I have a very particular issue and i don't know if there's a fix or if it's a client limitation.
I'm making an interlude multiskill server using a L2JFrozen base, and everything is pretty much set already.
As it's a multiskill, a stronger player should be able to fight many monsters at once. However, if i'm using a fighter class with Polearm when killing more than 8-10 monsters at once, the following bug happens:
The monster hp bar freezes (it doesn't go down visually), the character keeps attacking the monsters for a few seconds until the hp drain stops, the attack animation continues for some time as if the character is still fighintg all the monsters. but the hp drops to 0 and stays like that with the animation ongoing for a few more seconds until the player eventually dies and the monsters stop attacking all at once.
What i'm assuming is that the first monster of the aggroed pack dies (or something like that), but since the hp bar and the animation gets stuck as there's too much going on in the battle at once (too many hits, soulshots splashes, etc.), there's no time to switch to attack another monster and the result is the character dying.
Has anyone ever seen this? Is there a serverside or clientside fix? I have a good setup and a good Graphics Card so it's not a computer issue.
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The heavy lifting is done in the client, because while you can get away with small imperfections in the java, everything in the client must be impecable.
So, if you haven't touched the client, I'd say pick the newest protocol version you can find the client editing tools and Interface.u (mandatory) / NWindow.dll (better to have it) / Engine.dll (optional) sources for.
At the very least, you need the Interface.u to fix the Clan Window and enable skill enchanting on Classic/Essence versions, if you decide to use one of them instead of MAIN/LIVE.
Thanks for clarification. Do you think the newest clients offer solid advantages compared to the classic ones like Salvation?
I'm also in the process of porting h5 to one of them just for the sake of it, so I was wondering if I should just attempt to go to the newest possible.
Upgrading to Salvation is exactly the same as upgrading to the newest client with the only difference being access to free-shared client editing tools and resources.
I am speaking from experience. I have upgraded my HF source to one of the newest clients by myself (in terms of server side. got help with the client) and hit every single wall there was in the process.
Now, I already have several multi-protocool server cores so I can easily compare different approaches to tackling the same issue, which also helped the learning process.
Best way to learn would be to use this one (link below) to snoop around and figure out what has been changed in the server side (the packet structure will be different, for sure, but works for understanding/figuring the process out in general terms).
https://github.com/iBezneR/L2J_SunriseProject_Purity
The client side will always be the same, always the same files, only the DAT structure will be different. I personally wrote myself some parsers for the data of the DAT files from OLD -> NEW client.
Question
dextroy
Hello.
I have a very particular issue and i don't know if there's a fix or if it's a client limitation.
I'm making an interlude multiskill server using a L2JFrozen base, and everything is pretty much set already.
As it's a multiskill, a stronger player should be able to fight many monsters at once. However, if i'm using a fighter class with Polearm when killing more than 8-10 monsters at once, the following bug happens:
The monster hp bar freezes (it doesn't go down visually), the character keeps attacking the monsters for a few seconds until the hp drain stops, the attack animation continues for some time as if the character is still fighintg all the monsters. but the hp drops to 0 and stays like that with the animation ongoing for a few more seconds until the player eventually dies and the monsters stop attacking all at once.
What i'm assuming is that the first monster of the aggroed pack dies (or something like that), but since the hp bar and the animation gets stuck as there's too much going on in the battle at once (too many hits, soulshots splashes, etc.), there's no time to switch to attack another monster and the result is the character dying.
Has anyone ever seen this? Is there a serverside or clientside fix? I have a good setup and a good Graphics Card so it's not a computer issue.
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