roko91
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Posts posted by roko91
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can i ask something ?^^ if u import the javolutions that are missing in the aCis it will work right?
Would be easier to make it work without javolution... I'm not saying it's hard to re-add javolution but certainly pointless IMHO
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OP wanted prelude, not C1 downgraded. Thats the point.
OP asked for the files for him, not what "matters to you". I dont doubt they are awesome and work perfectly, but this isnt the goal of this thread.
Someone can correct me, but only c1/c4/gf files were leaked (ignoring freya scripts and hf/god+ corruption).
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 :)
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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 :)
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This pack is based on C1, correct me if I m mistaken.
You may be right but the files are older than C1 files which float around so my guess is they are legit.
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Thanks for the feedback!
I was wondering do you have 336 client system? If yes I'm interested :) -
Sorry for the delay - I just saw you reply.
Here are the files:
Prelude Server Pack 1Please tell me if it's what you need :)
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Did you added the datapack ?
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That was the guide which gave me kick-start knowledge about quests and scripts in general :)
I still worship it ^-^
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It will be faster than /target Player :lol:
You can talk to the tombstone by the simple double click... but when you want to target player's name, you use shift click on the tombstone. You don't need to use /target Player. :P
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 :)
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Hm I think I lost you here :D
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Oh :lol:
I was talking about when you want to resurrect the dead player. The npc's collision is higher and you can't target the player's name... or I'm wrong? ^_^
Actually you can - /target Player :P
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I'm thinking about setTarget after the chat window is opened :)
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 :)
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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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No, I haven't but may play with it later. Meanwhile I would be glad to hear more of what you have in mind :)
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In your case, I think it will be better to force the player to wait sometime before is being restarted... but if it's revived, the npc should immediately disappear.
That was exactly what I had in mind :)
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What about the revive?
Your approach is right - it's better to disable all unwanted actions for the dead player until Tombstone despawn.
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I mean if the player press To Village immediately, the npc will stay :lol:
Oh now I get it... Well you got a point :)
Ofc, will stay. It's meant to stay. But won't disappear, so well, nothing unwanted. The npc is scheduled to despawn right after its spawn and it's 'connected' to the player, so he can go to village :)
I guess.. since I didn't checked it deeply :D
I think she mean that you don't suppose to steal from that far :D
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Also forcing the player to wait 10 seconds before RequestRestartPoint may prevent any unwanted spawn/despawn issues :lol:
Or we can simply check if dead player instance has Tombstone spawned and handle the case :)
The only thing that comes to my head is, "the dead" player will talk to his own grave, lol :D
We can handle that too by adding check if dead player instance is the same as stealer instance :)
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What SVN plugin are you using for Eclipse? I use Subclipse 1.10 on Eclipse Luna and it works flawlessly no matter http or https.
If you plan to install it use clean Eclipse Luna with new workspace just to be sure :)
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I doubt that Debian without GUI will take more than 100MB so 4GB even DDR2 should be more than enough for beta tests (even for live if you don't exceed certain player count). Even L2OFF IL can be run with 4GB DDR2 on Windows 7 if you keep you system clean without bloatware.
About your memory problem it looks like you use too much Xms/Xmx for 2GB RAM. Try to reduce it (I know it's l2j default settings but still you can try as you don't use geodata) and turn off any unnecessary bloatware before running the server.
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I have 2 prelude packs which both has files last modified 2002 and works on protocol revision 337. I don't know if they are downgraded from C1 but file modification dates makes me think they are legit (compared to modification dates of my C1 PTS). So if you are interested I can upload them :)
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Tryskell answered to your topic and here is the problem, change the 101 to 100.
What's the problem with "if (Rnd.get(100) < 101)"? It's like "if (true)" or no if at all (because Rnd.get(100) returns value between 0 and 99 which is always less than 101). It's just inefficient way to say "do it" that's all :)
Do you tested them on their base spawns or you spawned them? I'm spawning 18286 chest. For now I just added script reload method to gameserver.java, but it's not fix at all. Here is my chests.java : http://pastebin.com/02abU73c , all lines which I've modified was marked - meikis.
I tested with their base spawns but I don't believe that matters as the script just requires NPC with registered npcId. So I got no idea what's wrong :(
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On rev 339 chests can be opened right after server start without a problem (tested it by myself). I checked the logs and seems like chests are not changed since rev 305 so there should be no difference between rev 339 and rev 320 (latest free rev) on that matter. If you use customs they may cause the problem which is my only guess so far.
[Preview] Lineage2 Launcher With Antibox/antibot And Etc.
in Client Development Discussion
Posted
Everyone needs that kind of motivation :troll: