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Tryskell

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Tryskell last won the day on October 23

Tryskell had the most liked content!

About Tryskell

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    http://acis.i-live.eu/index.php

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  • Current Mood
    Playful
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    Male
  • Country
    France
  • Interests
    Bitchslapping IL since 2010.

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Tryskell's Achievements

  1. Verify if the used paperdoll id is the same when you manually set the item or when you call from skin system. Probably, not.
  2. You can find config under loggin.properties, it's a Java core .properties file used to config the Logger. Also it is not related to days, it is related to number of characters in a log.
  3. Hello, you can share from time to time and build cookies out of it. Once you got 100 cookies, you can either add 200€ or 100 cookies more to get access. Cookies are actually easy to get if you know how to code. Bounties are generally 100+ cookies reward, most fixes begin at 5 cookies (so 20 basic fixes is enough to make 100 cookies), any type of useful rework would be 30-50 cookies. You got "the luck" to come in a time where public version is almost identical to private version - since both versions are pretty similar for now, whatever you find as issue is actually existing and need to be fixed. After you are set on private, I don't request a full commitment ; I just need you to be here from time to time, report shits or sharing fixes. I just don't accept anymore 6/8/10/12 months ppl ghosts, saying and doing nothing. It's enough to get 4-5 average active ppl to get the shit done. Even if you suck at development, if you're a server admin, just sharing your players issues from your own forums is enough, for exemple - you just have to confirm it under PTS. It benefits you (you got free fixes), and it benefits me (I got reports). If you're good at development, well, it's normally easier for you to build cookies. Find some bottlenecks, rework it, profit. I don't even need you to know Lineage 2 - just how to make things performant would be already fine. If you don't have time, generally speaking, avoid to get involved with L2J - at all :D. I don't teach you anything saying programming is time-consuming.
  4. Since last massive leak as explained as 07/09 (notably all development branches), I don't accept anymore financial newcomers that easily. People will have to contribute 100 cookies worth of contributions (bug reports/fixes) as a first step to be accepted as Donator. Free user can join after sharing over 200 cookies out of contributions, compared to 100 cookies before. You can say thanks to RusAcis, and notably his worthless leader, UnleashedForce. The size of users will continue to shrink if more leaks occur, until true helpers only will be left. New prices are as following : Joining price: 200€ + 100 cookies, or 200 cookies This fee has to be paid if you are joining aCis project. Next month, and all other months, you will have to donate only basic monthly donation. Monthly price: 10€ / 10 cookies This fee has to be paid every month. I won't accept any new join fee before the 100 cookies contribution. Your money will be instantly sent back. Also, in the same shape of idea, actual supporters/donators have to be active to stay in sources. It doesn't have to be a particular amount, you just have to share from time to time *anything*. I don't accept anymore silent ppl. Only useful people will be kept.
  5. @Nightw0lfI kept the PSD, so yes. If more leaks occur, another sacrifice will occur, until being purged. @Trance Updates are pretty much constant, without counting under development content aswell. Revision is both a legacy and public event to get a review of what happened. @Williams Consider to share fixes - they benefit to everyone.
  6. Hellllllo everyone ! Good news for some, bad news for others : aCis was, once again, leaked. It wouldn't be that problematic if it was old content, or even last revision 408 ; but this time, the whole content of under development/master branches was leaked out. One pack project is actually reselling NEXT revision content - before even being announced on aCis forums. The mole/leaker is still part of customers, and is still capable to leak data, at the date I speak about. Since I'm on a joyful mood, following events will occur : PIRATE PLANK MINIGAME Since we got restricted amount of donators (we're actually 13 on sources counting developers, over all), it's not extremely hard to actually delete the mole ; few ppl are actually matching the description, and a list can be easily generated based on time leak, potential country, contributions,... Which basically end with that representation : How will it work ? Everytime a new leak will occur, the following donator on the board will jump out of ship (and Talking Island waters are kinda cold). Since I'm not a monster and got principles, I will send back spent money for the non-granted months to the kicked dude. You won't be added back to the sources, anytime. The game ends when the mole is dropped out, or when I'm alone with my most loyal peeps around. CONTRIBUTION Leftover donators will have to contribute to the pack, being reports or code edits. Silent people won't be renewed anymore solely based on money. In the same order of idea, I will now request a minimum of 100 cookies contribution before accepting any new ppl on the gitlab - which anyway won't be hard to do if you're a minimum invested into the pack. If you understood the concept, free ppl can access gitlab sharing for 200 cookies contribution (100+100), and donators can access with 100 cookies + 200€. Regarding monthly contribution, there are no special numbers to achieve, stay active and you will stay. PUBLIC REVISION WILL STEP UP Next rev 409 will be exceptionally released as public revision. This revision got unique reworks, notably AI (L2OFF GF 1:1) and pathfind systems (up to 100 times faster, see #for-your-eyes-only over aCis discord for screens proofs). This revision got a lot of new content, and is far ahead of any other L2J pack in terms of AI fidelity with L2OFF - even the costier. ENDING WORD Thanks to all loyal people who have, will or currently support this pack - one of the very few to offer unique reworks. L2J community, as a whole, unfortunately never stepped up or shined by its cleverness or integrity - and is more preocuppied to add poorly written customs over quality leaked sources. The olympic medal goes to the poop-eater project owner applying straight leak, not even knowing what exactly is the changeset content (because yes, he doesn't know)... It's actually sad real people follow and pay for your work, but well, good job surfing on my own merits, I guess. Maybe one day you will go out of my shadows, and make your own path. That's the best I can wish you. So, my thanks to the few beacons of light in this mere pool of shadows. That's essentially for you (and for my own pleasure, ofc) I continue to work on this hobbyist project - started almost 14 years ago. ----------------------------------------------------- Changeset 409 (3301) SCH, Castles, IU, Npc movement, Drop rate rework, Bugfixes, Organization SCH - Ty Bandnentans for the good work All SCHs are normally fixed and working. CH decorations are reworked (they got their own XML, related Configs are dropped). Aden CHs got the Wyvern option, as stated in Patch Notes. Ty Denzel for report. CH features levels are corrected. Ty Denzel for report. Fix NPC clan crest issue. Castles Keep Castle next tax percent instead of resetting it to 0. Implementation of missing variables over Castle vault management. Ty KejbL for report. Remove doublons over Residence npcIds. Add npcId 35552 HTMs. Ty //Dev for report. Fix the tax income calculation. IU Add PAPERDOLL as potential location for IU (fix gm enchant, arrows consumption). Ty Roko91 for report. Fix weight calculation over login. Ty KejbL for report. Fix inventory update upon teleport (BSOE consumption). Ty //Dev for report, La Roja for fix. Fix inventory weight upon NPC buy. Npc movement MOVE_TO desire is cleansed over onEvtBlocked, avoiding to build infinite desire. Don't add MOVE_TO desire if given Location isn't reachable. FLEE doesn't call event upon onEvtBlocked (that event means something wrong happened, it's then impossible to trigger "regular" FLEE checks). Use Location#equals in few scripts. NpcAI#thinkFollow cleanup (-8 arrays, -24 List#get, -8 distance2D). Drop rate rework Main idea is to iterate each category X times, as if X monsters were killed. No % re-calculation or whatever, it's plain and simple. x50 means you got the calculated drops of 50 monsters. Avoid to generate IntIntHolder, manage the drop/spoil using a Map<Integer, Integer> instead, which also allow to merge similar itemIds. Categories % are tested no matter if drop or spoil, which allow levelMultiplier to be properly applied. Monster#dropItem is moved to Npc#dropItem, which allow any Npc to drop an item and avoid cast. "killer" is now part of all Npc#dropItem, meaning the item is properly item protected. Bugfixes Fix a ClassCastException over Quest#onClanAttacked. Fix a NegativeSizeArrayException upon client logging. Drop few logging errors related to invalid client attempts. Fix NPE over Q635. Fix PDAM calculation prior to rev 399 physical attack/skill split. Ty Yoska for report. Fix TradeList automatic title cleanup. Ty Denzel for report/fix. Add back missing Config.PARTY_XP_CUTOFF_METHOD "none" option. Ty CUCU23 for report/fix. Fix "upper roof" NPCs. Ty Bandnentans for fix. Fix Seven Signs individual stone contribution method. Ty //Dev for report. Fix Q372 reward table and drop rate. Ty //Dev for report. Q348 now distributes drops as party-random, despite the client info. Ty Denzel for report. Fix Benom teleports out. Hardcode other in/out Locations. Ty //Dev for report. Don't show Crystallize icon on inventory for Bounty Hunters (was an addition of CT1 GP1). Ty Bandnentans for report. Replace "weightPenalty" for "weightLimit" over skills XMLs. Ty //Dev for report/fix. When Heroes participate in a raid against Antharas, Valakas, and Baium, the boss monster has a chance to shout out the Hero characters’ names. Ty deekay for fix. Fix isRaidBoss implementation (a raidboss minion without master was considered raidboss). Fix Nurse Ants not healing the Queen Ant larva. Fix a SQLException over Olympiad server startup. Fix a SQLException over Clan member removal (since clan privs rework). Fix default 30169 npcId HTM. Ty Bandnentans for report. Fix Festival Guide missing rift option. Ty Denzel for report/semi-fix. Few dwarven/general manufacture fixes Add the missing max recipe integrity check. Upon shop fail, call back the manage window. Upon shop fail, don't cleanup the manufacture list. Upon shop success, cleanup the reverse manufacture list (successful general shop resets dwarven, successful dwarven shop resets general). Organization Rework HtmCache and CrestCache to use NIO. Move CrestType to enums. Implementation of WorldObject#forEachKnownType / WorldRegion#forEachType & forEachRegion - Avoid List overhead in numerous popular locations (notably broadcastPacket or region checks - which are done on every knownlist check). Rework SkillList packet, it is now handled as other packets. Delete Player#sendSkillList method. Delete DeadlockDetector class and related configs. Add GameServer#isServerCrash, based on LaRoja implementation - without uses, for now. Move IPv4Filter class to commons.network, delete net.sf.l2j.util package. Add DefaultSeeRange config, use the retail value 450 instead of 400. Add more records, ty LaRoja for the merge request. Delete unused dimensionalRift.xml. Few ItemContainer optimizations. Rename all ocurrences of adenas to Adena. SonarLint / UCDetector fixes : Drop MathUtil#limit, use Math#clamp instead (introduced in JDK21). Drop following unused Configs : FS_TIME_ENTRY, FS_TIME_END, RAID_MINION_RESPAWN_TIMER. Few public / protected / private edits. A lot more to come. switch cases are merged (introduced in JDK12). Boolean object is compared to Boolean.FALSE/TRUE, not directly tested as a boolean. String#replaceAll is replaced with String#replace when a regex pattern isn't involved. Generate few records : Sequence, TutorialEvent. Few class-based variables are now local. Use HashMap.newHashMap instead of new HashMap when the capacity is known (static final maps). HashMap.newHashMap avoids to set 0.75 capacity when it's not needed. LogRecord record is renamed LogRecord logRecord, due to record being now a keyword. Use proper Singleton pattern for instance type (notably listeners). Generate private constructors calling IllegalStateException for utility classes.
  7. Once you open the dwarven manufacture, check for the max value allowed (20 on IL, no clue about others chronicles), or if you got a SystemMessageId on client side when you reach or go beyond that top value. Once you got either informations, make a search on source aiming "related files". If you find a 20 check in a quest, that wouldn't be a good guess, if you find it in Player class or ManufactureList class, it smells betetr. If there is no SystemMessageId being called on source but you got one integrity check on client, it means it's a client integrity check and it involves editing the client.
  8. I definitively don't know this protocol, and I doubt that error can happen on IL chronicle, but I would check what the error says ; whatever StatusUpdate packet, involving name/title changing. It looks like it can't properly format a string, so probably using invalid characters to do so. I would verify alphanumerical checks or at least enforce it to that only, on all associated packets. It's enough someone craft a packet with invalid characters, and the associated packet can't compute it to crash your client. Back on IL, some similar behaviors server-side sending 0 as runspeed. If your NPC had 0 runspeed, packet was crashing all clients involving the NpcInfo packet call. You had to manually delete the NPC spawn from SQL to avoid the faulty NpcInfo to be sent. In your case, it looks more like a StatusUpdate, at least that's what it says.
  9. Hi, you have to edit Auction#returnItem and Auction#takeItems methods to edit the itemId for the one you want. Auctioneer class got also few Adena checks to fix : 2 being displayed stuff, 1 being a check. Normally it should do the trick, the leftover (sql/testing if bid is higher than another to replace it as highest bid) revolves around the calculation of the bid itself, and doesn't depend about an itemId. Overall, that's 5 spots to edit if I didn't miss anything.
  10. Good luck with your project - from the moment you take pleasure, it's the essential. If you manage to improve performance over specific points compared to L2J (knownlist, geoengine, movement,...), don't hesitate to share back on your topic what/why you did it and the actual performance gain, if measured.
  11. Both "MMO genre" AND "forums" are greatly deprecated those days. MMO genre, except very few games (TESO, WOW, BDO, FF14), is mostly "eaten" by fast paced games (aka games with 15-30min game parties, they are numerous). See Twitch best games, I doubt the top 10 are MMOs. Adding more MMOs categories, while MMOs themselves got less population, isn't a bright idea. Also, in the past, there was multiple games categories - none actually worked out, so far. Forums type were replaced by Discord, mostly. You communicate faster, you got voice, you can group up and it's already thematized (by server, by guild, by game,...)... Unfortunately, there is nothing you can do about. You already did it multiple times without success (3 or 4 times at least ?). It's not due to staff. MMO forum is just "niche" nowadays, while 20 years ago it was "dope" and the thing to do. Your main problem is MxC is a community based on "nothing". It was first cheater dedicated, then mostly L2 development dedicated,... With a mix of random things here and there. The formula is lightly-themed as "community" (that's actually why you still have some ppl posting), and in same time community never was expanded to retain ppl (notably through MxC servers - no matter the game : L2, GTA, Conan Exiles, Lost Ark, whatever else). In the end, you end with "nothing", since people comes and goes (and mostly goes, since MMO isn't a thing anymore), but both MMO genre is greatly endangered by other types of games AND forums isn't the proper way to communicate in 2024. Actually, the only use of a forums compared to Discord is to search through archives, and the main point is it's a better "showcase" than Discord (a static website would end with the same output). The proposed formula will never work, or at best will attract greedy ppl.
  12. You indeed have to save player position over Enterworld to properly clean it up later (if you don't, even trying to delete packet content would eventually keep it up), that's what we do with debug packet (which is a reusable Map of ExServerPrimitive packets) on aCis. It doesn't solve the FPS stuttering - more you draw/delete lines, more your client becomes laggy. It's like if client wasn't deleting drawn points/lines properly, but instead simply hide them and redrawn content above. If you got a solution, I would happy to integrate it. You should check aCis#Player _debug packet integration, it allows very big amount of lines/points to be drawn, it is also reusable. https://gitlab.com/Tryskell/acis_public/-/blob/master/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/Player.java?ref_type=heads https://gitlab.com/Tryskell/acis_public/-/blob/master/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java?ref_type=heads
  13. On aCis, that would just be : If you got more conditions, replace " p.getPvpFlag() > 0" with whatever else you need.
  14. User commands are handled by clients, you have to add them also in client. https://maxcheaters.com/topic/188880-user-commands/
  15. As a sidenote, it was added in aCis 408, under //find subcategory : AdminCommands - Revamp //tele panels. - Introduce //find item [name]. Ty melron for initial idea, StinkyMadness/CUCU23 for improvements. - Introduce //find npc [name], delete 6 related admincommands : - admin_show_spawns - admin_spawn_index - admin_spawn_reload - admin_npc_index - admin_spawn_once - admin_show_npcs
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