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Gawric

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  1. It is time to summarize the year's progress: thanks to reverse engineering, the pace of development has accelerated significantly. The following have been ported: Flight mechanics (for skills and projectiles) Animation logic (e.g., fire effects, button interactions) Code for player world entry and local player handling Synchronization between them (beta version) Ten different tools created to capture full behavioral dumps of in-game elements A new UI system written in pure HLSL (ported from the original to Unity) that accepts xdata layouts and applies them directly in-game (UI Salvation, UI High Elf) Seven months of effect analysis; the complete effect formulas for Interlude, Salvation, and High Elf have now been successfully ported A new effect generation system that uses .uc files to generate effects of low-to-medium complexity with near-original quality Skybox system DI VContainer Multiprotocol (DTO Packets, IProtocol) Drop System Drop System Effect https://prnt.sc/CpB288Cbkep6 https://prnt.sc/gENAVcYoelBJ https://prnt.sc/2e3akCdYtfwh
  2. If you don't find one, your only option is to take a proven Interlude server and downgrade it to C4. With AI, that doesn't take too much time or money.
  3. It has been a while since I updated this thread. I am currently actively working on a full-scale port of the shader library to ensure the fast and accurate transfer of all effects. I have decompiled the original game and created a tool that fully logs the entire *Lineage 2 Interlude* particle system. This allows me to extract the original formulas hardcoded into the game, resulting in a high-fidelity port. For instance, *Lineage 2* uses an `appRnd` system that generates unique randomization patterns for different skills, giving them distinct visual characteristics; there are countless formulas and technical nuances like this. Ultimately, I will derive all the key formulas and replicate the geometry with high precision. Twelve basic geometry formulas have already been ported. The effect was created in 10 minutes using a .uc file, HLSL formulas, and SpriteEmitter particle blending formulas. https://prnt.sc/_3UDLQVX_Y-_
  4. https://jumpshare.com/share/L45ApA5PVrGN2O5Ua5pQ Skill synchronization with the server: Launching and synchronizing animations, launching and synchronizing effects. All of this is tied to the server's timing
  5. Hi. Can you describe the task in more detail? I think many people here work with IntelliJ IDEA.
  6. https://jmp.sh/MaCC5Gqa Combat animation synchronization: Bow/Sword. Added arrow flight and sword-to-monster effects.
  7. https://jumpshare.com/share/kIdeKALOhgtMKpBKqxpg Test Equip Armors-> FullPlate, Gloves, Legs, Chest , Boots
  8. https://jmp.sh/akQ30Yon Watch the video and see if the spirit of Lineage 2 is still there?
  9. 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.
  10. 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
  11. Added packets RequestEnchantItem ResultEnchant Added packets MultiSellList
  12. 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
  13. 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.
  14. 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
  15. 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

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