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Posted
On 4/19/2020 at 11:00 PM, Elfocrash said:

New version under development.

Complete rewrite with some amazing features like:

  • Bots thinking and acting way faster
  • More realistic bot behavior
  • An in-game dashboard for full control of the bots
  • Saving bots in the database and reload thing them with ingame editing of behaviors and gear
  • Orders of magnitude better performance

Will be using this thread to keep you up to date

https://www.youtube.com/watch?v=s0RxnlOTyj8

If you don't mind to upgrade it to H5 it will be amazing, anyway nice work :).

Posted
8 hours ago, DLDL said:

If you don't mind to upgrade it to H5 it will be amazing, anyway nice work :).

The version that I'm thinking of targeting for now are:

  • aCis 382
  • L2jServer H5

I don't wanna be spamming this thread with updates since this is a completely different engine so if you wanna track the progress of the new engine and you're interested in helping with the potential to get a free license feel free to join the dedicated Discord:

https://discord.gg/6DYMDV4

Posted (edited)
4 hours ago, Nightw0lf said:

acis have a thread problem on latest revs dont use that you will burn people's pockets for no reason.

The system only uses one thread for it whole operation

Edited by Elfocrash
Posted
4 hours ago, Nightw0lf said:

acis have a thread problem on latest revs dont use that you will burn people's pockets for no reason.

Also, 382 is the stable revision without any issues.

Posted

I'm building this on L2jTesla which is based on 382 btw. 

 

New feature. Bot chat visibility. See any chat that the bot would see and talk/reply.

 

 

For more info and to track the development join the discord server: https://discord.gg/6DYMDV4

Posted

I am not sure what's the version that the issue exists i am sure its on latest at least 380+ not sure witch one the problem is not on YOUR code its on acis in general, it makes cpu 100% and server lag so if you're sure 382 is ok proceed i am just giving you a heads up in case you didnt know it.

Posted
14 minutes ago, Nightw0lf said:

I am not sure what's the version that the issue exists i am sure its on latest at least 380+ not sure witch one the problem is not on YOUR code its on acis in general, it makes cpu 100% and server lag so if you're sure 382 is ok proceed i am just giving you a heads up in case you didnt know it.

I have spawned 5k bots (which is insane) and the CPU never exceeded 50%. I have a 3950x though but still.

The Autobots engine is using one thread from the Threadpool and the rest is done with Kotlin's coroutines so it in teams of the ThreadPool it only uses one. aCis can have whichever threading issue it wants but this won't affect it past the one single thread it's using

Posted
2 minutes ago, Elfocrash said:

I have spawned 5k bots (which is insane) and the CPU never exceeded 50%. I have a 3950x though but still.

The Autobots engine is using one thread from the Threadpool and the rest is done with Kotlin's coroutines so it in teams of the ThreadPool it only uses one. aCis can have whichever threading issue it wants but this won't affect it past the one single thread it's using

I believe you, well good luck on this one.

Posted

Hey Elf great project here, was wondering and don't know if you went that deep, but where you able or are you using game models/textures/heightmaps and so on on your project? was wondering if it was possible to extract any of those to be able to use them in some projects :P

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  • Posts

    • And Discord: https://discord.gg/3aYqWNqb
    • Ofc: https://discord.gg/3aYqWNqb
    • You can find some H5 skins shared in old L2 modding Discords, but most of the higher‑quality ones are either paid or come bundled with full client edits. I usually mix in commissioned work and whatever I can patch myself. On a side note, I fund a lot of these commissions by selling off game items through instant sell cs2 skins, which has been a quick way for me to get some cash for projects.
    • There is no need for gRPC in this case, even tho originally it was gRPC based but since we don't need it to be bi-directional, we switched to simple http requests for the web calls and SSEs for the data streamed from the server. There are distributed locks in place to precent race conditions between actions that can happen between multiple web instances and the server.   Local models can also be slow depending on the model, and most external models can actually be faster than local ones if you use Flash 2.5 or something along those lines. I am running on 512GB of Unified Memory on my Mac Studio M3 Ultra so the speed of the local model for a small model is pretty good but I tested it with Gemini too and it works equally as fast and in some cases faster. The way it works is that I'm using pgvector (one of the benefits of moving to Postgres) to search the data and see what the player can see etc and there is some batching of the next few actions for 2-4 seconds for the user until the next LLM request fires. The batching also includes branching on logic so if they for example fall under some HP they will move to kiting instead of attacking or maybe they heal etc.   Everything is authed and permission-based. The server and the backend of the frontend have secure communication between them, either with a symmetric key (not recommended for production) or a certificate (the recommended way), so there is no worry. It's all tied to the account's access level, etc., so nobody can make an action that they normally wouldn't be allowed to do. Even the MCP is token-based, and there are prompt injection protections in place. The MCP is audited, and every mutation needs confirmation. The admin area is only accessible to the admin account anyway so normal users can't access it.  
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