Jump to content
  • 0

Rush desync on H5 protol 152


Question

Posted (edited)

Hello everyone. I hope Im in the right place to post this.

Im playing on a private l2off h5 server, as Admin says it is running on russian build of 152 client.

There is one bug that makes the game unplayable and the Devs say its part of the official file and they cant really fix this.

It has been like this for the last 4 months

Here is a video of the desync:

 

It is happening every 2nd or 3rd rush, not to this extreme but I get ported back and forth and end up seeing my char elsewhere then it actually is.
Did this happen on any other server? Is there a known fix for this? Any article I could read?
If I try to get something out of Admins I get a timeout, I hope I can get some help here

Here some info from dev:
image.thumb.png.4137952fd454073d3fef4792eb582433.png
 


My question is very simple, Is this really part of the off files and cant be fixed or are we getting lied to by incompetent devs ? 😄

Edited by Wary

7 answers to this question

Recommended Posts

  • 0
Posted (edited)

Doesn't happen to me when i test with retail client (273) on PTS H5.

(Also wasn't happening in their previous season with an older client, so I don't see how can this be a retail bug lol)

Edited by ratchet
  • 0
Posted (edited)
3 hours ago, ratchet said:

Doesn't happen to me when i test with retail client (273) on PTS H5.

(Also wasn't happening in their previous season with an older client, so I don't see how can this be a retail bug lol)

Can you even run h5 properly on 152 protocol ? Isnt it easier to run it on h5 protocol ?
``Our client is a modern client (152 Protocol, Salvation), modded``

Edited by Wary
  • 0
Posted
24 minutes ago, Wary said:

Can you even run h5 properly on 152 protocol ? Isnt it easier to run it on h5 protocol ?
``Our client is a modern client (152 Protocol, Salvation), modded``

You can run it on any protocol as long as you adapt the packets structure to it. Obviously it's easier to use the default 273.

If we're talking about the same server (we are), their season 1 client was working flawlessly, but I don't recall which protocol was it. Maybe it was the retail H5 with heavily modded interface.

  • 0
Posted
34 minutes ago, ratchet said:

You can run it on any protocol as long as you adapt the packets structure to it. Obviously it's easier to use the default 273.

If we're talking about the same server (we are), their season 1 client was working flawlessly, but I don't recall which protocol was it. Maybe it was the retail H5 with heavily modded interface.

I didnt play s1 but I have heard there was a LOOT of disconnects. Do you think this bug will ever be fixed ?
I would assume its because of heavy modding and not a retail bug. But i have no clue about running l2 server and would gladly be corrected.

  • 0
Posted
13 minutes ago, Wary said:

I didnt play s1 but I have heard there was a LOOT of disconnects. Do you think this bug will ever be fixed ?
I would assume its because of heavy modding and not a retail bug. But i have no clue about running l2 server and would gladly be corrected.

They will eventually fix it but I'm afraid this season is gone by now. Was dead the 2nd day already, and it's sad because I had a lot of fun in S1 (I never experienced any disconnect, that was probably a smartguard issue)..

From what i've heard, this bug appeared before even S2 launched, but I don't know if they had already pushed the new client by the time.

  • 0
Posted
14 hours ago, Wary said:

I didnt play s1 but I have heard there was a LOOT of disconnects. Do you think this bug will ever be fixed ?
I would assume its because of heavy modding and not a retail bug. But i have no clue about running l2 server and would gladly be corrected.

its a issue from the server, client and server is not sychronize correctly and he send wrong, its issue from the server and need to be fixed from the source files. its extremely issue SOS and need to be fixed by our admins, i have fix this on my PTS Vanganth (C4) running on protocol 110.

 

One example:

 

4mu3JFm.png 

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

    • WTB GEODATA FOR GRACIA FINAL PROJECT.
    • Server is not Classic, is C4 Scions of Destiny.   http://eternalsinl2.com   https://l2network.eu/details/2458/Lineage-II-Eternal-SIn/#google_vignette
    • Dynamic traffic, static ISP, unlimited traffic and bandwidth packages HTTP, HTTPS, SOCKS5 Over 195 countries/regions Over 100 million real residential IP address pools, with a normal uptime of 99.9%. Special discount code:VIP999
    • Here is the translation, formatted to look professional, clean, and highly scannable for your forum post: Hello L2JBrasil community! I present to you the newest development from MiaCodeWeb. We have created a robust and advanced adaptation of the Phantom system for aCis / L2JAcis 409, focused on Interlude C6 servers. Our main goal was to transform traditional "ornamental bots" into highly realistic, autonomous players. They are capable of creating themselves, restoring themselves, farming, auto-equipping, using skills, responding in chat using Artificial Intelligence, and being managed directly via an in-game panel. GitHub: https://github.com/miacodeweb/L2-Phantom-AI Video Demonstration: [Insert link here]   ## Main Features and Implementation We implemented the core of the Phantom system directly into the aCis gameserver. The architecture was divided into independent modules for AI, combat, chat, equipment, inventory, progression, logs, and administration. In-Game Admin Panel: Fully functional //phantom command. It allows you to create new phantoms, restore saved ones, reload configs, start/stop the AI, view online phantoms, kill bugged phantoms, delete them individually, and navigate through pages. Data Persistence: Created phantoms can be registered in phantoms.properties, allowing them to be restored later while maintaining all their progress directly from the database. Centralized Configuration: Everything is controlled by the phantoms.properties file, organized by sections: AI, Loot, Skills, Equipment, Zones, PVP/PK, Gemini (Chat), Logs, Respawn, and Anti-Stuck system. ## Phantom Skills and Behavior Smart Combat: They patrol, search for mobs, and claim targets to prevent multiple phantoms from attacking the same monster. Mages rest when they run out of MP and avoid hitting with physical weapons unnecessarily. Automatic Progression: Auto-learning of skills, automatic class changes following the logical tree of the chosen profession, receiving buffs, and inventory clearing when reaching a certain weight/space percentage. Dynamic Equipment System: They auto-equip based on class and level, using varying item combinations so they don't all look the same. Optimized Loot: Each phantom focuses on picking up drops/herbs from its own mob, avoiding that ugly scene of 10 phantoms chasing the same adena. PVP/PK Behavior (Configurable): Immediate response to attacks, detection of PK players in the visible area, and an optional "PK Rage Mode". ## AI and Movement Navigation and Anti-Stuck: Patrol system, free wandering, obstacle and stuck detection, with Geodata validation (when enabled on the server). Respawn: Automatic return to town after death, alongside safety rules to prevent them from getting permanently stuck in textures. Leveling Zones: Configurable leveling zones (automatic teleports to farm zones are disabled by default, as in Interlude/aCis they rely heavily on geodata accuracy and the real coordinates of your server). ## AI Chat Integration (Gemini 2.5 Flash) We integrated a Whisper system via the Gemini 2.5 Flash API, making the phantoms respond like real Lineage 2 players. Support for both free and paid API tiers. Configurable parameters: GeminiApiTier, Keys, Cooldowns, and DailyLimits. The system detects connection failures, API limits, and empty responses, and logs everything. The prompt has been adjusted so that the phantom doesn't reply with empty or robotic phrases when asked where to level up or what it's doing. ## Dedicated Log System We created an exclusive log file located at gameserver/log/phantoms.log. It records: loading of phantoms, auto-skills, buffs, Gemini API errors/successes, anti-stuck actions, kills/deletes by admin, and configuration issues. ## Simplified Distribution and Installation Thinking about ease of use for administrators, the mod is delivered in a ready-to-use package: phantom-acis-installer-client.zip. Includes an automatic PowerShell installer that injects the code into your Eclipse project. Contains README.md, INSTALL_MAP.md, and the payload/ folder with ready-made routes for aCis. Clean configuration files (without my API keys). Just run the installer over your copy of aCis, refresh Eclipse, compile, and test. ## Custom Jobs The project already has a solid and functional base for aCis 409. The ideal next steps would be to refine the farm routes by level and social behavior with long-term testing on live servers. I accept custom jobs! If you need this system adapted for another revision, exclusive modules, or any other development for your server, get in touch. Through MiaCodeWeb, I also offer complete services involving geodata optimization, advanced VPS administration (Linux), and Java backend management for L2J. Send a PM or visit the GitHub!   https://www.l2jbrasil.com/applications/core/interface/file/attachment.php?id=17801&key=135fc8d831b84c05089851b18bfca58a   Link dowload:https://github.com/miacodeweb/L2-Phantom-Acis-409
  • 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..