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roko91

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  1. Would be easier to make it work without javolution... I'm not saying it's hard to re-add javolution but certainly pointless IMHO
  2. I offered what I had and he was interested so I gave it. If what you say is true then basically what he ask doesn't exists and the goal of this thread can't be fulfilled. It's better something than nothing... I hope you see my point :)
  3. Ai.obj of the second pack was last modified 03.12.2003. That's before both Prelude Live AND C1 according to this topic. L2Server.exe was also last modified before Prelude Live. I don't know what it mean but it has to mean something and to be honest I don't care if it's stripped C1 which I doubt. I tested it with proper Geodata of course and it works wonderful. Nothing else matters for me :)
  4. You may be right but the files are older than C1 files which float around so my guess is they are legit.
  5. Thanks for the feedback! I was wondering do you have 336 client system? If yes I'm interested :)
  6. Sorry for the delay - I just saw you reply. Here are the files: Prelude Server Pack 1 Prelude Server Pack 2 Prelude Client System Please tell me if it's what you need :)
  7. That was the guide which gave me kick-start knowledge about quests and scripts in general :) I still worship it ^-^
  8. Nice idea but I though to move the Tombstone spawn behind the dead player like a real Tombstone above a grave. It's not because I'm lazy to code the thing you say but IMO it would be a little bit better this way :)
  9. Actually you can - /target Player :P
  10. If you talk about how the Tombstone will know who is the dead player I done it like this: you have custom zone in which when player die Tombstone will be spawned (which was Sweets idea). In this zone we override onDieInside() method in which we spawn our custom Npc Instance called L2TombstoneInstance for example. This Npc Instance have private property L2PcInstance _deadPlayer and method called setDeadPlayer(L2PcInstance deadPlayer). After we spawn the Tombstone we simply call it's setDeadPlayer() method and then we do whatever we want with _deadPlayer which will obviously hold the dead player instance :)
  11. You can roughly calculate how much memory you will need by multiplying player count by 2 like this: base server usage + (player count * 2) = memory consumed in MB. About bandwidth you can calculate it roughly with 50-100 kbps per player. I again say that this numbers are very rough and depend on many stuff like what your server/players do. In few words: don't worry about it :)
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