Jump to content

Recommended Posts

Posted (edited)

Here it goes..

 

L2JUnity source currently working with infinity odyssey - underground, on the project has been working 8 developers, there are over 3200 commits made since Feb 8, 2015 – Jun 4, 2016.

 

Developers:

  1. Sdw (1,083 commits / 2,338,519 ++ / 1,665,435 --)
  2. St3eT (667 commits / 535,092 ++ / 517,004 --)
  3. UnAfraid (608 commits / 828,562 ++ / 800,369 --)
  4. Nos (573 commits / 4,235,126 ++ / 3,219,314 --)
  5. Nik (353 commits / 153,029 ++ / 72,046 --)
  6. malyelfik (56 commits / 129,455 ++ / 122,304 --)
  7. Gladicek (54 commits / 20,322 ++ / 4,878 --)
  8. lion (9 commits / 5,316 ++ / 3,476 --)

 

This source is based on L2JServer's Ertheia branch that Sdw and me started.

Also its not tested as live server, it may have bugs, even stability issues, since you download it - you're on your own.

 

The source is not ready for live server, it requires implementation of content, but whats been implemented is done right.

 

That share is the first and the last, since this is the end of that project.

 

Here i leave you the link of the repository, if it goes down (DMCA or other shit) i won't support it.

 

https://bitbucket.org/UnAfraid/l2junity

 

How to compile?

 

on Linux:

./gradlew distZip

 

on Windows:

gradlew.bat distZip

 

Good luck with it.

Edited by UnAfraid
Posted

may i ask the base you started from and at what level did you bring it? i mean % percent

This source is based on L2JServer's Ertheia branch that Sdw and me started
Posted

From L2J Ertheia branch, check it by yourself to make an idea, can't really tell. I can tell there is some rework, impl and other shit though.

Posted

Damage control amongst other things.

 

Feel free to get ideas from it, I would be happy if it helps aCis in any way.

Posted

Damage control amongst other things.

 

Feel free to get ideas from it, I would be happy if it helps aCis in any way.

 

If you share the complete (and maybe documented) SVN, that would be far more efficient than randomly digging into a 1 rev SVN in search of something to copy paste.

 

For now I can simply check your implementations when I myself rework something.

Posted (edited)

Same question, why do you stop the project after a single year ?

Mostly because of team (at least part of team)

There was only two members which actually doing something (Sdw and me), other just looking around and sometimes they did something (which in most of cases was bugged and I have to test it after them [hello UnAfraid, Nik])

Since I created company I have no time for coding so it was more or less dead (and some people show their credibility, that was last thing)

Edited by St3eT
Posted

Mostly because of team (at least part of team)

There was only two members which actually doing something (Sdw and me), other just looking around and sometimes they did something (which in most of cases was bugged and I have to test it after them [hello UnAfraid, Nik])

Since I created company I have no time for coding so it was more or less dead (and some people show their credibility, that was last thing)

 

Well that's true for any project so far being open source, private or whatever. If you haven't at least one dedicated ppl, the project can't exist :)

 

Gl with your company.

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

    • Hello, I'm completely sharing my first attempt of functional PvE & PvP level/gear based independed phantoms. This source is completely made by AI so no hard critisism please. The extension is in a very early stage and it's not tested properly so its NOT supposed to be used in a live server yet because it still needs stability/optimization improvements.   The architecture is already done, third class behaviors are looking good (but still needs adjustments mostly for melee classes). I am currently dealing with second occupation classes functionality (most of them are functional).   The extension will automatically create the lucera_autobots table on starting the gameserver and then you will be able to populate the table with many rows of bots manually or save them to DB through the ingame bot's panel, you can also create temporary bots by not hitting the "Save Bot" button. The clan can be added to the bots as clanID through lucera_autobots DB table, the clan has to be owned by a real player with or without alliance, the bot will be spawned with the clan or clan+ally crest.     Request for advices and ideas: At the moment i haven't figured out an easy way (other than building a full navigation system of the world) to make the bot understand the geodata, avoid all the city obstacles and walk to gatekeeper, then travel back to the farming location on foot and avoid any obstacles and town layout so at this current state the bots are doing this: on death > go to village > stay idle for 30 seconds (time delay can be configured from the bot's management panel or through the DB table) > directly teleport back to death location.   On in-game, use //autobots command and create bots normally through the panel's options. NOTE: The bots will not attack a gm character.               LATEST CHANGELOGS SINCE BUILD M28: M29: Improved the mechanics and behavior for all the second and third classes. Added/adjusted PvP skills and self-buffs for many classes. Improved Tyrant/Grand Khavatari combat and force-charge behavior. Added tank skill/auto-attack rotations. Added Bladedancer dances/debuff behavior. Added mage skills such as Silence, Curse Fear, Aura Flash, Ice Dagger and Frost Bolt with usage limits. Increased dagger Switch usage to 25%. Added obstacle escape movement when bots get stuck while RETURNING to their farm area. M30: Reduced the pause after tank and archer sidestep movements so they re-engage faster. Improved Titan/Destroyer combat recovery and added Braveheart condition. Started fixing Gladiator/Duelist charge/combat behavior. Verified all classes can use Idle, AttackFlagged, and AttackEveryone. Reinforced the rule that skills are used only when actually learned by the bot. M31: Fixed offensive mage combat-entry logic for AttackEveryone. Prevented hostile mage debuffs from being used as the initial action against peaceful players. M32: Added a farming-area watchdog so bots outside their configured farm range return instead of remaining stuck in FARMING. Fixed automatic teleport recovery so it cannot silently replace the bot's configured farm origin. M33: Removed the newer broken Gladiator/Duelist charge state-machine and restored more of the older M27-style combat logic. M34: Completely rewrote Gladiator/Duelist combat behavior Gladiator/Duelist now use the same core combat system in PvE and PvP. All skills remain level/learned-skill dependent. M43: Fixed a visual “jump/teleport” issue during PvP. Removed the extra manual position correction that was interfering with Lucera’s normal movement updates. Kept the old movement safety protections that prevent real long-distance rollback bugs. Added Vicious Stance toggle always ON for fighter classes when learned. Added Arcane Power toggle always ON for offensive mages level 78+ when learned. Improved potion usage so bots follow Lucera’s normal item cooldown behavior. Changed Warsmith weapons/shields for several level ranges. Added None as a buff package (the bot will spawn without buffs). Removed Greater CP Potions from level 1–39 bots. Reworked starter fighter equipment for levels 1–10 and 11–19. Corrected several starter class names in the autobots UI panel. Improved the Autobots panel layout. Improved spacing and descriptions on the Create Bot page. Added basic pagination to the autobots UI panel. Changed buttons toward Lucera’s native button style. Improved spacing around the bot list and search area. Added a search layout. Reworked the main page, Create Bot page, class selection and manage pages. No AI, combat, movement, inventory, or DB behavior was changed.   Next update milestone: Ensuring stability and optimization changes.  
    • ASocks.com provides residential, mobile and datacenter proxies with a pool of 7M+ IPs across 150+ locations. Built for web scraping, market research, ad verification, and automation, it offers flexible rotation, city- and ASN-level targeting, 24/7 support and transparent pricing with no traffic expiration.
    • SX.ORG is a global proxy platform offering residential, mobile,  and datacenter IPs for SEO, web scraping, ad verification and multi-account management. It provides flexible IP rotation, precise geo-targeting, HTTP(S)/SOCKS5 support, API access and pay-as-you-go pricing based only on the traffic you use.
  • 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..