Elfo Posted March 13, 2017 Author Posted March 13, 2017 If you use regular L2J spawnlist, you can rework it using L2OFF territory system, because everything is plain wrong. Not my priority, i just need npcs as in l2j. In fact the russians that worked on this pack before me had the l2off territory system for gracia final working but i deleted it. Quote
Tryskell Posted March 13, 2017 Posted March 13, 2017 (edited) Not my priority, i just need npcs as in l2j. In fact the russians that worked on this pack before me had the l2off territory system for gracia final working but i deleted it. You got the (by default) advantage to "be forced to" recode everything ; I mean, if nothing is your priority (except the 20k players part), you will simply end with L2J. Edited March 13, 2017 by Tryskell Quote
Elfo Posted March 13, 2017 Author Posted March 13, 2017 (edited) a Edited October 1, 2021 by Elfocrash Quote
Tryskell Posted March 13, 2017 Posted March 13, 2017 I'll be happy with that. Will you? :) Not sure about which part I should be happy, but no, L2J (notably IL version) isn't an aim for me, since I start from here. Otherwise I would simply use L2JIL :D. And I clearly doubt you will be happy to port L2J AI system and rethink it later on. Quote
Elfo Posted March 14, 2017 Author Posted March 14, 2017 And I clearly doubt you will be happy to port L2J AI system and rethink it later on. Oh no there is not way im using l2j's AI. Quote
Sdw Posted March 14, 2017 Posted March 14, 2017 Unity have territory support if you wanna port it. Free version have some spawn object recycling issue but nothing hard to figure out Quote
Elfo Posted March 14, 2017 Author Posted March 14, 2017 Unity have territory support if you wanna port it. Free version have some spawn object recycling issue but nothing hard to figure out Oh does it? I actually haven't check your sources guys. Will give it a look, thanks for bringing it up. Quote
vampir Posted March 14, 2017 Posted March 14, 2017 Oh does it? I actually haven't check your sources guys. Will give it a look, thanks for bringing it up. Shared FandC or Tales files have got it too. It is not much more complicated than l2j server spawn manager, you also need to convert l2off spawnlist to format prefered by you. It would be waste of time to work on that thing twice. Quote
inFrenzy Posted May 20, 2017 Posted May 20, 2017 What is the progress of the project? I was interested in learning how to play it! Quote
Elfo Posted September 4, 2017 Author Posted September 4, 2017 Thanks to @SamDev-Coder we now have monster attack and decay! Quote
Elfo Posted November 10, 2017 Author Posted November 10, 2017 I created a plan of attack to remove any unimplemented piece of functionality from the project and i started that yesterday. Also some refactoring took place. The plan is to remove pretty much everything that i didn't write myself (or the contributors) and re-implement them properly. What several people told me is that the project might work as a classic project (as there is no other opensource classic project around). Will tinker with some packet magic over the weekend after the cleanups and see how that goes. Quote
Elfo Posted March 20, 2018 Author Posted March 20, 2018 (edited) Special thanks to JetBrains for providing .NET Rider and Resharper licenses for the development of L2dotNET. I'm currently thinking of migrating the project to Classic. Edited March 20, 2018 by .Elfocrash Quote
Elfo Posted April 5, 2018 Author Posted April 5, 2018 Special thanks to nihrom for his contributions to the project. Introduced Console commands, Monster Die and he's been refactoring. (I don't know who you are, so if you see this PM me) Quote
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