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


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Posted

REV 564 After players reports our team immediatelly fixed any bug occured till now

 

In up to 1 hour, server will be updated to new soft rev 564. Here is short list of changes.

 

- custom message channels grouped in panel a little better, additionally:

  - added new option: "onscreen combat messges" (in next update, after enabling this function, you will see colored on screen messages near character, during combat, instead of msg on chat)

- admin_mail command fixes, function now accesible via IRC bot too

- ai debug history and logs extensive rework (finally fixing bugs is easy)

- physicshandlers in masterhandler

- pathfinding engine update:

  - CellPathFindingAllowedZdiff: determines max Z difference, that will force splitting path into more pathnodes

  - CellPathFindingZdiffForHighWeight: determines max Z differnce between pathnodes, to be considered as "high"

  - CellPathFindingNSWECheckDistance: path is created more distand from obstacles

- VectorEngine update: preparing to replace geoengine/pathfinding engine los/pathfinding, server wide

- extracted AI submodules into separate packages and classes, preparing to implement modular AI form SL2 Epilogue

- fixed guard's AI, stopping every 5-10 seconds, when on route back to spawn

- NCOORD moved to own method, plus fixes and update:

  - aborting NCOORD when target stops or dies

  - NCOORD within allowed range from spawn point

- movetopawn furher updates:

  - better coord calculation for positioning around pawn

  - better detection if move is needed

  - detecting and stopping movement if needed, or changing path without stopping character (depending how far is pawn, does it move, and is it moving towards or opposite direction to char)

- new events, including: EVT_ENTERED_ZONE, EVT_LEFT_ZONE

- optimizations within PickUp intention of AI

- reworked building enemies list for AI

- fixed: minions not following leader

- stopping movement on EVT_AGGRESSION and EVT_ATTACKED (if needed, eg when attacker is behind char)

- AI's internal modules cache and lists, are synced with knownlist

- healing can be performed only by HEALER or BALANCED types AI (or any other friendly faction AI, with 25% chance, if it has heal skill, and requester is EVT_NEARLY_DEAD = HP <7%)

- broadcasting position update packets during movement, in sync with movement on server (much less visual glithes, like char warping)

- fixed movetopawn stopping on cast/attack request, when attacker moves towards char

- fixed Summon/Pet avoidAttack mode

- optimizations in ExtUtil distance3D methods

- sizePhysic() fixed

- broadcastChat() moved to L2Npc

- EVT_NEARLY_DEAD now triggered by any char having AI (including pets/players)

- fixed TransferDamage effect for PCs and pets (fixed Shield of Faith etc)

- fixed TransferDamage to work correctly also on pet/summon, when no party present

- movetolocation: fixed wrong offset calculation, reduced EVT_BEGIN_MOVE/EVT_CONTINUE_MOVE events trigger delay, to 10ms

- fixed setFirstOwnerId() in L2ItemInstance: do not set first item owner, if it's NPC, not player

- RequestSendPost fixed: now admin can send mail to all players (online and offline), using /mailbox in game, and entering * in "To" field instead of recipment nick

more soon

Posted

this is an amazing job, but unfortunately this setup is not what the actual community of l2 want.

i wasn't able to find the rates on the site, but if the server is 4x like in the picture is too low, even with the dynamic boost, without npc buffer and only "monobox".

(Server allows logging in as many accounts as you wish, but:

Server will not allow you leaving peace zone with more than ONE character at the same time (if you leave peace zone with 2nd char, char will be frozen for 30s - for you to log off. If, when 30s passes, char is not logged out, she will be automatically teleported to nearest town)

i think if you put a base rate of 20x (with party exp 1.2/12h+ vitality buff reuse, so you can have a bit more slow levelling) put a npc buffer and let ppl at least dualbox out of town, you can get all

the midrates jumpers around that are 1.5k atm.

with the skills of your team is a shame if the server die for low online.

hope in an answer, i wish you GL anyway.

 

Posted

Fellow ryu our server provide npc buffer to our players, one more thing i would like to announce now is that our team werent satisfied with dynamic rates and this is the reason we are changing server rate 4x

 

This is a detailed look of our server rates:

-4x exp

-6x sp

-6x adena

-4x drop

-4x spoil

-1x manor

-4x raid

-4x karma exp loss

-6x siege guards price

-2x epic jewlery

-6x quest exp

-8x quest sp

-1x quest reward

-4x quest drop

-8x quest adena

-6x quest potion

-1x quest scroll

-1x quest recipe

-8x quest material

Posted

We are sure because we got some features such as mission master with 5 types of dungeons strategic,party,soloetc where you can EXP and get valuable items aswell, seconly we got 1v1 tourney and 4v4 tourney which gives good rewards, thirdly we got 2-3 features that are for couples,friends (Quests) that gives you good exp and special items.

Last thing we are concerned is conquerable locations if a clan has conquerable locations in an area, then it has some bonus in that specific monsters of the area (XP,SP)

Posted

Updated to rev 566. Some changes:

 

- npc view panel: showing all scripts and npc event assigned to (command //admin_show_npc_quests)

- fix: Baium entrance and waking up

- npc now quest page opens now Player Panel in separate window

- faction call rules changes (when attacker is player or summon/pet)

- fix: faction call target force, when attacker is player/pet

- //aicontrol: new command RNDWALKONOFF (to enable/disable NPC random walking)

- new bypass: msg (for displaying message in popup box)

- fix: arcane shield skill animation

- AI_Combat manager fixes (not allowing addAttacker when not performed first time attackers update)

- fixes movement/attack:

  - blocking move when currently attacking (hitting)

  - stopping move on doAttack request

- fix: auto-attack not performed when enemy in water and char cant swim, or enemy on land and char in water and cant go on land

- fix: auto-attack not performed on chars newly spawn (20s delay)

- fix: grand/raid/minions chaostime and chances

- optimizations: pickup item routines (for mobs)

- fix: ncoord checks for destination geodata Z

- optimizations: faster checking for water in AI routines

- update: QuestManager holds now non case-sensitive quest name cache, and if quest is not found by its normal (case-sensitive) name, then is looked in cache

- fix: addKnownObject called too soon getCombatData causing npe

- update: ExtStatMod moved to own package, small optimizations

- update: raid curse do not affect GMs

 

Posted

Revision 568

 

A day left for the server's grand opening we are expecting you all to try our work, be sure you won't be dissapointed

 

- update map loc/area functions in dc implemented

- fix: zaken instances enterance

- fix: photographer photo show/fantasy island missing htm

- update: town npc allow receiveing items via premium services

- fix: L2AttackableAIScript better faction calls handling

- update: //admin_show_npc_quests by default dumps all events and assigned to npc scripts, to logs/sl2ext/dumps/npcid_npcname.txt files

- update: .seen command can't be used to check if/when gm/admin was last online

- update: removed most obsolete LanguageData.translation methods uses (its used by packet writeSS method, so no need to translate message/htm at earlier stage)

- fix: locked options can't be changed (like displaying administration announcements can't be disabled anymore)

- fix: dagger mastery skill (passiwe) won't show message "Dagger mastery cannot be used..." anymore, when using eg sword.

- we've enabled few events and gonna test/update them

- added: DebugHtmBypasses for easy debugging for devs

- fix: all bugs concerning offseting char against pawn, during movement were fixed. we've also adjusted mob distance to player, so they won't block player's path

- added: nextIntention AI feature, for queueing future AI intentions/events

- added: AI debugging - executionTrace, that when enabled, trackbacks all calls to AI's setIntention/notifyEvent, and logs, from where they occured (class/method)

- fix: clearing "can trigger EVT_ARRIVED" event property, on each movement request (dealed with stopping character movement sometimes)

- fix: wrong attack ranges on some skills

- fix: physical attack range depends on weapon (bow/dagger/pole/sword etc)

- fix: rangeCalc is triggered on every setTarget (correct attack ranges/collision values)

- fix: EVT_ARRIVED can be triggered only by valid, current movement (ignoring all scheduled for previous movements)

- fix: canDetach() method, that disallow detaching AI, when it shouldn't be (eg. mob returning to spawn)

- fix: EVT_FACTION support wont trigger friendly faction to fight against each other, when all enemies are dead

- update: EVT_DEAD triggers EVT_FACTION_FORCE_TARGET on char that killed faction member

- fix: EVT_FACTION_FORCE_TARGET correct intention->ATTACK change

- fix: onIntentionAttack correct movement stopping prior to attack target change, and switching into attack

- fix: EVT_ARRIVED_BLOCKED changes intention to ACTIVE, only when current intention was MOVE_TO, PANIC or CAST

- fix: EVT_FORGET_OBJECT doesn't switch player/pet to walk mode anymore

- fix: maybeMoveToPawn doesn't switch char to running mode

- fix: controllableMobAI better skills and movement handling

- update: advanced factions manager support factions for other char types

- fix: CalendariumRecord correct properties naming, implemented hashCode and equals

- fix: CalendariumManager by default keeps records sorted by timestamp (most recent first)

- fix: physics drop packet properly despawning helper objects

- fix: ExtLocation getAroundPosition uses proper object collisions

- fix: ExtLocation getAroundPosition validation for position distance (if its within passed min/max radius values)

- added: getMapRegionByName

- fix: TownManager returns proper castle's id, for towns 7 & 8

- fix: CharStat getMpConsume fixed MP consumption, for consecutive dances/songs

- update: some optimizations in calculateRewardItem (mob drops)

- fixes in doAttack:

  - stopping movement prior hitting enemy

  - checking for peace zone only for player chars (mobs/npcs skip this check)

  - removed packet broadcasting lock

  - removed uneccesary attackEndTime clearing in onHit, that caused sometimes attack to be broken

- fix: getPhysicalAttackRange returns correct range, taking type of equipped weapon under consideration

- fix: broadcasting soulshot use of NPCs to valid range (600 not 360000 )

- fix: canInteract checks if NPC "is busy"

- fix: despawnTask NPE

- fix: QuestTimer map thread safe

- fix: L2Spawn enabling/disabling geodata Z checks possible, also corrected multispawn radius

- update: targeting chars, that player shouldnt be able to, is no more possible (/target baium, /target zaken etc)

- update: cannotMoveAnymore doesnt broadcast StopMove packet (it's broadcasted by cha.stopMove method anyway

- update: NpcHtmlMessage strips html from double spaces, and other unnecesary chars, before sending to client

- fix: NpcQuestHtmlMessage uses writeSS (translating html before sending to client), instead of writeS

- fix: L2Weapon reads attack range values for all weapons

- fix: SevenSigns score calculation

Posted

TONIGHT IS THE GRAND OPENING JOIN US AND  GIVE US A CHANCE TO SHOW YOU WHAT WE WORTH!

 

If you got any question depending MMOPLAY Server don't hesitate to ask.

 

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Posted

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This is a shortlist of our server features!

 

WEBSITE: http://www.lineage2-4fun.cc

 

Hardware and network.

 

Main Game Server hardware specification.

CPU: Quad Core i7 CPU

RAM: 16GB DDR3 ECC

Storage: 3x 250GB Sata2 RAID 0 Matrix (System and server software), 2x 250GB RAID 1 Matrix (Backups)

Connectivity: 2x 1GBps upload/download async connections (main network connection and backup/supporting connection in case of DDoS or primary connection failure)

OS: RedHat Enterprise Linux x64

Backup / Developers Game Server hardware specification.

CPU: PhenomII X6 CPU

RAM: 16GB DDR3

Storage: 3x 750GB Sata2 RAID 0 Matrix (System and server software), 3x 750GB RAID 1 Matrix (Backups)

Connectivity: 50Mbps upload/download async connection

OS: Windows7 x64

Web, community and additional features (Community Server) server specification.

CPU: PhenomII X4 CPU

RAM: 4GB DDR3

Storage: 1x 250GB Sata2

Connectivity: 1Gbps upload/download async connection

OS: CentOS x64

 

General Lineage II information.

 

Client/Chronicle: HIGH FIVE

Rates: auto-adjusted for every individual character, dynamic rates x4

Special zones: available

Special events: available

Special quests: available

Special items: available

Special monsters and bosses: available

All High Five zones, mobs, instances, quests, bosses and other features available.

Conquerable clan halls: available

Additional clan halls: available

Conquerable zones and locations: available

Ladderboards for events, tournaments, quests and other player statistics and toplists: available (soon detailed list and info)

Player panel with additional settings, features:

Drop calculator: available

Community board: available

Conquerable Locations : *NEW*

Psychics: *NEW*

 

And much more unique feature which provides you the ultimate gaming experience JOIN US NOW and give us a chance to show you what we worth!

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