretty surprised you didn't assume that using your psychic powers, though. Before i say anything? Remember? Well, tbh your attitude gives me the chills. Script engine is still working pretty well even after the removal of Javolution. Also, I believe i have the right to choose what to update and what to not according to what i think it's the best for my project. Project also focuses on game stability which you didn't say a thing about, and i really don't have enough time to waste at reworking things that are still of use. Please assume that my time is really limited, because it is. C4 branch required even more work due to its horrible mess, than few later chronicles, despite having less features. I honestly took your suggestion of updating libraries into account because it's common sense to do so. About removing, it's not going to happen. I would also be grateful if you respected project's philosophy more, and realized that not everyone wants to follow the examples of aCis project. Once more, thanks a lot for your suggestions and good luck. DnR
  22. Hello, thanks a lot for posting your opinion about project structure. Before i start, let me point out that I believe you are overreacting here. JavaScript and BeanShell engines are being kept for legacy purposes, just like l2j did for dozens of years, and for the time being i'd rather they stayed there, since they don't cause any harm. Ofc, I also doubt admins will create scripts using these engines. They have enough trouble doing "the easy part". Jython engine is used for quest scripts. Java engine is also available and is used for AI scripts. Trove is a really useful library but not much use has been made of it. In that case, i'm probably gonna agree with you and remove it from project. JDBC libraries need to update to their current versions. That is definitely because project wasn't really active these past few years. MMOCore is going to be merged with source soon, it's been in the plan for a long time but there have been obstacles, far more important than the amount of libraries ^^. Also, work regarding geodata is going to be done in the future. After all, L2J_GeoAbstraction was adapted from Freya, which removed it a while later, long ago. I hope i answered your questions. Thanks for suggesting.
  23. Rev601 I'm here with revision 601 to announce the removal of Javolution library.Along with it, memory leaks and potential nulls were fixed.Couple of bugs, not visible to naked eye, were also fixed in the way.This commit includes cleanup, and it also reduces warnings from 15xx to 2xx.Also:- Javolution TextBuilders were replaced by StringBuilder, combined with StringUtil to increase performance.- Added boolean isHeroItem for hero items.- Fixed para_all command not working. Also, it now affects all characters around and not just players.- Admin shutdown page changed so that it's displayed again if admin uses shutdown or restart commands.- Organized GameServer startup operations (Instance Managers and Data Tables were loaded in a messed order).This might improve startup a little bit.This update increases free memory to almost up to 100MB.Best regards,DnR
  24. Rev600 - Changed project IDE code formatting to a more simple one. Developers can always feel free to use theirs, though.- Fixed datapack revision not being stored when compiling. Also, source revision will be shown during compile for both gameserver and datapack.- Added L2GrandMinion class to fix epic boss minions turning into champions. Thanks Karakan for pointing out.- Fixed Baium ClassCastException, making boss unable to attack.- Fixed adena dupe exploit in ShriekOfGhosts quest. Thanks Flopix.- Fixed Seven Signs monsters faction issues. Thanks Karakan.- Fixed Goddard guard duplication. Thanks improvise.- From now on, newbie status level range will be configurable. Thanks improvise and Daniela for pointing out.- Fixed admin setname command not working.- Improved admin edit character menu. Now, after each modification save, admin edit character menu will be shown again. Same goes for admin exp/sp menu.- Fixed community board type 1 working as type 2 (full). Thanks jmd.- "Missed Target" message will now be shown for all kinds of weapons, or empty-handed combat. Thanks improvise.- Corrected an extractable item wrong id. Thanks improvise.- Fixed weapon trigger cast abilities chance using the new enum SkillAbnormalStatus. Chance was being calculated twice and the second time, ss/bss were included in it.- Improved fishing system due to issues reported. Thanks improvise. From now on, neither fishing rod nor bait will be unequipped during fishing. Also, players will stop fishing if teleported.- Fixed Judges' Sepulcher throwing errors. Thanks improvise.- Fixed several NPCs not displaying message to players when clicking "Quest" button (e.g. players talking to newbie masters of different race). Now, an "I have no tasks for you now" message will be shown from NPCs which have no quest message to display.- Allow noblesse teleport during siege. Thanks ASDron.- Reduce mounted player speed to half when swimming. Thanks Karakan.- Increased Transfer Pain range. Thanks confejulian.- Fixed participants toggle effects not being displayed properly to observers in Olympiad games.- Fixed front area skills not working properly. They were not targeting front players, but all players inside range if original target was in front.- Fixed front area skills not affecting players using Fake Death.- Fixed players blocking themselves. Thanks improvise.- Buff packets will now support custom client patch (36 effects max).- Fixed extractable items not consuming item if extraction failed. Thanks improvise.- Adventurer's/Traveler's weapons will automatically be unequipped if player gets karma points. Thanks improvise.- Drain and ChargeDamage skills will now affect players using Fake Death.- Fixed a major flaw in item drop during death. Thanks jmd.- Improved SkillTreeTable code.- Solved warnings for certain classes including L2Character and L2PcInstance.- Fixed skill timestamps that got broken in previous revisions. Thank you all for your persistence to improve this project. More commits are coming in the next few days.Best regards,DnR
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