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Tryskell

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Everything posted by Tryskell

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. We speak about a connection request which couldn't be set after 30s of wait, I doubt setting it higher would change anything.
  8. 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...
  9. It's related to client side.
  10. 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.
  11. 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.
  12. aCis 391 (1815) is up !

  13. 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.
  14. Simply cast the value on an (int).
  15. 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.
  16. 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.
  17. 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 ?
  18. aCis 390 (1785) is up !

     

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

  19. Changeset 390 (1785) Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes Ai system rework - part II - ty bowling4soup - Fix following issues introduced in previous revision : - Cast on too far target block other actions. - Fix INTERACT behavior, when already near the target (case of shops, for exemple). - Fix randomly stopping attack action when using poles. - Move updatePvpStatus from doAttack to onHitTimer (in order pvp flag occurs when the hits occurs). - Fix a problem when pushing sell/buy button while being already under animation effect. - Fix SummonItem cast, generating SummonCreature skillhandler - cast of such items can now be properly interrupted. - Add ATTACK intention for nextActionIsAttack() skills, even if skill failed. - Fix an issue over RequestTargetCanceld, rename it to RequestTargetCancel. - Few tasks (effects, hp/mp regen, decay) are now properly disabled over deleteMe(). - Add missing ActionFailed uses over thinkPickUp checks. Ty Djwegas for report. - Rework most of INTERACT behavior (onAction / onActionShift). Attack / Cast - ty bowling4soup - Rework entirely both processes : - Moved all the checks out of doAttack, doCast. Generate canAttemptCast, canDoCast out of it. Implemented hierarchy. - Reorganized getTargetList so that targets are only calculated once during onMagicSkillLaunched. - Generate doToggleCast, doInstantCast, doFusionCasttimeCast to avoid to use regular cast process. - Toggle skills properly stops the Player. Message is sent for both activation/desactivation. - Add missing CHARGEDAM over L2Skill#isDamage() - those skills can now be used as part of CTRL key. - All methods related to isAttackableBy / isAttackableWithoutForceBy are now verified using L2OFF. Movement - part II - Creatures (players excluded) don't use moveToPawn as follow state anymore. Ty shyr for report. - Summons' summon offsets are now secured, and retail-like (8 possible locations). - Fix the desynchronization between multiple direction switch. Ty bowling4soup. Geoengine - ty Hasha Geoengine - Fix GeoEngine#canSee must succeed, if all iterated points pass checks. - Dropped all "getXXXOriginal" methods. - Updated LoS to new logic, dropped redundant methods. Now applicable to all IGeoObjects as targets, not only Doors. - Renamed "canSeeTarget(WorldObject, Location)" to "canSeeLocation" to prevent misplacing, it has different LoS mechanism. - Fix getValidLocation(), which was enforcing geo position, even if tested position was good (item drop position, etc). - Javadoc, cleanup. ABlock - Dropped all "getXXXOriginal" methods. - Updated all methods with IGeoObject - target to be ignored. - Javadoc, comments update. - Dropped all "getXXXAbove/Below" methods, we access these data via "getIndexAbove/Below" and "getHeight(index)" Debug - ty Hasha - Zones now use ExServerPrimitive for visual show. - Add a Player pool of ExServerPrimitive packets for debug usage. Multiple debug can coexist. - ExServerPrimitive are chained when max capacity is reached, to avoid client crash/lag. Cubic system rework - Big cleanup over related files. - Life cubic activation rate is now affected by a %, based on friendly target's percent HP loss. - Life cubics don't heal anymore summons (part of CT1 patch note). - First activation time is now delayed, and not instant anymore. - Summoning an already summoned Cubic now refreshes the timer of already existing Cubic, and don't summon another Cubic. - Summoning a Cubic while being filled up replace the proper Cubic (aka, the first summoned on the queue). Admincommands - Delete following commands : addlevel, edit_character, current_player, char_manage, teleport_character_to_menu, add_exp_sp_to_character, add_exp_sp, remove_exp_sp, setkarma, setrec, settitle, setname, setsex, setcolor, settcolor, setclass, setlevel. - Add //set command, which merge following commands : access, karma, rec, title, name, sex, color, tcolor, class, level, exp, sp. 2 admin panels are dropped, due to //set implementation. - Add //test command, which is a blank command used for any type of developement purpose. - Add //show (clear|move|path) admincommand. You're now able to see movement of any character (player/monster). Skills - Implement AURA_CORPSE_MOB SkillTargetType, used by Festive Sweeper. - Add missing stats on Zealot. Ty babuin.ua. - Add missing ssBoost info on Whirlwind. Ty p0w3rf1y. - Edit power of Wild Cannon. Ty p0w3rf1y. - Shield Slam duration edited from 2min to 1min. Ty xblx. - Drop BEHIND_AREA SkillTargetType (unused). RecipeBook - Add RecipeBook container, handling all recipe processes. - Recipes are now saved/deleted on add/remove, not on Player disconnection. Ty Reynald0 for the idea. Organization - Cleanup "Change Subclass - Action" redundant behaviors. Slight edit on Player#setActiveClass. - Edit all offset related methods from Location/SpawnLocation. Ty Hasha for help. - ItemInstance#dropMe is reworked. - Earthquake packet is reworked. Add missing isNpc parameter, ty RooT. - Put .gitignore rule about log folder. Bugfixes - FloodProtectors class now uses a nano approach, instead of ms. Add MoveTime FP. - Fix Player#disarmWeapon. Ty Djwegas. - Add checks over buy/sell/manufacture processes to avoid packet crafting. - Remove whisper check about equal receiver<>emitter. - Add missing Antharas Earthquake effect, put retail values for Dimensional Rift. - Fix scenario where FREIGHT items are stuck on the ground after dropping them. Ty p0w3rf1y. - Implement missing AcquireSkillDone serverpacket. - More Location#clone() usages. - Shout, trade and all chat aren't blocked by Blocklist anymore. - Fix all int overflow issues. Ty HeeroYuy. - A shop can't be set if pvp flag is currently occuring. - An item buy/sell can't occur if either the shop or the buyer/seller is dead. - Fix few wrong SystemMessage : - Evaluate on null target. - Trade request on null target. - Few retail SystemMessages instead of custom.
  20. It's too late now, SVN/Git was the only legit way to store your progress. Learn about your error, and use it now. Back in 2009, I destroyed potions system and hadn't knowledge to know what to do to revert it, with such a system it wouldn't happen.
  21. That's the regular way to learn why you should use a Git/SVN. You can rename your .jar to .zip and be able to decompile from it, but you won't make a project out of it. I don't even count whatever DP side you edited.
  22. https://www.4shared.com/rar/JHTYMsMI/l2phx-dist.html
  23. Reparse them, and share result. devilking did the parse, few years ago.
  24. In your pack source, each packet is represented by a class. Use L2PHX to see what packet is sent for what purpose.
  25. There is no retail data of Interlude. Clueless people stay clueless.
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