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AlmostGood last won the day on April 25

AlmostGood had the most liked content!

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  1. if u want to make the same captcha yourself, add randomization of points amount and rotation of whole figure, to make it a bit harder.
  2. its just that your current description breaks fundamental limitations of TCP - you cant alter source/destination of established connection. So it doesn't work in the way you describe it and you falsely believe it or skip some vital part on purpose :D
  3. RaidServer was the only logical explanation to me, until i now realized its interlude client on the video. So, i call it bullshit until i see real world PoC, with 2 proxies running on separated machines/networks and client moving to new target IP seamlessly :D
  4. to wrap it up in 2 sentences. Client has to connect to new IP according to what you said so far (connection 5 on graph), that requires new TCP socket to be made. L2 will DC you when socket to server is closed and unless you don't tell us everything, there is no way to do it due to simple protocol limitations. What i meant was RequestExConnectToRaidServer (D0:73) and so on, which allows to establish connection with new game server, used for cross-server sieges content on GOD+ (but exists since freya), and would be the only solution i can see here.
  5. L2 client will always terminate itself when connection to server is dropped, unless you extend it to do otherwise, so as you mentioned "playing packets right" i guess you utilized RaidServer logic (wouldn't call it cheating, cross-server content uses it on l2off for same purpose). Then i admit its in fact innovative and worth further development =)
  6. it looks how i imagined and i agree separation from gameserver is common sense and best way to go here but still need to clarify: 1. when you connect to proxy is (5) established with given proxy service child (1-n) or universal gateway before them? 2. when you move user to new proxy, is it like i suggested before that you only re-establish (6) and (7), but (5) and (8) stays connected at all time? or you are actually saying client side (5) and (8) is also reconnected to new target IP? 3. do you use any client extension to alter default behavior of dropped connection in runtime? or went other way and implemented, never touched by l2j, RaidServer functionality? :D
  7. had hard time to find innovation here, your post could only contain 1 simple graph of packet life cycle and it would explain what stands behind it better :D You skipped interesting part - how do you handle client side in your IP hopping? since TCP doesn't let you change established ends, i guess L2 client connection is never re-established in this case and stays connected all the time to some single point of contact (behind which you do all the fun stuff)? If so, it screams single point of failure, and i hardly would call it better solution than whats used now.
  8. quite opposite actually, at this point only these who don't know game play it manually, whoever been there for years and farmed everything l2 has to offer use bot to skip the boring part.
  9. they enjoy wining, not the grind or legitimate ways of achieving that
  10. 7th account, here it comes. Any new-account resolutions to last longer? :D @topic i support Elfocrash in his support of the other guy
  11. the real question here is, why NCwest doesn't yet use new fancy server select UI? :D
  12. how exactly 250 avg is low, when your monitor refresh at 144 at best? :D noone is flaming here, you was given concrete reason why there is difference - because one has more object updates sent by server. One simple difference in your screens can be idle movement of monsters/self buffs, if there are 300 monsters around you will get constant feed of packets and client will have to handle that even when at 5k range which you cant see. If one pack doesn't do that it will leave client idle doing nothing. Interlude client is just bad, it doesn't take a lot to freeze it by spam from server (abusable by player broadcasted packets too), so its not really problem of given l2j pack that client drops FPS, because data it gets is correct and i can bet L2OFF sends even more updates. In ideal world, l2j pack would have to queue outgoing packets to each client with set priority per packet (eg focusing players updates) and dispatch no more than set maximum at 1sec tick, so client never drops fps to unplayable state. On the other hand population on nowadays servers is low enough to ignore that stuff.
  13. its possible, download RU 4game launcher and then select Essence to install You will need to change windows locale to RU to start game, few clicks only - https://www.isunshare.com/windows-10/change-system-locale-in-windows-10.html
  14. he's still here after 6 bans, at this point hes like cockroach you cant get rid of, so mods prolly just accepted to have 1 scammer around LUL
  15. http://l2on.net/ they capped 3 servers on 5,5k yesterday and opened 4th server which reached ~2k which means Essence is more popular in RU region than base classic was at launch. But EU version will be prolly shit, 1 server with mediocre online and store prices increased by 4, so nothing to be hyped about.