Jump to content

Recommended Posts

Posted

How would you make a server from scratch?

Asumming there was no other project to get as a base.

 

To make it more interesting lets asume you would only want to support the Awakening client.

A kinda new client with no access to sniff info from retail or other servers.

 

Elaborate on...

-Server/Client packet handling system.

-Skills engine.

-Scripting system.

-Geodata handling.

-Database system based on MySQL.

 

What else you think it would be important to elaborate on?

 

Please keep conversation serious an on topic.

Posted

How would you make a server from scratch?

Asumming there was no other project to get as a base.

 

To make it more interesting lets asume you would only want to support the Awakening client.

A kinda new client with no access to sniff info from retail or other servers.

 

Elaborate on...

-Server/Client packet handling system.

-Skills engine.

-Scripting system.

-Geodata handling.

-Database system based on MySQL.

 

What else you think it would be important to elaborate on?

 

Please keep conversation serious an on topic.

Why don't you join me? I am doing the same thing pretty much on C#.

 

There is no point to do it again in java unless if you have tons of free time, but you will end up copying a lot of code from l2j.

Posted (edited)

The basic idea of this is, to theoretically use the knoledge we have gained so far from java servers to make the best software we could make, from scratch.

Theoretically... this info can help someone that might want to get involved with it. ;)

 

I would really like to see people seriously elaborate with the idea.

Edited by Mobius
Posted (edited)

How would you make a server from scratch?

Asumming there was no other project to get as a base.

 

To make it more interesting lets asume you would only want to support the Awakening client.

A kinda new client with no access to sniff info from retail or other servers.

 

Elaborate on...

-Server/Client packet handling system.

-Skills engine.

-Scripting system.

-Geodata handling.

-Database system based on MySQL.

 

What else you think it would be important to elaborate on?

 

Please keep conversation serious an on topic.

 

A server from scratch without client informations ? Better create your own game, it will be faster.

 

- Skills engine is like any XML engine out there, and like any fixed data it shouldn't be set on SQL because you will need a lot of redundancy to do the same thing (mostly 2 or 3 tables, like npcs data).

- Geodata you have to refer to an existing data too, so you're kinda limited. Where you can have more choices is about pathfinding type (a*, etc).

- Scripting engine, L2J engine handles already 99% of retail cases. You then got the choice between script system : one script per npcid, or one script by "theme". One script by npcid is extremely redundant, but you got no problem between the different scripts.

- server/client handling, better use directly an existing architecture (Putty or similar stuff, I saw some far lesser hungry stuff)

- database, well... MySQL is fine. If you mean which db pooler, the good stuff atm is HikariCP.

 

On a L2J base, I think the biggest flaws are the knownlist system, db pooler choice and the client/server packet system. In term of gameplay, I think the whole casting and movement behaviors should be rewrite from zero. Those are the main downfalls.

 

I doubt than rewriting everything from zero will lead to "transcendal" speedup. If you fix the previous, you will get already a solid architecture. All by all, I think L2J architecture is ok. There were only strange choices made about technologies, and no thoughts about handling "masses".

Edited by Tryskell
Posted

The whole AI, the whole stats system, basically everything is important, even if Tryskell never saw all flaws

Posted

Do you realise how expensive it is to develop client side

 

 

everything is cracked, the most expensive part is the UI, the textures, the animations and the meshes. All are cracked. This client can even be coded in java

Posted

Unreal engine -> New game faster...

 

how exactly you gonna find out the whole information from the client? you gonna copy it anyway so is not from scratch...

just build new..

Posted (edited)

Unreal engine -> New game faster...

 

how exactly you gonna find out the whole information from the client? you gonna copy it anyway so is not from scratch...

just build new..

You should have damn good reverse engineering skills in order to copy it anyway...

I spend 3 days in order to find all packets (with some help) for Interlude in engine.dll... maybe you can do it better. :lol:

Edited by Tessa
Posted (edited)

You should have damn good reverse engineering skills in order to copy it anyway...

I spend 3 days in order to find all packets (with some help) for Interlude in engine.dll... maybe you can do it better. :lol:

 

There is static array of simple structs like const char* packet name, const char* format, and as far as i remember callback address

 

And if u need detail info just use packets from phx data, they did it for you 10 years ago

Edited by Szakalaka
Posted

There is static array of simple structs like const char* packet name, const char* format, and as far as i remember callback address

 

And if u need detail info just use packets from phx data, they did it for you 10 years ago

L2PHX doesn't contains all the packets and some of the packets listed there are not completed. I found the packets but I had hard time looking for all the parameters they accept. Anyway, I completed the list... it was a big effort, because I don't have a clue about assembler. :lol:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • ## SuperPoint Editor   SuperPoint Editor is a practical visual editor for Lineage II PTS 'SuperPoint.bin' files. It is built for people who need to inspect, fix, rebuild, and draw server routes without digging through binary data by hand.   ### What You Can Do   - Open and edit 'SuperPoint.bin' files. - Export BIN data into a readable TXT format. - Save edited data back into a valid BIN file. - Validate routes before saving. - Work with SuperPoint routes, points, directed connections, and path records in tables. - Add, duplicate, delete, and reorder points. - Create direct and reverse connections between route points. - Automatically generate connections between neighboring points. - Edit raw point coordinates: 'X', 'Y', 'Z', 'Index', and 'Delay'. - Keep route names and internal route data organized. - Use either English or Ukrainian interface language.   ### C4 Server Support   Some C4 servers have 'SuperPoint.bin', but do not have 'superpointinfo.txt' in scripts. The editor supports this case directly. When 'superpointinfo.txt' is not found near the BIN file, the editor can open the BIN in C4 mode. In this mode, 'Fstring ID' is disabled because that value belongs to 'superpointinfo.txt', not to the BIN itself. The editor will not generate or modify 'superpointinfo.txt' while working in this mode. This keeps C4 data clean and avoids creating script files that the server does not actually use.   ### superpointinfo.txt Support   For chronicles that do use 'superpointinfo.txt', the editor can load and synchronize it together with the BIN data. When saving, the editor updates route nodes and coordinates while preserving existing metadata such as: - 'npc_name' - 'move_type' - 'fstring_index' - 'social_number' - 'delay' New nodes are generated with safe default values, so existing script metadata is not accidentally wiped.   ### Geodata Tools   The editor can also open converted geodata '.dat' files and display them as a map. This makes route editing much more visual. You can: - Load geodata and inspect the terrain by layer. - Zoom and pan around the map. - Create a new SuperPoint directly from a map cell. - Draw a route by clicking on the geodata. - Drag existing points to new positions. - Automatically snap 'X/Y' to the selected geo cell. - Use the selected geodata layer to fill the point 'Z'. - See all routes on the map or focus only on the selected one. This is especially useful when building new NPC movement paths or correcting bad route coordinates.   ### Connections and Paths   SuperPoint connections are directional. A connection from point '3' to point '2' is not the same as a connection from point '2' to point '3'. The editor makes this explicit by separating: - route points, - directed connections, - and the actual path records used by each connection. For simple cases, it can create direct path records automatically. For more complex movement, you can edit the path points manually. ### Built for Safe Editing The editor includes validation before saving, so common structural problems can be caught before a broken BIN is produced. It also verifies rebuilt BIN files through the converter engine. The goal is simple: edit quickly, but do not silently damage server data.   ### Unknown Field   This small 'Unknown' field is part of the original BIN structure. Most official-looking files keep it as '0', and for regular route editing there is usually no reason to change it. The editor exposes it so nothing from the BIN is hidden or lost. If you do not know exactly what your server uses it for, keep it at '0'. Download
    • NpcGrp não salva no interlúdio e da crítico quando coloca ele no cliente, já testei ele antes.
  • 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..