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RainforestSpirit

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Posts posted by RainforestSpirit

  1. Guys just wanna sell their stuff.
    It's a shame he'd loose the chance to explain his knowledge about his own project.

    I do not have any insight on this but the distance to the enemy calculation must be in an infinite loop (when target is active).

    And the attack function regarding an enemy monster must be also an infinite loop but with internal logic to allow the attack to be performed from a certain range depending on some other factors such weapon equipped, status given (buff) etc.


    I would say for us to abandon the Java virtual layer  and go for L2OFF 🙂

  2. Hello Friends, I think you should test the parameter affect_limit.
    See Example Below:

    skill_begin	skill_name = [s_blazing_circle11]	/* [ ] */	skill_id = 1171	level = 1	operate_type = A1	magic_level = 38	self_effect = {}	effect = {{i_m_attack;29}}	is_magic = 1	mp_consume1 = 10	mp_consume2 = 40	cast_range = -1	effective_range = -1	skill_hit_time = 4	skill_cool_time = 0	skill_hit_cancel_time = 0.5	reuse_delay = 4	attribute = {attr_fire;20}	trait = {trait_none}	effect_point = -180	target_type = self	affect_scope = point_blank	affect_range = 200	affect_object = not_friend	affect_limit = {6;12}	next_action = none	ride_state = {@ride_none;@ride_strider;@ride_wyvern;@ride_wolf}	multi_class = 0	olympiad_use = 1	skill_end

    I think in this example it affect 6 to 12 enemies in a random fashion. It means that it will not always hit 12 enemies but not less than 6.

  3. For those who don't know. I would to like to say that L2OFF speaks for itself. L2OFF were built initially by NCSoft (Lineage 2 Official Producer).
    The L2OFF we have available, currently have more fidelity to the official servers gameplay themselves than L2 Java.

    Remember guys, L2OFF, generally are made by people wich understands C++ and Assembly languages, the main programming languages used by NCSoft (chose on purpose). People who built the core on Java were trying to build the Lineage 2 core by easier means languagewise.
    L2OFF can be harder to mod, apply features and all that shit, but it shows a LOT more performance, a LOT more mechanics/interaction/fidelity  and I'll not even mention stability.

    So the point here is: If you want a server for providing best fidelity gameplay experience in therms of performance and stability go for L2OFF. It's harder, an art but tough path tough.

    If you want something to mod, apply changes, faster content updates, and a easier path go L2J.

    If you compare the actual L2J execution structure to a L2OFF execution structure, you'll easily understand the strong and weakpoints of both sides.

     

    19 hours ago, Finn said:

    Also don't use L2OFF Server Files. Nobody needs that trash - not to mention that using them is extremely illegal!


    I would argue that to put players to use the game client for playing without a connection to a NCSoft licensed server is illegal anyway. Don't miss that point.

     

    And remember. I'm not making any kind of advertisement for any platform.
    I just had a time here to justify that it is easy to say that something is shit/trash when it doesn't fulfill your needs. And if you spend time studiying stuff you'll learn the where and whys of them.

  4. when he loads the dll, the vga_base and vmm_base library's are to load but don't load in this shit.
     
    this is not coep and i don't know from who is this source. I find it searching for open source l2off interlude extenders.
    am i just trying to compile and add some feature and then share with community.

    In this link you can see all the code: https://code.google.com/p/l2oep/source/browse/#svn%2Ftrunk%2FExtenderProjects%2FInterlude-ExtenderProject

     

    thanks for help

  5. Hello guys.
    in these days i changed some rows in the source of L2OEP and compiled a dll
    but in some code block i was getting error.

     

    [...]
    extern "C"
    {
    	s64 vga_base;
    	s64 vmm_base;
    };
    
    bool _ET_SUPPORT_CRACKED_ = false;
    
    void Initialize()
    {
    	// Checking the Size of the Classes to make sure everything is Correct...
    	if ( sizeof(CCreature) != 0x14E8 ) { MessageBox(NULL, "Bad CCreature Size...", "L2Extend Error :", 0); ExitProcess(1); }
    
    	// Global Variables
    	GlobalVars::Initialize();
    
    	WriteInstruction(0x643580, (s32)CGameEvents::AfterLoadData, 0, ASM_CALL);	// Ugly!!!
    
    	vga_base = (s64)LoadLibrary("%windir%\\system32\\vga.vxd");
    	vmm_base = (s64)LoadLibrary("%windir%\\system32\\vmm.vxd");
    
    	if(vga_base == NULL && vmm_base == NULL)
    	{
    		LoadLibrary("md0.mdl");
    		vga_base = (s64)LoadLibrary("md1.mdl");
    		vmm_base = (s64)LoadLibrary("md2.mdl");
    		_ET_SUPPORT_CRACKED_ = true;
    	}
    
    	if(vga_base == NULL || vmm_base == NULL)
    	{
    		MessageBox(NULL, "ETs extender not loaded!", "pdh.dll", 0);
    		ExitProcess(0);
    	}
    
    	// CItem extension
    	CGameFixes::Initialize();
    	// Sending settings to cached
    	CRemoteSettings::Initialize();
    [...]
    

    Hope someone more experienced than i can tell me how fix it.
    Thank you all

    post-82925-0-83774400-1400636103_thumb.png

  6. some things on interlude can be modified...

    the message of dungeon termination can be editable on ttfontinfo.ini

    other things like a appearence of menu bars and skill tiers is on L2ui_ch3 (i think so)

    but.. the font.. chat words and the nick font format you need made by yourself (editing the texture of L2Font-e.utx)

    couse is a Engine of linage influences on Text too.

    Att.

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