Jump to content

Recommended Posts

Posted

The long promised 2.2 update has been released yesterday.

 

It brings 6 new events, 30 premade event maps, radar system and more. Check it out here:

http://www.nexus-engine.net/forum/showthread.php?tid=1062

 

 

Anyway, now the thing I will focus on starting from this moment is a Free version of the engine and adaption for Interlude. I'm even thinking of adapting some very basic and free form of the engine into L2Jserver itself, if its developers allowed it, I think it would improve Nexus' quality alot.

  • 1 month later...
Posted

I'm now preparing 2.3 update.

List of changes / new events will be here: http://www.nexus-engine.net/forum/showthread.php?tid=1083&pid=1629#pid1629

 

I'm also working on a free version of this engine.

 

Also, it is now possible to purchase the sources of this engine. For more info, PM me on my web (http://nexus-engine.net/forum/private.php?action=send&uid=1)

 

// I have also updated the first post

  • 2 months later...
Posted

little bump.

 

I've been busy with RL stuff as well as fixing some critical bugs with the event engine, so the work with the update hasn't done much progress.

I hope this will change soon. I have some pretty interesting updates in my mind.

Posted

little bump.

 

I've been busy with RL stuff as well as fixing some critical bugs with the event engine, so the work with the update hasn't done much progress.

I hope this will change soon. I have some pretty interesting updates in my mind.

what about the interlude system any news about it?
  • 4 weeks later...
  • 3 weeks later...
  • 2 months later...
  • 2 months later...
  • 10 months later...
  • 2 weeks later...
Posted (edited)

Here are detailed informations about the upcoming v3.0 update:

 

(Forum link: http://nexus-engine.net/forum/showthread.php?tid=1215&pid=2153#pid2153)

 

New Features / Events:
 
- Global event system:
* these events do not require the player to 'Register', they only need to teleport to the area when they take place. Which means the whole server can participate in the event.
* an example of this event is Raidboss (a strong RB loaded from XML configs is spawned in L2 world, the players need to teleport close and kill it, if they kill it before time limit passes, all players around the RB will be awarded with a configurable reward
 
- New automatic Event Scheduler
* supports Mini events and Global events as well (you can now scheduler your server to run open specific mini events at different times)
* loads data from xml file - screenshot example (server starts; 45minutes with no events, then a random main event is started, then 45 minutes no events active, then 3 mini events open for 45 minutes, then again break for 45 minutes with no events, then a main event,... 
* can be stopped/relaunched from ingame by GMs
 
- PvP Zone engine
* runs independently from the events
* GM or the Automatic scheduler can turn the zone ON
* players register to the zone, as soon as enought players register, they will be teleported to the Coliseum
* they will be divided automatically into 2 teams and teleported to the waiting rooms, gates will be closed
* after some time, the gates will open and the teams will fight. When all players from one team are dead, the winners will be rewarded, and everyone will be revided and teleported back to the waiting rooms, gates will close.
* then again, after some time, the gates will open and the fight begins again (this repeats after X rounds pass or time limit or GM stops it)
* Players can join AND leave the PvP zone anytime they want (there are obviously checks to ensure that the player doesn't run away directly from PvP)
* configurable rewards from the admin panel
 
- Party Matcher NPC
* self-explaining screenshots - http://imgur.com/a/71L8t
* basically, party leaders can create 'party rooms' to recruit players into their party
* players can click on a button to let them party leader know they are interested in joining the party, party leader has to confirm their request and they will automatically join the party
 
- Mini Event Tournaments
* GMs can host Mini Event tournaments via admin panel
* the tournament then handles everything itself - it will start mini event matches and people that win will progress to the next round until there is only one round left - the Final round
* it is smart enought to handle situations if people disconnect from the server, etc.
* you can select rewards for every position (winner, 2nd, 3rd,...)
 
 
- Killing spree/Combo points rewards (http://nexus-engine.net/forum/showthread.php?tid=1006)
* configurable rewards for consecutive kills on events
 
- OnKill configurable rewards (you can now add rewards when a player kills another player in event)
* dunno why this was missing in the previous version of the engine...
 
- Configurable rewards for specific achievements on events, such as when you pick a flag on CTF, when you capture a zone in Domination, etc.
 
- improved admin panel - http://imgur.com/a/osSfM
 
 
 
 
Changes / Fixes:
 
- general bugfixes and fixed lang typos
- bugfixes related to synchronizing stuff especially in mini events
- teleport checker for mini events (checks if the players were teleported to the arena correctly, if not, tries to fix it or closes the event - this was a common bug with the previous Nexus Engine versions)
- improved, changed some HTMLs
 
- moved the nexus interface files into the gameserver core, this will make adapting and synchronizing with L2J updates easier
 
- Interlude support
- support for russian L2J packs (fandc, firstteam)
 
 
 
- this version will optionally be shipped with Source code as well
Edited by hNoke
Posted

Any ETA for v3.0?

 

Well, almost everything is done, but I still have to adapt the events for FandC L2J. That might take a day or two.. or I might just release the update tonight and finish the russian L2J support later.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • ⚡ Weekend Stock Refresh! Fast order fulfillment is active. Get Gemini Pro Advanced + Google One cloud storage activated on your own personal email within minutes.
    • New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..