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Tryskell

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Everything posted by Tryskell

  1. Most of customs are already shared, and the pack is free. Meaning they sell "wind", since they won't even "maintain" their offers (aka, provide fixes for either their customs or the initial pack). As I said to Trance, marketplace should stop to offer such spot for 2008 year behavior. Because yes, putting some dirty ninja-ed customs from some dark russian forums, adding your own HTMs (sometimes, not even yours) and putting it on any random base doesn't make it a "pack". My point isn't an ego point, it is a project leader point - a point than you can't understand, since you don't manage a publically used pack and you're part of the "car users" (to take back the "car manufacturer" image of xDem). The pack isn't 'fully' open source for specific reasons (and actually, the number of shares and aCis popularity gave me right about the made choice, back in 2010), the pack isn't able to sell for specific reasons (which I already explained - customers don't have any support from sellers, and will ultimately whine to me, my bug report section will be filled with either invalid or already fixed reports, there is no control over quality, there is no control over security, etc) - and once again, you can use any other fork or even basic L2JIL if you want to SELL your customs. I work almost for free, since 10 years. The minimum is to, at least, respect the few rules I put - which are far to be extreme.
  2. Since sellers will never maintain the pack, I think that they shouldn't. Their sell is bound to aCis name, meaning if there is a backdoor, a shitty custom or an issue, they will come to me, not to the seller. That's the video I was referencing on my post :). Like if Zoey76 did all... :D
  3. Lol, you would figure out what I have to reparse, you would reformulate immediately... Spawnlist, zones, skills, items, npc templates have to be reparsed and got their own issue tab on my gitlab... Without counting what I already did since few years. You got it all wrong, but that's np, you're a "car driver". From the moment wheels and engine are working, everything is good. All in one, it changes nothing to the concept - my point isn't to insult (or "forget") old retired L2J developers, who did what they could. At that time, there was no special leader, there was no special code rules and conventions (that's the real, only thing than Zoey76 did - for the team management, imho, he just destroyed L2J, forcing the split of L2JUnity, not accepting forks help for YEARS, etc). My point is to make my pack the most practical for ME and my COMMUNITY to MAINTAIN. I got few, basic, rules you are free to respect or not - which I believe improve aCis and will allow to maintain its legacy - and until now, it worked. My point is to deliver a IL pack for everyone. If you still didn't get it, I can't help you. I would want to make it private, I would simply make my own server, back in 2010, and only rely on players reports. I wouldn't care about javadoc, about methods rename, about splitting classes. But I know aCis is far more than "that" - some people litteraly LEARNT coding, reading my code. Some people PMed me, saying than my project gave them the desire to go in developer classroom - or simply thanked me for the "player memories". And if aCis is still used, it's only because it's coded in a serious way. There is a vision and there is a team leader, with defined goals. Which most of projects simply don't have. PS : packets aren't a big deal, once you got opcodes, and structure. And that's decompilable.
  4. Believe me, I doubt L2JFrozen would survive a lot - Shyla/Nefer were doing hotfixes. You don't make a pack out of hotfixes. They had no special vision about what needed to be done. Remember than L2JFrozen isn't based on L2JIL, but on Scoria. Which means people already worked before them, and before them, it was probably some other russian dudes... Until L2J IL. L2JFrozen is only "good" because of the Scoria part... If they would begin on the same level than me, believe me, that would be another story. And if I can tell you that, it's because I was checking their timeline, during their whole lifetime, without ninja-ing anything useful. As I did with L2JHellas - nothing special to import.
  5. I'm not sure how you calculate things, anyway, I can tell you than it's not a matter about how much was previously done - if everything done is wrong, then, everything has to be redone from zero. I can give you few exemples, such as skill effect system. It's as old as L2J, and it's the wrongest thing ever, leading to numerous issues. It's not even yet fixed on latest. Spawnlist is another wrong system (should be territory based). Knownlist is another (was scaling so bad than it could easily consume 2g RAM of your server with 3500 NPCs seeing each other). I can name few dozen and dozen of wrong things, than I reworked or am actually in the process to rework with my community. Most data (scripts, only to name those) has been or will be reparsed - that's a fact. It's not because it was existing before, or I reuse the existing structure, it makes my work "invisible". My work is a part of a bigger work. I'm not sure if you know exactly how bad L2J IL is, but It's an old decayed house than I refactor since 10y. And saying my (and my community) work equals 5% is, as I said, either ignorance or a lie.
  6. Actually, I think L2J is at this bad shape only because of Zoey76. And Zoey76 isn't the one who coded initial L2J, just for your concern. He got nothing to do with L2J IL (if he was simply here at this time). There was a nice video made on L2JForum, back in time, with all contributors names - and I assure you than Zoey76 isn't the biggest one, in the concerned period of L2JIL, which is mine. ---- Locking a source don't avoid the leak, and it's not my point to lock things. And as says xdem, even if I could simply make few servers and fix things by myself and wait reports from players, it's "easier" and more "friendly" to build a community around a project. If you honor my words, you honor my work - that's all. If you don't feel like honoring my words, you got other, amateur or pro, L2J forks - simply use them.
  7. Because you stucked at rev 190 - it's way higher than 5%. L2J IL don't even have IL skills, partymatching isn't implemented, cb aswell, scripts are in jython and rates aren't checked (when quests aren't simply exploitable), there are at least 6 fat exploits which can easy ruin your server... I got 600+ archived bug reports, that's without counting my own reworks which generally fix many things... I reworked countless things, I can speak about it and make a list but that would be long and annoying, if you don't want to see it that's fine, but you are at worst, simply lying, and at best, ignorant about the work done over the years.
  8. I asked both to Zoey76 to maintain IL branch directly on L2J, and to L2JFrozen to merge with me - and both refused. Zoey76 refused because he was "supporting" L2JFrozen instead of my pack, back in time. I don't remember why Shyla/Nefer refused, most probably because of divergence about what needed to be done : Shyla considered than hotfixes are a way to fix, while me, instead, I'm the sort of people who uses dynamite to rebuild on a clean ground. I didn't understand you question, @Kara.
  9. I already reported the following topic to moderators using the "Report" button, which breaks my own ToA. For an unknown reason, it was dropped then rehabilited. The ToA is public, and spread over my own Discord channel, forums, MxC subforums - so there is nothing like hidden content and no possibility of an error. https://maxcheaters.com/topic/238926-l2jacis-custom-pvp-server-ready-for-open/?tab=comments#comment-2768642 I request the drop of that topic. PS : I got nothing towards the author, all people have to follow the same rules. The main reasons for such a rule are, the author got no pretention to maintain his pack, meaning any issue his buyers would have will go directly to me, for no specific reasons (I'm not paid). Moreover, it will fill my own forums report section with invalid reports, mostly due to added customs or due to the fact the dude uses an older revision.
  10. It's not to deMEV to reduce prices, it's to concurrents to exist. If someone thinks deMEV does a lot of money, he can open the geoeditor and work. That will generate battle price, happier customers, and (normally) a raise in quality. Windows for a very very long time had their shitty Internet Explorer with no concurrents, when there was finally concurrents they lost the market for solutions which were updated, more secured, and faster. If you think there is somewhere to make money, you're up to open a market yourself. It's not the fault to deMEV to be the only dude to develop geodata. If he is the only dude, then he can put whatever price he wants. I don't have any friendship towards deMEV, nor paid him for any work,... It's just my neutral PoV. :)
  11. I invite you to read aCis Terms of Agreement - I reported the topic. Ty for your interest.
  12. You can use stream for getUncategorizedUniversalDropItemsIds / monstersWithDropId for oneliners. monstersWithDropId should be properly named, and shouldn't create an empty List (but return Collections.emptyList() instead). IXmlReader use would cut your parser class by alot. equals can be replaced by == for enum comparison. Added to that, you can use NpcTemplate#isType for easy instance comparison (if you don't mind the enum.toString()). getUncategorizedUniversalDropById use should be null checked. You can/should use {} wildcard for LOGGER(s) parameters, cf. : LOGGER.info("Loaded {} crests.", _crests.size());
  13. It's perfectly fine and I don't know why it's not the default behavior since always. My only downside would be about "public negociation", which will easily pollute the topic with things than none cares about. When I go on a topic, that's not to see if I can trade "my chicken to some peas and some pounds of butter". I believe "negociations" should stay in private circle - moreover it's really easy to bypass such rule by PMing the dude directly. But default price should definitively be shown for everyone (I personally even think, being part of the title). In another level, you must also forbid people "spamming" about "how high price is". It looks like a tradition when someone shows some price to spam about it. If people finds it expensive, simply don't bother with the topic and moves on. Up to people to buy or not to buy.
  14. You have to generate a script with onKill event similar to GrandBosses, or a Manager which will basically be a RaidBossManager clone, because what you request is simply not existing - until I miss something and IL+ chronicles edited the system, it's normally only used for random teleport and alike NPCs, such as Master Toma, Mammons, etc. Also, using RaidBossManager by itself wouldn't be enough aswell, since it doesn't handle random locations. So all in one, you have to code it.
  15. Well, it's always better to say it even if for you it's "obvious", because for many people - notably the ones you try to pick - it's not. I don't say it doesn't work - even a Ponzi scam such as bitconnect made real money to some of people - but for any pump, you will have actual pumpers which gonna be negative. It's really, simple maths and it's basically more "gambling" than "trading". That's cool you ma(k/d)e money that way, that basically means you click faster on "sell" than either greedy/lagging pumper. But you should also warn than it's risky and you can become negative really, really fast (notably if you enter too late and exit too late). For interested people you can check on TradingView the coin StreamR (DATA) which was pumped by the Discord group I joined in 2019 and left few weeks later (from memory it was the +150% one). It looks like this coin was pumped at least twice.
  16. As a sidenote, you have to know some people have to "pay" the pump. It's not magical. If someone makes money, some other loses. And tbh, it's the Discord channel owner which makes the most of it (and his friends, since he gives the coin, he can easily exploit it and fill his own bags), not the regular users. I recommend any people interested by that method to "simulate" before even trying it. That will avoid you to stuck with some pumped shitcoins, due to either your own greediness or your faulty internet, since it's enough to stick 1 min too late to lose money (and not little one, but easily 25%+). I personally won't recommend anyone to use such method, until you use some paid subscriptions to get some advantages over the regular pleb. If you are the pleb, you will basically won't do any money out of those huge pumps (on my own test scenario, barely 15% out of a 100% bar - which is achieved in other, more secured, means). Also, and to be perfectly honest, you should say, @Frank, that you earn something if you recruit people (depending about the channel itself - money for every X members recruited, or/and paid subscriptions). Remember people - if someone wins, someone loses. Don't be the one losing :).
  17. EventInterface.onHit(EventInterface.java:153)
  18. I'm not a big client editor, but probably questname-e from your client system folder. Which is sure is, it's related to client and only to client.
  19. If your point is to delete all conditions, easieast is to delete all VillageMaster children instances, and edit the used type from Npc template (on db or XML) from (let's say) "VillageMasterDwarf" to "VillageMaster". If your point is to edit conditions, edit checkVillageMasterRace and checkVillageMasterTeachType on whatever children instance. VillageMaster sends back by default "true" to both.
  20. And what ? I'm supposed to copy-paste your answer ? Elmoreden's Gods...
  21. Not my fault if the dude sharing such customized crap sucks, and if some poor dude are using it. You seem to know better about it. I answered to :
  22. All your issues are related to custom databases, which got nothing to do with vanilla aCis.
  23. Changeset 397 (2224) Geoengine / Movement, Admin commands, Scripts, Bugfixes, Organization Geoengine / Movement - Drop L2D concept. With years, it got less and less uses (was invalid for LoS, and can be calculated in another mean for geopath). L2OFF and L2J are, anew, fully supported. - Fix Z being shifted too high, leading to Z layer misplacement (forts outside wood ladder). Ty Sahar. - Fix geopath heuristics. Ty Hasha/Sahar. - First iteration of multilayer geopath support (Barakiel column, fort stairs/plateforms, etc) using binary heap. Ty Hasha for the implementation. - Fix the 2 IOOBEs related to canSee / canMove (since MoveDirectionType implementation). Ty Hasha. - Fix swim movement issue. Ty Sahar. - Remove the collision radius offset shrinker in order paths being properly executed (notably visible for Attackable stucking in corners). Introduce back some client<>server desync. Admin commands - Addition of AdminCommand model, storing parameters and description of the admin command. - Addition of Pagination class, used to easily cut your data and format it under HTMs. Ty StinkyMadness. - Addition of multiple useful methods into IAdminCommandHandler to cut some target selection redundancy. Ty StinkyMadness. - activeChar > player rename. - Delete all admin HTMs related to skills (data/html/admin/skills). Skills list is generated from //skill list. - Move previous //help logic to new //link command. - //announce without params properly calls the panel. - //help is now generated using adminCommands.xml content. Previous static help system is deleted. - AdminDoor //open_all and //close_all are deleted (no use). - Merge //bkpage with //bk, //knownlist_page with //knownlist. A bookmark name can't be anymore a number. - All related server admincommands are merged into //server param. - All related siege commands are merged into //siege param castleName. - All related castle commands are merged into //castle param castleName. - All related zone commands are merged into //zone show "id"|all|clear, //zone calling the panel. - All related geoengine commands are merged into //geo. - All related pathfind commands are merged into //path. - All related skills commands are merged into //skill and //clan_skill. Greatly improve //clan_skill, allowing to add, delete, add all and delete all skills of a Clan. - All related summon commands are merged into //summon. Generate AdminSummon out of AdminRideWyvern/AdminEditChar content. - All related effect commands are merged into //effect. Merge AdminBuffs with AdminEffects. //effect now handle set, remove and visual parameters. Edit admin panels accordingly. - All related item creation commands are merged into //item. Generate AdminItem out of AdminCreateItem. //item coin can accept radius. Drop //reward_all. - //info over Player got a new look, added collision radius/height infos over Npc. - //runmod is deleted, //instant_move now accepts 0|1|2. - //recall_party and //recall_clan are merged into //recall. - //goto is deleted, //teleportto is used instead. All "goto" subcommands (ch, cw,...) are also renamed "teleportto". - //tele_areas is deleted. - //move_to is renamed //teleport. As L2OFF, it can accept only 2 parameters, being X and Y - Z being calculated based on X/Y coords and actual Player Z. - //polymorph is now a toggle, merging the 4 previous admincommands to it. Delete the possibility to morph into an Item (too much bugged). - //invul and //undying don't work anymore on other targets than yourself. - //para becomes a toggle. Delete //para_all and //unpara_all (no use). - Delete //special (not existing). - Delete all redundant commands ending with "_menu". - //abnormal and //social only affect your current target. There is no more player or radius check. - //ban, //ban_acc, //ban_char and //ban_chat are all merged. Same for //unban. - //kick, //kick_non_gm are merged. //character_disconnect is dropped. - Merge //kill, //res, //heal to new AdminManage, which now use [name[radius]] parameters. Delete //res_monster. Delete AdminHeal and AdminRes. //areacancel is renamed //cancel and moved to AdminManage. - Merge AdminGm with AdminAdmin. Rename //gm to //gmoff. - //ch chId parameter is moved from first to second place (//ch param chId). - Delete //cw "info". It is now part of regular //cw, similar to //siege, //zone, //ch... - Heal/kill/res/cancel/open/close now accept parameters over //admin quickbox. Added a "Cancel" button upon //admin. - Merge //find_character, //find_ip, //find_account and //find_dualbox into //find. //show_characters is renamed //list. Generate AdminFind for it. - Delete //clan_info (collide with //pledge info), //st (collide with //effect visual), //get/reset_skills (you can't ninja anymore skills set of another Player). - Generate AdminEditChar //remove out of //removereuse and //remove_clan_penalty. Add //remove death_penalty. - Drop //forge and AdminForge. Move left //msg to AdminAdmin. Scripts - Optional item (e.g. fish) isn't considered as quest item anymore for 3rd class quest. Ty Hasha. - Add Medusa and BrekaStronghold AIs. Ty Hasha. Bugfixes - Fix 2 NPEs due to AggroList rework. Ty Sahar for report. - Fix AttackableAI NPE over thinkIdle. Ty Sahar for report. - Fix CreatureCast/CreatureAttack NPEs (definitive edition). Ty Sahar. - Fix Doors being non attackable during SiegableHall. Ty Sahar. - Fix registration to SiegableHalls. Ty Sahar. - Fix Devasted Castle guards. Ty Sahar. - Fix BabyPet / Pet skill level. Ty Hasha. - Fix RaidPointManager not being properly saved + few optimizations. Ty AshenOne for report. - Validate teleport location if a random offset is used. Ty Hasha. - Fix invalid PK check over gatekeepers. Ty Dimityr203. - Add few more X/Y/Z check validation upons spawns (quest spawns, minion teleport, pet spawn). Ty Hasha. - Servitors/pets now spawn heading towards the Player, and their distance is moved from 30 to 40. Both Pets and Servitors use the same spawn rules. - Fix Buy shop showing wrong shop quantity. Ty StinkyMadness. Organization - FloodProtector is moved to its own enum, on enums folder. - Add AggroList#getMostHatedCreature for easier usage. PS : Since geoengine doesn't accept anymore L2D format, the exact same geodata is now shared under L2J format. See [url=https://acis.i-live.eu/index.php?topic=1974.0]public sources topic[/url] to download it back.
  24. You have to move the code logic, aka (Config.PLAYER_SPAWN_PROTECTION > 0 && _player.isSpawnProtected()) to (and similar to what already is done with //hide effect) : writeD((!_player.getAppearance().isVisible() && _player.isGM()) ? (_player.getAbnormalEffect() | AbnormalEffect.STEALTH.getMask()) : _player.getAbnormalEffect()); Packets accept defined values, if it accepts a CAR you can't put an ICE-CREAM on it. Abnormal effects are set on the line I gave, and nothing else. Remember, for other players you have also to edit CharInfo.
  25. Reading the link answer would give you a good clue. It's your environnement which is faulty. Install another version (lower) of mySQL.
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