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Tryskell

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Everything posted by Tryskell

  1. That's normally the role of players - in case of server admins - or buyers/customers/supporters - in case of projects - to handle such thing. The problem is, we speak about people, and people are easy to be fooled/scammed/corrupted. Also, many of them don't have a "common sense". Regarding hopzone / topzone, I don't even understand why someone never made a public, friendly, player-oriented top. Like pack projects, I guess, that's many speak and very little action.
  2. There's a lot of stickied topics to read on aCis forums / Discord if you're interested by aCis.
  3. Since L2JUnity split, L2J is in a state I would call "stand-by", since 2018. It lacks contributions, and contributors. Such project can't die. Anyone can simply mirror the whole thing, and make a new L2J if he wants. It only needs a strong-will leader and some fresh troops.
  4. L2J team ? Since when ? :D L2JUnity is a complete, different entity of L2J now. I only speak about L2J.
  5. That's almost nothing compared to both level and quantity it was in the past. 10 commits in 5 months, I don't call it an active project. In the same amount of time, I did 318 commits (without counting those actually done). We speak about the mother project of all L2J, not a fork. Also, if you check history, almost nothing has been done in 2019 / 2018. And barely 3 main contributors. 2017 is the last "real" active year of L2J. Like 2011 is for L2JFrozen.
  6. Administration wise, servers are so easy to launch than it will simply, never die. Emulator scene was never meant for hundreds of servers, with thousands of players on each of them to begin with. We're in 2020, and numerous, better games than L2 simply died way before L2 - even retail MMOs launched by AA/AAA teams. L2OFF/L2J communities can already be proud of what it achieved, because let's be honest, it's thank to private side than retail side is still alive. There are dozens of better MMOs, and other online competitors (LoL, PUBG, Hearthstone, Rust, Ark...) which simply sucked out the playerbase. Even retail MMOs struggle to find 500+, real, people. -------- Speaking about L2J source itself, the project "died" when L2J and L2JUnity splitted out. L2J is, since then, in a permanent hold until a real leader/team takes back the project. I don't speak about previous chronicles, because/thank to L2J team choices, they are forced to be forked in order to get updated (ex : L2J giving no fuck about IL, I was forced to make aCis). Project-wise, numerous mistakes were done, which probably would make L2J (and forks) really, really more advanced than current version - but well, people are people, and ego/money is a thing in this world. -------- 10y ago, such topic was already done, and guess what, we're still around. From the moment there will have asks/demands (and so, a market) or at least ONE hobbyist, L2J development will simply never stops. I don't see the point to get 1000 servers, it's not how I consider L2J emulation world being healthy.
  7. I told you, it's not about ValidatePosition. It's about how different your server<>client position desync is. Since client position is, by default, not editable (and I don't speak about L2PHX and craftable thing), it means you got issues server side. On the image I transfered, you can see green dots being client side location. If those points are too far from red, which is actual server side, then a "teleport" occurs to set back the Player on the track.
  8. Yup, I fully agree with you. I only spoke about minimum fee ever, basic task, based on low wage countries. That's already 3 criterias, which can grow fast. That was to give a first approach of what should be "the real cost". And I agree with you, L2J is somewhat "specialized". Need some time to fully understand how things work, no matter how verbose the code is. Even a regular, Java certified engineer, would take time to understand the big lines. That normally should be another criteria to take in consideration - based on how much actual L2J developers are around.
  9. Don't expect anything near retail in any case, no matter what price you pay. It's really only about "how much work has been done in order I don't have to do it". On Fiverr, minimum is about 5€/basic task for such thing. And we speak about Pakistan, Indonesia, etc. So you basically pay 60 tasks, which is basically nothing when speaking about development of a complete pack. If the dude worked at least the amount of tasks you expect, I would say it's honest. No matter how buggy the sources still are. I know L2J world doesn't understand the price of work, but well... It has to be said.
  10. I can't tell you why it happens specifically on your own sources, since I got no available sources and no will to work on movement, but I can tell you why it happens : ValidatePosition sends you packet because the desync between client and server positions becomes too big. About why desync becomes too big, I can't help you, and you probably won't get any answer in those forums until you accept to pay a talented developer to handle it. On aCis, with the big emphasis about movement rework, some visual tools have been added in order to track such thing.
  11. RangeGuard line 99 throws a NPE because you getInt "LongRangeGuardRate" while it's probably not set for the template. It's the normal behavior of StatsSet, which is a disguised HashMap, if it can't find the keymap you requested. Not sure if your StatsSet got it, but normally there is a getInt(String, int), with second parameter being default value if failing.
  12. Not sure if that will help you : https://github.com/brettwooldridge/HikariCP/issues/1007 As I suggested, your connection pool probably goes dry due to a leak.
  13. We speak about a connection request which couldn't be set after 30s of wait, I doubt setting it higher would change anything.
  14. Precise drop means if the chance is superior to 100%, another drop chance occurs. If you set the config to False, you will have far lesser drops, depending about your server rates. And no, it doesn't impact server performances - your server make more complex operations when a player is running around for 40s rather than a mob dropping 5 items, so...
  15. If it's not about HikariCP configurations or a custom which make your connection pool dry, I suppose it's your environnement/hardware which struggle keeping the link opened.
  16. Or simply store a String and not an int, which avoid format operations. To avoid to get inconsistencies between the 2 String array, you can also store it under a pair of String/String, or a Map<String, String> / String[][] - at least the result is reliable and data stays consistant.
  17. aCis 391 (1815) is up !

  18. Changeset 391 (1815) Rev 390 bugfixes, Cubics part II, MailBBS, Geoengine, Skills, Organization, Bugfixes Rev 390 bugfixes - Fix Guards / FriendlyMonster which don't see chaotic pets/summons. Ty shyr for report. - Summons can properly attack FriendlyMonster. Ty shyr for report. - Fix Summon follow stackoverflow. - Drop GM onAction shift behaviour, which automatically fixes missing ActionFailed issues (= stuck) over multiple shift uses. - Fix Non-Playable not being attackable in Peace Zones. Ty shyr for report. - Fix SummonItems cast process. Don't consume flute anymore. Ty shyr for report. - Item consumption is fixed (checked on canDoCast, done on doCast). - Remove USE_S1 message over item skill usage. Only item usage message should be sent. - Fix CreatureCast#onMagicHitTimer/onMagicFinalizer NPE. Ty shyr / xTakegawa for report. - Fix missing ActionFailed mackets over INTERACT/FOLLOW. Ty shyr for report. - Fix attackable states for ControlTower, Door, FlameTower. - Proper HP/MP checks over CreatureCast#canDoCast. - Fix invalid interact radius. Ty shyr for report. Cubics part II - Add a 2s cast task (tested on L2OFF for at least 3/8 cubics, I suppose other do the same). Ty shyr for report. - All fireAction() submethods are cleaned up. - Implement CubicList, a Player related container. MailBBS - Fix error upon sending mail. Ty Marcatu for the fix. - Move MailType to enums package. - Various optimizations + 2 potential NPE fixes. - Subject overview is limited to 30 chars to avoid layout deformation. Geoengine - Fix double-layer issue, creature must follow the upper layer. Skills - Fix Pig Chest skillId 2309. Ty RooT. - Fix 4624 skillId. Ty Vonak. - Fix effect power for 4 "chance" enchant routes. Ty xblx. - Add missing ItemSkills handler for Rice Cake. Ty shyr for report. Organization - Implementation of //info, merging GM onAction shift content (summons, players, doors, npcs, statics objects), //summon_info and //npcinfo. The idea is to keep consistancy between GM and regular user behaviours. - Introduce Siege#announceToPlayers(SystemMessageId). - Rework Clan notice/introduction handling. - Add StringUtil#trim method, allowing elegant one-liner over String truncates handling. Bugfixes - Titles are now properly showing 16 chars, not 15. - Fix missing Clan buttons over character restart. Ty djwegas. - Add sps/bsps consumption upon Cubic/Servitor summon process. - SiegeFlag are now immune to Swoop Cannon damages. The task is now backed by a Future for doDie / deleteMe cases. - Drop FestivalMonster#isAttackableBy override (no specific mean). - Doors can now be damaged by regular skills. Walls are still not attackable by anything except SiegeSummon. Swoop Cannon can't target or inflict damages to doors/walls. - Fix orc mystic stat calculation. Ty Hasha. - Fix Admin teleport (Pirate Tunnel). Ty shyr for report. - Fix 3 HTM typos. Ty An4rchy for report. - Fix isMortal() concept ; limit the HP drop to 1 and not 0. - Properly set Attackable aggro over Summon doDie.
  19. External MMOCore project is deleted on public sources since 3 months, not sure why you speak about it. MMOCore is basically the network core, queuing/sending packets and it was merged with sources since a very long time, on commons package. It was left here because SweeTs didn't know / didn't have the power to remove a project, and I wasn't administrating public sources because of inner lazyness.
  20. Hey, mul is is actually wrong, you must add addMul if you haven't it - except if old mul is addMul, but I doubt. An accumulation of resistances would basically make you immune otherwise.
  21. Public sources have been pushed to 382, you would be wise to use directly it. Regarding your problem, I don't think I ever saw resists "broken". Malfunctioning, yes, based on used formulas. But not working, I don't remember. You can first activate Config DEVELOPER and see how things are calculated. Maybe it will give you some tips. PS : Holy weapon and such aren't, still, correctly calculated. They are supposed to edit the physical state of an attack, actually they add damage out of nothing. Resists/vulns are supposed to work correctly - since few cycles already ?
  22. aCis 390 (1785) is up !

     

    Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes

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