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Posted

I'm pleased to say that Mart officially join the L2dotNET development team.

 

Mart has been helping me from the very beginning cleaning up the old shitcode and adding modern one.

 

He also has some really nice stats.

MartLegion85 commits / 802,538 ++ / 814,922 --

 

To compare, hereis mine.

 

Elfocrash69 commits / 865,680 ++ / 78,761 --

 

So yeah, what else i can say. When i started the project i though no one would give a shit, but it seems that i was wrong.

  • 2 weeks later...
Posted

For those you might not know, i just finished moving to my new house. This was the main reason why the development is a bit slow lately. 

The next update will involve the new packet model they we currently use for the login service to be used for the game-service too.

 

However that a long process, so i will be working on a branch and later once it's tested i will merge it.

 

Thanks

Elfocrash

  • 3 weeks later...
Posted (edited)

Inventory Reworked

Major code refinements. Everything (naming, casting, methods, linq) is using proper C# standards.

The codebase no longer reminds java.

Edited by .Elfocrash
Posted

Hello everyone.

 

Just a general request.

 

If you have a Github account please give me a star on the project.

It really helps it stand out as an active project.

https://github.com/Elfocrash/L2dotNET

 

Thanks in advance.

Posted

Hello everyone.

 

Just a general request.

 

If you have a Github account please give me a star on the project.

It really helps it stand out as an active project.

https://github.com/Elfocrash/L2dotNET

 

Thanks in advance.

I forgot my account  :not bad:

Posted

Added PlayerBag.

 

A session-like player specific dynamic property.

 

By just typing the name of the property you wanna store, it will automatically create the variable no matter the type.

 

Example:

MkWTeeR.png

 

Those are not properties I pre-created. They are made on the fly.

Posted

Just read the whole thread.

 

I'm very surprised by the amount of negative replies and retarded criticism/comparisons made by inexperienced and arrogant users and other butthurt l2 backend emulator owners/contributors.

You can feel the envy through their words, they don't want you to succeed.

 

I've also learnt that the next time i want to start an open source emulator, i shall not make a thread of it.

 

I must congratulate elfo for not minding them and keep his project going.

Good luck mate!

Posted

Just read the whole thread.

 

I'm very surprised by the amount of negative replies and retarded criticism/comparisons made by inexperienced and arrogant users and other butthurt l2 backend emulator owners/contributors.

You can feel the envy through their words, they don't want you to succeed.

 

I've also learnt that the next time i want to start an open source emulator, i shall not make a thread of it.

 

I must congratulate elfo for not minding them and keep his project going.

Good luck mate!

Thanks. I do it in my spare time and i have fun coding it so  I keep on working on it. 

I'm very happy with the progress for a side project. We just finished with major code reworks and now we can easily add functionality.

 

Don't care what people say. Just do your thing.

Posted (edited)

Update time

 

  • Fixed the movement bug
  • Total Game service packets reworked (Everything except the sending ones are using the new struct)
  • Moved most of stuff that don't cause redundant references to the main lib
  • Added DedidatedThreadPool for future use
  • Fixed several NREs

Now we can safely finish the known objects and the zones.

 

 

Don't forget to star and fork the project if you wanna contribute.

Thanks.

Edited by .Elfocrash
Posted

Spicy updates. After brainstorming how to get rid of that stupid switch that handles the incoming packet I ended up with this.

 

From:

9sAyhs7.png

 

To simply:

JFOcIkj.png

 

Nice and clean. Thanks.

Posted

ConcurrentDictionary is similar to ConcurrentHashMap ? Cause atm you simply need a HashMap, as you simply use it to check, and that map is fed normally only once (and content never replaced, removed or edited anew).

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