Jump to content

Tryskell

Legendary Member
  • Posts

    5,365
  • Credits

  • Joined

  • Last visited

  • Days Won

    67
  • Feedback

    0%

Everything posted by Tryskell

  1. There's probably missing check regarding "html" variable being null or not. Since it's a community manager thing, I don't think you need to check if null or not - since bbs behavior is to always display something existing. So, your only condition is to be sure the given html EXISTS (exact path, check typos and/or file type .htm / .html) and/or verify if html is manipulated (set to null somewhere).
  2. Define "well implemented l2 java server", you seem to know a lot and it's not about mmocore according your words.
  3. There's no point to share a 2014 pack you got no clue about what is inside - or even if it's functioning. According HopZone, if it's the same L2Enliven, the chronicle is GF and rates are x10000.
  4. if (Config.ITEM_ID_LIST.contains(item.getItemId()))
  5. Whatever you will choose as hardware, no matter the pack you use, it will be fine. The only thing is about DDoS protection/mitigation. Your server probably can be cut in 4 instances and run 4 different gameservers (for octa/hexa) or 2 instances (quad). For really big player amount, the only thing you really need, technically, is to rework the mmocore.
  6. I wouldn't use something with Javolution, jython and trove. You probably waste your time. Do you simply know the associated chronicle ? If not, simply begin from zero and download fresh pack based on the chronicle you chose.
  7. Pick regular L2J installation guide and try to follow it.
  8. I hope none will be fooled, because you don't need to be a genius to say it's, at best, a bad lie and at worst, a bad advertisement.
  9. I actually am in a electroswing mood since few months (more like, 2y or so), and I drink pretty much often caramel tea whom water is replaced by milk, with 3 sugars. For the croissants, I take a mix with "pain au chocolat" 1 time per 2 weeks, but I generally eat them too fast so I try to avoid them. All in one, your fantasy isn't that far from the reality. Just remember I'm 1.62m height to keep all dimensions ok.
  10. It will be extremely limited since you will have to reload at least that given script (and generally you have to reload them all), and npc data (to refresh templates and dump potential written ids you deleted upon config edit). So all in one, you lose the complete sense of putting it as a config. You basically only save you one compile and one jar replacement.
  11. I can simply say I want X customers max, and raise/decrease the number as I want. I can also refuse to serve people based on multiple criterias (reachable IP, reputation, etc). I could simply drop the Customer rank, since money isn't my thing. Don't worry there is always some ways to close or privatize something. ---- Unfinished, as the game isn't finished. It always evolves. See, GoD was a big evolution of L2. And now even GoD evolution is entirely dropped on latest L2 chronicle. People who coded all the GoD scripts with quests and such must be really sad everything is deleted on latest. You simply waste your time trying to follow something which always move. People who forces themselves to stick to latest always lose, simply because you can't code as fast as chronicles are released. It's simple maths. So, all those Classic stuff will be utterly trash (if not already, due to lack of official info leaks) after few chronicles, with tons of undone stuff. I prefer to work on something which I got data to rely on. And I say that, but IL is actually the worst of possible scenari. Easiest would be C1 and GF.
  12. I didn't get your point. What I can tell you is, if people decided to make customs related to aCis and a whole ecosystem around it, it only means aCis is worthy enough to be used. Because I'm definitively not the one coding customs - even for my pack. And that's the whole thing - a community decides to say if a pack is worthy or not, exactly like a community says if a server is worth to be played or not - playing it. If Interlude is still used, it's because people like me still develop it. I would never open aCis, you would be stucked with L2JFrozen. IL chronicle is as garbage as the others (C5, C4, C3, Hellbound,...), in terms of history - none of those chronicles had decent projects, and most projects rely only on L2J branches. BR got the biggest community out there, but they can't make anything international. You just know how to download something and leak it (and you can't even protect pack owners on BR forums). Russians are even worst, they don't hesitate to replace credits (L2JFatum, L2JSilentium for RU aCis leaks who were selling my own stuff - shame on you). They can't make anything international. They also don't know how to code properly. They also only rely on the work and the project leak of a single man/team/whatever : VISTALL. All RU forks are based on it, which basically mean than RU forks are only better than L2J due to that single man/team/whatever (which I believe is Asterios leak ?). I even saw someone posting all my changesets since 2012, saying aCis is his job and getting congratulations for it... I could actually decide to stop BRs/RU and filter customer rank to avoid leaks and idiot behavior but well. I won't do it, because that's not my vision of the thing. But I definitively should, according to community behavior. aCis would still be used in any case, and not because 90% of BRs suck at developing, but because it's one of the most "ok" Interlude pack out there. Anyway, I will continue to develop Interlude, until I feel I did my job on it. Then I will maybe switch of chronicle. Regarding "there are no up-to-date and reasonable sources to share yet", just an hint : there won't have any. That's the main point I didn't switch to Classic, it's a waste of time developing on a unfinished L2. Do you think there will have C1 L2J servers on top vote site if I begin to code it ? I believe than yes.
  13. Changeset 384 (1454) Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed. Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration. SH part I, Movement part II, PlayerLevelData addition, Boats, Bugfixes, Organization SH part I - Add Q504 and Q655 quests. - Add 4 out of 6 Siegable Halls scripts : - Devastated Castle - Fortress of Resistance - Fortress of the Dead - Rainbow Springs Chateau - Add relatedNpcIds for all clan halls. - Add clanHall information for all doors. - Rework SiegeNpc to use all retail HTMs. It isn't supposed to NPE over Siegable Hall anymore. - Create SiegableHallZone.xml, based on ClanHallZone zones. - Update ClanHallZone.xml with "other" spawns. Movement part II - Fix Boat movement, based on vladalien work. - Rework isPathClear behavior, which wasn't working properly. Objects don't use geopath anymore when not needed. - Drop ARRIVED event for intermediate path points. Ty vladalien. - Fix player/creature following "knownlist-forgotten" teleporting character behavior. - Don't process Walker path if already moving. PlayerLevelData addition - Unhardcode Formulas#karmaMods and Experience.java. - Implement missing exp loss % per player death based on level. - Rework getExpForThisLevel() / getExpForNextLevel() / getExpForLevel(int level) for both Summon/Pet/Player. It is now only located on Stat. - Don't feed anymore getExpForThisLevel / getExpForNextLevel for regular servitors packets. Revert-able if a visual issue occurs. Boats - Boat clandestines entering DURING boat leaving harbor are now correctly dropped out from Boat if they got no valid tickets. - Pay process is now delayed of 5sec to fit with AdvExt, passenger system is reworked. - Fix Boat entrance/exit to fit with AdvExt. You now instantly stop on the edge of each side (harbor/boat), and can now enter from afar. Ty vladalien. - Boat is now correctly set to null while teleporting (soe, gm) and upon leaving boat while boat is still sailing. - Store process is stopped upon boat oust. - Passenger summon is unsummoned to avoid movement tracking issue. RELEASE_PET_ON_BOAT is called only once, as a first shot warning and Player can onboard freely with summon on. Bugfixes - Rework nextActionIsAttack() implementation to avoid one NPE and properly set NEXT intention. - SS / BSS animation is now processed as retail. Ty SweeTs. - NPCs don't recharge ss/bss anymore if already charged. - Chance skills upon casting magic skills is fixed. Ty Sahar. - Allow players to use Curse Death Link with CTRL. Ty Zarie. - Fully fix fake death behavior, as tested on AdvExt PTS. - Heal, buffs, missed attacks and self damage don't trigger the effect end anymore. - The begin of a cast/attack don't trigger the effect end anymore. - User spam skill/stand action got now a delay (similar to sit and revive). - The effect end isn't triggered anymore when being in middle of animation start (it is simply ignored). - Revert following part of rev 238 : 'Reflect damage skills type don't kill you anymore (stuck at 1). Well, shouldn't.' as tested on AdvExt PTS. - Fix Dark Vortex absorb part %. - Gates of Splendors can't be opened anymore using Unlock skill, based on official patch notes. Edit values based on IL patch notes. - Revert partially FourSepulchersManager, prior to rev 379. Shadows of Halisha should correctly spawn. - Upon //hide, summons are now hidden and STEALTH effect is applied. - Fix a missing distance check on Quest#getClanLeaderQuestState (player killer wasn't tested if not clan leader ; now both player and leader must be in good distance of the npc to trigger it). - Fix Anakazel duplicates. Ty bowling4soup. - Add missing SCHs doors upon Siegable Halls getDoors() in order to make them usable by NPCs (previous system couldn't work properly). - Implement CP_CH_USE_FUNCTIONS privilege. Fix missing occurences of CP_CL_VIEW_WAREHOUSE, CP_CH_SET_FUNCTIONS and CP_CH_OPEN_DOOR. - Fix naming conventions for both player/pet (alphanumeric 1-16 for both), based on AdvExt PTS. - Implementation of Siege Mercenary Gatekeepers. Ty RooT. - Fix missing MercenaryManagerNpc checks (upon AdminNpc to show Shop button, and on the regular packet RequestBuylist, making it impossible to buy tickets). - Properly cleanup tickets and mercenaries upon //removecastle. - Add missing CHARGE FlyType. - Fix Player cast behavior : you can now queue the same skill. - Fix an issue with bookmarks. Bookmark name isn't server-scope anymore, but player scope. Ty StinkyMadness. Organization - Addition of Point2D, the mother class of Location. - SchemeBuffer - Ty StinkyMadness - Rework getGroupSkillList, reducing code amount. - Add images to fill empty space in "prev - next", in order layout always keeps its shape. - Refresh some SQL tables PRIMARY KEY. Ty StinkyMadness. - RandomWalkRate is configurable now (default 30%). - Addition of //walker admincommand, showing Walker routes. - Remove //move_defenders (unused, not implemented). - //siege is reworked. It now shows current siege status and a link to siege information packet, for each castle. - Addition of following methods : - Npc#isLordOwner(Player) - WorldObject#setXYZ(WorldObject) - Quest#checkClanLeaderCondition(Player, Npc, String, String) - Player#hasClanPrivilege(int) - SpawnLocation#setHeadingTo(int, int) and variants. - WorldObject#knows(WorldObject). Replacement of all getKnownType(class).contains uses for knows. It will lead to big performance hit over any live server. - Location#distance(Location) and variants (with int coords, Point2D). - Multiple classes now extend appropriate classes and/or are moved to proper packages (RadarMarker, Bookmark, NewbieBuffHolder,...). - Store FlyType under enum, to avoid calculation. - Add a package named model.zone.type.subtype to store all subtypes zones related classes (aka mother classes, not used directly by XMLs but used by children). - Add subtype zone ResidenceZoneType, used by CastleZone and ClanHallZone. - Add Spawn(int id) which generate a Spawn with included NpcTemplate check. - AdminEditNpc is renamed AdminNpc. - Creation of //npcinfo (clone of shift + left click), which split all NPC infos towards categories. - Drop //show_minion, //show_scripts and //show_droplist ; they are now added directly into //npcinfo. - Edit npcinfo / doorinfo to add clan hall / siegable hall informations. - Npc / Door now use NpcTemplate / DoorTemplate variable to feed ClanHall / SiegableHall information instead of getNearestClanHall (avoid 100k+ iterations). - Package "container" creation - A container is basically an "extension" of an instance, holding multiple variables affecting one particular system and linked to an instance. - Move model.player and model.npc into a new package, model.container. - Generate model.container.creature and hold the few related classes into it. - Rename CharEffectList to EffectList. Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed. Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.
  14. It's pointless to speak with that sort of people. Whatever people like GLO can say, Classic isn't Interlude. I could say developping on Classic is totally pointless, because you lost your time running after something which always change of shape. Simply wait 5-10 Classic chronicles to see how clunky your Classic L2J project will be, with half missing functionalities. See L2J to understand what I mean, they simply had to stop on High Five to take a breath. GoD simply changed all quests. Latest Lineage 2 chronicle also deleted all GoD quests with a 30min 1-85. People were saying Interlude was dead with Classic, but the fact is there is still more Interlude shares/servers than Classic. More time passes by, less accurate and more shitty your Classic server will be.
  15. L2JFree stopped around 2010, they tried to make another project name around 2011 (L2JFree Genesis) but it basically never launched (or if launched, used by 4-5 ppl internally). I suppose you speak about https://github.com/l2jfree/l2jfree-ct2.3 but if you check dates, lordrex did some organization in 2015, and then the only right commits are back to 2010. L2JFree Genesis : https://github.com/savormix/l2jfree-genesis but there is basically nothing.
  16. GitLab offering more services and options than GitHub, both private/public projects are now migrated to it.
  17. Never heard about one, personally. By project, I mean at least one developer continuously working on one project, with a community behind.
  18. Earthquake packet ? It exists from C1 to latest. Opcodes here. http://netpro.revengineer.eu/protocols/
  19. Totallizing all chances you end with exactly 100% so until you were extremely lucky finding the only one totallizing 100%, and assuming it's the same for all groups you don't need to be "H5 knowledge ready" to understand it's one per group. All in one you can simply check existing L2J and compare with L2OFF. L2J tends to "simplify" L2OFF stuff, like precomputed things, to avoid pointless overhead. So if it's different, there's probably a reason. I suppose the min/max is also another random. L2J generally linked it to server rates.
  20. None help you because the answers of your questions are too obvious / solvable searching, and people (me, at least) believe you will finally lack of patience and take 10min of your time to read about the subject. Installation is a matter of 30min, maybe 1h if you use a random pack found on the net. Installation is similar since 2007, or so. You can continue to make topics, or simply take time to read about the subject. You actually got no problems, except laziness. There's a whole pack of informations spread on Google, or even on the project forums themselves (installation videos for example https://www.youtube.com/results?search_query=l2j+installation). ---- Regarding your splash thing (which is the only problem you got, and I believe could be also googled) : https://www.eclipse.org/forums/index.php/t/503603/ https://superuser.com/questions/148179/eclipse-shows-splash-screen-and-closes-how-to-fix https://stackoverflow.com/questions/32383397/eclipse-crashing-after-splash-screen https://stackoverflow.com/questions/20249037/eclipse-kepler-crashes-on-start-up-only-shows-splash-screen The list probably goes over, but to sum it up after 1min spent on each topic: - you installed the wrong java version - the workspace is corrupted in one way or another - you got some tags to test (-clean, etc) Regarding "I don't accept any insults!", you basically already know your mindset will call some. So to avoid insults, maybe fix your mindset... That will also help you to get answers in future.
  21. I should commit that for 1st April 2020 and revert it for next 1st April 2021.
  22. Depending about the revision you use, you have (or not) relative npc ids on castles.xml. Verify if it's here. If you use an older system, previous system was based on zone area, which is anyway wrong (both because some NPCs are actually far from their zones- like Oren Manager - and the performance sucks). I unfortunately can't help you if that's the case, the only thing you can do is put the NPC near the according zone. That system of getNearest is also edited on incoming rev 384 regarding clan halls doors and clan halls NPCs, previous system is failing hard on many cases (and was leading to 30k+ iterations to feed ClanHall info).
  23. No problem on latest.
  24. https://fr.wikipedia.org/wiki/Facepalm MAYBE.
  25. That's only for this NPC ? Cause listening to you the whole multisell system is broken.
×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock