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(L2J) MMOPLAY Dynamic Rates| Server Revamping! Back online Soon.


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Posted

http://forum.lineage2-4fun.cc/index.php?/topic/1240-preordained-event-dungeon-area/

 

Guys look at that topic.

 

Players in 8 days running 78 lv( 3 proffesion) with weapons +6-7 by bug events.

Polish players using polish on chat not english. In my opinion waste time.

 

Some bugs are corected like pets, herbs, 600 mp in clan hall, off shop and lot of other bugs.

 

Online 15-25 without offshop. temporary

 

 

Lol dude i am playing there, that guys wiped because they abused it but this is nothing to other server failures and they fixed it asap did u tell that? they did not let 4-5 days to fix it. Every bug occured is fixed also the server is growing day by day. I see polish in shout but its not usual

Posted

I think this new blog post from Monarch PROVES why MMOPLAY is and will be the best low rate server

 

"Hello guys, Always even in the best families problems will occur sometimes big, sometimes small the point is how to deal with them and we are going to be fair, think with logic, search before we do any action.

There are two sides here after the happening and the bug abuse from some players we decided to wipe the levels they gained from that specific bug as they did bug abusing instead of reporting to the MMOPLAY Staff and we will do that because we wanna be fair WITH ALL THE PLAYERS! Furthermore, I would like all players to know that our team is here Working,Fixing,Assisting, Chatting and discussing your problems and we prove that everyday! This is the second side..There are players who reported the bug right away and we appreciate them for it because they did not use it for their own good.

MMOPLAY is a strong team with knowledge and very good skills and Will try to have all its players happy, it is hard to achieve that but we will try not to disapoint you. Our words will become actions with the upcoming updates and the implementation of the Amazing features which only MMOPLAY server has!

 

Stay tuned and show us your support to the end! We won't disapoint you. "

Posted

 

Some bugs are corected like pets, herbs, 600 mp in clan hall, off shop and lot of other bugs.

 

Online 15-25 without offshop. temporary

what's your problem?

pets work perfect,herbs work,clan hall have 20k MP,offline shops work,and lot other bugs?you can write any other bug?

online only in us clan 15+,but here 5 clans+no clan ppl

http://ipicture.ru/uploads/20130319/9c3ZTURU.jpg - Herbs

http://ipicture.ru/uploads/20130319/L3S33TVq.jpg - Clan Hall mana

http://ipicture.ru/uploads/20130319/TRDY66xA.jpg - Offline shop

http://s1.ipicture.ru/uploads/20130319/872fTbgE.jpg - Works pet

 

 

Posted

i give screens

if someone want,he can login and check it

stop cry Blizzaro

shadow use 5-6 SS per hit/merrow and kai 3-4,but 79lvl summon use 2 SS per hit,so go to learn how to play

Posted

marco u r pathetic, dynasty mace is not from bug but from primeval island drop..and if they said they will wipe the level they gained from that bug they will, stop crying server is awesome

Posted

 

REVISION 580

 

Missing change list for update from last week. Lists of following updates coming tomorrow. Sorry for delay. This list is for rev 580, not the current one.

- added random name generator (for future use)

- fixed instance spawns: pailaka devils legacy and pailaka injured dragon (some mobs should be able to move, some dont)

- increased delay between item brokers message announce to 3h

- fixed default AI events, dp side: onFactionCall, onFactionRequestHeal, onFactionRequestTargetForce, onAggroRangeEnter, onAttack, onKill

- fixed OracleTeleport (dimensional rift npc's)

- fixed teleport back to town, fantasy island gk

- fixed AbstractNpcAI:

  - looking for .htm not .html files

- fixed offline traders store cron task

- fixes in gift of vitality, lucky pig and jackpot events (currently they will say off)

- fixes in GM NPC, zone panels

- added new bypass for some NPCs: teleport back to town

- added some html styling changes to doc parsers

- fixes in Pailaka Injured Dragon and Song of Fire and Ice:

  - checks if we need to give spear and other q. items

  - extends L2AttackableAIScript for proper faction AI support inside instance

- changes in rewards in quests 111, 120, 663, 10272

- fixed Path to Oracle quest

- fixed: scroll of escape - pailaka is now destroyable

- fixed skills hit times (retail): Warp, Shadow Step, Air Blink

- added: skill implementation for Pailaka special weapons

- added: rim kamaloka

- added: Mission Map, Friend Manager

- added: player teleport protection 60s

- added: AI_Combat: resetCombatTotalTime for proper NPC/mob "experience" level calculation

- fixed: AI_Combat: resetAll properly works on mob death

- fixed: AI_Combat: setCombatEnded is now passed on even when mob already dead

- fixed: AI: refreshAttackList (proper aggresive mob calls with proper onAggroRangeEnter support

- fixed: AI_RangeCalc: min/max range multipliers were wrong and were fixed

- added: beter way of determining if AI should process faction events

- fixed: not resetting ncoord timestamp in notifyEvent

- fixed: checking global aggro value for attackable AI

- fixed: AI ready to act/arrived is triggered only if actor is not dead

- added: AI dead event now passes killer info

- update: AI "no attack" mode after spawn reduced to 10s

- fixed: attackable AI autoAttackCondition

- update: removed unecessary double checks in autoAttackCondition

- update: using Advanced Faction System to determine autoAttackCondition

- update: autoAttackCondition fixes concerning guards attacking 7s npc's etc

- fix: proper AI detach procedure on IDLE

- fix: not allowing AI intention ATTACK when dead or target null

- fix: adding target to faction support targets map, on ATTACK

- fix: AI after casting, switching back to ATTACK not ACTIVE, when having any attacker registered

- fix: clearing more internal AI counters and maps, on switching back to ACTIVE from ATTACK (after "combat ended" is triggered)

- update: not using intention to trigger "ACTIVE" random movement

- fix: returning home for NPCs that have random spawn point

- fix: geo Z checks on random walk

- fix: AI tryCastRndBuff

- fix: NCOORD timestamp clearing when stopped movement

- fix: ncoord only for archer/l. range type AI

- fix: onEvtFactionCallSupport checking if caller is enemy, not if its friend

- fix: npe and no target in onEvtFactionCallSupport

- fix: tryToResetFactionData proper timestam calculation

- fix: FactionProcessEvent less uneccesary checks

- update: better faction calling on dead procedure

- fix: checking if called faction npc can see target

- fix: better onEvtFactionRequestTargetForce processing

- fix: better onEvtNotifyStat

- update: reworks in faction support system:

  - supporting factions for all objects

  - reworks in calcFactionType

- fix: offline shops properly restores

- fix: getAnyWaterZoneZ properly checks for secondary coord Z

- added: TownLocBeforeLastTeleportation, Town_zone to MapRegionManager

- fixed: dual box protection task

- fixed: properly removing quest (eg Pailaka) items from inv of player, when he finished them

- fixes: sendPacket better checks and NPE fix

- fixed: "casting interrupted" combat message

- added: automatic storing of last town position, that player was in

- fixed: getLocBeforeTeleportTo coords storage

- fixes: removeObjectIfTooFar method

- fixes: multi box watcher task when player in Kratei's Cube

- fixes: showAdminMsg using proper msg id

- fixes: charstat for cant hit mob bug when player rooted

- fixes: various vitality routines and support (fixed vitality bonus)

- fixes: doDie mobs not dissapearing or respawning after death

- fixes: broadcast packet routines

- fixes: skill hit time calculation, for skills having hit time below 500ms

- fixes: chance skills triggered on reflected damage

- fix: do not try to broadcast social animation, when dead

- fix: immortal mobs sometimes, when teleported back to spawn

- fix: initAdvSharedFactions creates internal factions for some 7s mobs, that they should have

- fix: setTotalCombatTimeBonusStage

- added: faction timeout, time to live, is locked features

- fixed: compareTo for better faction sorting in cache

- added: support for parameters canMove, isNoRndWalk on spawnlist of instance definition xmls

- update: CycleTask in zone starts only when there are players in zone

- added: hasEffectType to L2Skill

- added: setNoRndWalk to L2Spawn

- fix: CharSelectionInfo packet

- fix: Evn value set to volatile

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  • Posts

    • I'm on that same situation, but hey after almost 3600 commits it's almost playable! 😛
    • Probably due to poor choice of container handling items, you should test other types.   If it's not due to container, it can be whatever method impacting inventory, such as sort/filter/integrity checks. Bad synchronization can also grealty impact performance.   Another thing to check is about packet sending, you should use L2PHX to explore what is actually sent.
    • how do I make it so that you only deal damage to a mob if you have the right items equipped, like jewels, belt, underwear, bracelet, so if you don't have one of those items equipped, you don't deal any damage to the mob thanks
    • I always welcome bug reports and never ban ppl - until proven leaker - not sure where the "arrogant" part comes from, I would like to know what exactly let you think that (quote me please, and not 12y old quotes as the other frog meme dude). I request bug reports to be properly detailed, otherwise it's a waste of time. Other than that, I don't see where I have been arrogant. I got proper discussions with many ppl, not sure why you wouldn't be one of them.   I got 76 bug reports in my list (21 on forums, 55 on gitlab).   I have a single bug report regarding lvl 4 clan quest, which has to be tested since it's not even clear about what is supposed to be broken. Seven Signs was never reworked and is basically L2J based (we got a rework branch to test/commit with reworked AIs). Geoengine got no specific issues (at my knowledge), pathfinding was reworked lately to be way more performant, and I still try to improve performance using some pool system. Movement was partially fixed in latest 410, and probably will get another rework soon (notably reverting to the task wallclock).   "I" surely didn't spend 12y over geoengine - Hasha cared about geoengine during rev 334 / 354 / 390 / 395 and 397. It is solely his work, and always tagged as it. He was rewarded with money for his work, and almost a decade of aCis access.   aCis is a community work, things tagged with Tryskell is my work, the leftover is someone else work. 22 ppl worked as developers in this project over 14 years.   I would gladly accept whatever list of fixes/reports you have to share. You will even be rewarded (you probably know about cookie system), as anyone else sharing bug report or fixes.   My main concerns lately is the lack of decent L2OFF IL data, it is my main bottleneck actually. If you're aware about decent L2OFF data to parse, let me know.   Eventually reach me over Discord to speak, I don't want to continue the offtopic over that help request.
    • Your project doesn't compare to aCis; you have to be an idiot to use that. I know someone who bought the High Five "PREMIUM" version, which has the same bugs as the free version. If you want, I can share his latest premium version. Players are going through walls with their bad geoengine, falling under the Olympiad. If you want, I can record and prove what I'm saying. The aCis project is 50 steps ahead of yours and it's not even stable...
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