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Luniage - a custom Interlude client on Unity, with its own server Hi everyone. I've been quietly working on this for a long time and I think it's finally at the point where it's worth showing. Short version: it's Interlude, but the client and the server are both mine. The client is a custom one, built in Unity — not a patched or reskinned original. The server is written from scratch in C#. The only thing that comes from the old game is the content: the world, the models, the animations, the sounds, the icons, the interface art. The game looks and feels like the game you know. Everything underneath it is new. Why do this at all Because the old client is a 2004 executable and anyone who has ever tried to add something to it knows exactly how that conversation ends. You can't add a window. You can't change how a skill looks. You can't fix a bug that's staring you in the face. Every server that wanted a feature of its own had to fake it through HTML dialogs and system messages, because the client simply won't bend. At some point it stops being worth fighting. I'd rather keep the game and rebuild everything around it. Where it is right now You can sit down and play it. Not a tech demo, not a walk-around-and-look-at-the-trees build - an actual character. Most of the game is in: movement, combat, the skill system with its real formulas and timings, items and equipment, enchanting, shops and player trade, quests, parties, clans, and the whole interface that ties it together. Progression works from level 1 all the way through A grade - you can level, gear up, join a clan and run content today. What's missing isn't the foundation. It's the top end - and that's exactly where the work is pointed next. Videos What I'm working on now Castle sieges and the Olympiad. The two biggest systems the game has, the ones that turn a working world into a server people actually stay on. And visual effects. They already run, but "runs" and "looks the way you remember it" are two very different things, and closing that gap turned out to be a much longer road than I expected. I'm going through them one by one. Does it run outside Windows Yes. It's a Unity project, so Windows, Mac and Linux are just build targets. I actually develop on a Mac, which has kept the whole thing honest about staying portable. Will it work with my existing server No, and it never will. The client talks to my server and nothing else - that's the trade I made, and it's the reason everything above is possible in the first place. If you're looking for a drop-in replacement client for a setup you already have, this isn't it. What's the goal First and foremost, to launch my own project on it. That's what the client and the server are being built for, and that's what sets the priorities. Longer term, I'd like to open-source it. This community has spent twenty years working around a client nobody can touch, and I think the honest ending to this story is handing over something people can actually build on. I'm not putting a date on that - first it has to be good enough to be worth someone else's time. Can I try it Not yet. When there's a build worth handing out, it gets posted here first. In the meantime I'll be posting progress regularly, and I read every reply. If you've run a server, built a client, or just spent a decade staring at this game and know exactly which detail everyone gets wrong — please say so. A good share of what's right in this project is right because somebody pointed at a screenshot and said "that's not how it looked." Thanks for reading.
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An4rchy
Hello everyone.
So I've been working on a little event in L2 the last few days and today I wanted to test it with a friend, so I decided to open up a test server with my ip so me and my friend can both join and test it.
Nothing I haven't done like 1000 times before.
I forwarded the ports 2106, 7777, 9014 (which are the default by l2jserver and I didn't change) and added a firewall exception for these ports. I put as hostname in login server properties and game server properties my IP address and sent a l2.ini with my ip to my friend.
Here is the weird part. He can login normally, make a char and enter the game. But when I try to login (with localhost/127.0.0.1/IPv4 in my l2.ini, I tried all 3 just in case), I get a connection with the login server, get the server list, but when I select the server I have registered (1 - Bartz) and press OK, nothing happens.
I press cancel, try to login again and get account already in use. So what I thought is that I get a connection with the game server but something goes wrong. So I put debug messages in SelectorThread in order to see if I am actually getting a connection established and I'm not getting one. The message account already in use occurs because the login server assumes (and is right to do so) that the connection is established since I was able to connect to login without any problems and select a server so it adds my account to a connected list.
In a few words, the message 'account already in use' means nothing and I can't seem to make a connection locally on my GAME server when it is up using my IP(as I said in the beginning, I am able to connect if I don't use my public IP and use localhost to open the server).
Using aCis btw, but I don't think it really matters since Tryskell hasn't really made huge changes in game server connections.
I would appreciate any help, I've been trying for hours without any luck. I even tried connecting to the server from another PC in my network in case it was the PC and still nothing, same thing.
Edited by An4rchy17 answers to this question
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