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Gawric

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Gawric last won the day on September 5

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  1. Yes I don't want to rewrite it completely. At some point I will stop and based on this base I will make my own ideas. Basic version of a fully working city on the island of people Another option is that this client can be used as an extension of the world of an already existing server. For example, when players reach the maximum in Lineage 2, you can create a special territory that can only be accessed through the Unity client. But it will also be visible through the original client, for example, some new island on the map.
  2. I spent a lot of time transferring the UI from the original. I won't describe all the elements yet. But I'm very close to fully transferring all the basic windows. I'll leave this video here as an example. In this video I check the work of the skills window. The server sends different lists, I immediately send them to update in SkillList
  3. Added packets RequestEnchantItem ResultEnchant Added packets MultiSellList
  4. I spent a lot of time working with the inventory. Now the inventory is updated only in the required cell, in the old version the entire inventory was updated. Therefore, the speed of work is very fast. Added Packets: InventoryUpdate, Items Added processing: Fullplate, Two Handed. Added darkening for the cell of the left hand and legs when wearing fullplate or Two Handed
  5. I have completed global work on player synchronization. Now I continue to implement the UI. Added to the store: processes any size of the list of products, the store itself expands the cells or removes unnecessary ones. Added ToolTips for accessories. Added optimization for the store so that a large number of items can be processed quickly. Added movement by double clicking in the sell - buy field and back.
  6. I open the l2j server and see 1. XOR->NewCrypt.encXORPass(raw, offset, size, Rnd.nextInt()); ---> XOR can also be taken from l2j 2. _staticCrypt.crypt(raw, offset, size); -----> I scroll down the code and see this code -----> =================================================== I'm transferring this code to C# And in c# I first do decryptBlock and then XOR and everything works, I get the package and the first 2 bytes have already been removed as far as I remember This only works for the login server. The blowfish encryption key is used static, it can be found in the l2j server
  7. https://github.com/gawric/Guide-L2Unity/blob/main/Guide/Pakets/Blowfish/General description.md Perhaps you will find it useful piece of encryption and decryption code from Acis Interlude I transferred these methods to Unity c# and everything works fine https://ibb.co/DHhP0JYr I think the first 2 bytes are the packet size. Third byte packet id And then the information itself It's all there in l2j servers
  8. Added a panel for buffs and penalties
  9. mobius has serious problems with the movement code and synchronization of npc and players. aCis did it better There are big problems with multithreading
  10. Project Status Open Source Accepts Juniors? Difficulty L2JMobius Very active Semi-closed Partially (with patches) Medium-High L2JServer Active Fully open Yes (directly on GitHub) Medium aCis Semi-active Unofficial Not very clear Low L2JMobius->Medium-High. It's funny, all their code is quite simple, just like aCis.
  11. Did you forget to write junior developer in which direction? (java/ui/.....?)
  12. My repository https://github.com/gawric/Unity-Client-for-L2J
  13. https://jmp.sh/EWJtNwLY I completely rewrote the player movement system. And completely redesigned the P Atk system, now, as in the original game, there are 3 attacks and the client uses them in random order and adds a slowing effect creating the illusion of the heaviness of the sword
  14. You probably wanted to write l2jmobius. I would recommend that you change the build because it has a lot of problems with the movement of npcs and players. Even if you find bots you will have to correct the movement or the bots will get stuck, fly, teleport
  15. To check the operation of npc movement. You can turn off all movement in the game and move only the npc you want using the move to package. This way you will reduce a lot of unnecessary code and understand where the problem is. And all your maps are not thread safe and you are using multithreading startQuestTimer("move", 5000, npc, null);
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