Jump to content

Recommended Posts

Posted

Hello all

I have a error for NPC or Weapons

 

I crypt with l2endec (l2encdec -e 121 test.ukx)

 

 

my error CE:

 

SkeletalMesh croco.crocodile_m00: Serial size mismatch: Got 264159, Expected 264163

 

History: LoadObject <- (SkeletalMesh croco.crocodile_m00 268229==268229/493141 4070 264163) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Mesh croco.crocodile_m00 NULL) <- UMeshComponent::LoadMeshComponent <- UMeshContainer::UpdateFirstMeshComponent <- AActor::UpdateFirstMeshComponent <- User::UpdatePawnMeshContainerBy Face <- User::UpdatePawnMeshContainer <- User::SetPawnResource <- FL2UserSetPawnResourceMan ager::Tick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

For weapon i have this CE:

 

SkeletalMesh test.small_sword_m00_wp: Serial size mismatch: Got 13973, Expected 13977

 

History: LoadObject <- (SkeletalMesh test.small_sword_m00_wp 14145==14145/14199 172 13977) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Mesh test.small_sword_m00_wp NULL) <- UMeshComponent::LoadMeshComponent <- UMeshContainer::UpdateMeshComponents <- APawn::UpdateMeshComponents <- User::UpdatePawnMeshContainerBy Item <- User::UpdatePawnMeshContainer <- User::SetPawnResource <- UL2ConsoleWnd::InsertSelectCharacterInfo <- NConsoleWnd::AddCharacterInfo <- d <- CharacterSelectionInfoPac ket <- UNetworkHandler::Tick <- Function Name=CharacterSelect <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

Here:

13977-13973= 4

 

Before in the mobs

264163-264159=4

 

 

 

I have extract PSA and PSK of mobs dans in UE i import his PSK and PSA and i Save UKX and I crypted UKX with l2datendec but i have this error :(

 

Posted

Hello all

I have a error for NPC or Weapons

 

I crypt with l2endec (l2encdec -e 121 test.ukx)

 

 

my error CE:

 

SkeletalMesh croco.crocodile_m00: Serial size mismatch: Got 264159, Expected 264163

 

History: LoadObject <- (SkeletalMesh croco.crocodile_m00 268229==268229/493141 4070 264163) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Mesh croco.crocodile_m00 NULL) <- UMeshComponent::LoadMeshComponent <- UMeshContainer::UpdateFirstMeshComponent <- AActor::UpdateFirstMeshComponent <- User::UpdatePawnMeshContainerBy Face <- User::UpdatePawnMeshContainer <- User::SetPawnResource <- FL2UserSetPawnResourceMan ager::Tick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

For weapon i have this CE:

 

SkeletalMesh test.small_sword_m00_wp: Serial size mismatch: Got 13973, Expected 13977

 

History: LoadObject <- (SkeletalMesh test.small_sword_m00_wp 14145==14145/14199 172 13977) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Mesh test.small_sword_m00_wp NULL) <- UMeshComponent::LoadMeshComponent <- UMeshContainer::UpdateMeshComponents <- APawn::UpdateMeshComponents <- User::UpdatePawnMeshContainerBy Item <- User::UpdatePawnMeshContainer <- User::SetPawnResource <- UL2ConsoleWnd::InsertSelectCharacterInfo <- NConsoleWnd::AddCharacterInfo <- d <- CharacterSelectionInfoPac ket <- UNetworkHandler::Tick <- Function Name=CharacterSelect <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

 

Here:

13977-13973= 4

 

Before in the mobs

264163-264159=4

 

 

 

I have extract PSA and PSK of mobs dans in UE i import his PSK and PSA and i Save UKX and I crypted UKX with l2datendec but i have this error :(

 

you don't need crypt your UKX my friend when you save it with UE done ;)
Posted

slaatcain : Encode the .utx file in 121, the .ukx file in 111, and put the .ukx into the Animations and the .utx file into your SysTextures.

 

 

well my friend i know UTX encrypted by 121 but UKX i never encrypt this really and work good when generated UKX is simple done im sure :)

 

PD: ok give me more time for find out more information and when done i help you ;)

Posted

Who succeeded has creer an ukx with UE2 without having of crash in lineage 2, please ???

 

 

(OAUKX it s good for create UKX without having of crash in lineage 2 but UE2 having of crash in lineage 2 :( crypt or not crypt 111)

  • 4 months later...
Posted

hi somehow i cant save my model in .ukx file mesage tells me "the file name you specified has one or more spaces in it" what kaind or mesage is this, how i can save my model? :-[

  • 3 weeks later...
  • 2 weeks later...
  • 7 months later...
  • 9 months later...
Guest
This topic is now closed to further replies.



  • Posts

    • I think that solves the freeze thing, anyway great share! 
    • Introducing: Daily & Weekly Missions!   I've released a major panel update with a new Missions system and expanded language support.   Players can now complete daily and weekly missions directly through the panel and claim rewards such as balance or items. Mission progress is tied to in-game activity and supported panel actions, and the update also adds a dedicated Missions page, dashboard mission previews, claimable mission indicators, and full admin tools for creating and managing missions.   The Roll page now shows the potential reward drops below the roll container.   Alongside this, I’ve expanded the panel’s language support with new locale options, including Bulgarian, Czech, Georgian, Lithuanian, Polish, Romanian, Japanese, Simplified Chinese, and Traditional Chinese.     The Demo is now updated with the new features for you to try out!
    • I sell complete packs. If you want to add an item, NPC, etc., you have to do that yourselves. Your friend bought the pack; he's the one who needs to configure his server type. He received what he bought as agreed, and I'm saying this without knowing who you're talking about, because anyone who buys something receives what was agreed upon.   Regards. mmmmm L2Velmore ????   If that's the one, I see everything went well... if I remember correctly you were crying over $100, I gave you a better price, and I suppose you made thousands with that... And you're still coming back to complain? :=)
    • I know many people have struggled with this specific issue and had trouble setting up the correct behavior for Toggle skills in aCis. By default, toggles interrupt the player's movement (retail-like), which often feels clunky to players who prefer a smoother, more modern experience. I've prepared a clean solution that eliminates this "freeze" and allows for fluid movement while toggling your auras. Below is the code on how to achieve this. Hope it helps! Changes in PlayerAI.java: Modified doActiveIntention to properly update the active state without stalling. Removed the forced stop() during toggle casting. Added a MoveToLocation broadcast to ensure other players see your movement correctly (prevents visual "teleporting" or desync). Best regards 😃 diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/ai/type/PlayerAI.java b/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/ai/type/PlayerAI.java index ba0425a..1b2658d 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/ai/type/PlayerAI.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/ai/type/PlayerAI.java @@ -28,6 +28,7 @@  import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;  import net.sf.l2j.gameserver.network.serverpackets.AutoAttackStart;  import net.sf.l2j.gameserver.network.serverpackets.ChairSit; +import net.sf.l2j.gameserver.network.serverpackets.MoveToLocation;  import net.sf.l2j.gameserver.network.serverpackets.MoveToLocationInVehicle;  import net.sf.l2j.gameserver.network.serverpackets.MoveToPawn;  import net.sf.l2j.gameserver.network.serverpackets.StopMove; @@ -159,7 +160,10 @@      @Override      public synchronized void doActiveIntention()      { -        doIdleIntention(); +        prepareIntention(); +        _currentIntention.updateAsActive(); +        if (!getActor().isMoving()) +            thinkIdle();      }            @Override @@ -280,8 +284,9 @@                    if (skill.isToggle())          { -            getActor().getMove().stop();              getActor().getCast().doToggleCast(skill, target); +            if (getActor().isMoving()) +                getActor().broadcastPacket(new MoveToLocation(getActor()));          }          else          { https://pastebin.com/twZujZ3Y
  • 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..