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Posted (edited)

Yes

10 hours ago, Andon24 said:

so practially you are re-writing the game into unity ? 

I don't want to rewrite it completely. At some point I will stop and based on this base I will make my own ideas. Basic version of a fully working city on the island of people

 

 


Another option is that this client can be used as an extension of the world of an already existing server. For example, when players reach the maximum in Lineage 2, you can create a special territory that can only be accessed through the Unity client. But it will also be visible through the original client, for example, some new island on the map.

Edited by Gawric
  • 1 month later...
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Posted

It has been a while since I updated this thread. I am currently actively working on a full-scale port of the shader library to ensure the fast and accurate transfer of all effects. I have decompiled the original game and created a tool that fully logs the entire *Lineage 2 Interlude* particle system. This allows me to extract the original formulas hardcoded into the game, resulting in a high-fidelity port. For instance, *Lineage 2* uses an `appRnd` system that generates unique randomization patterns for different skills, giving them distinct visual characteristics; there are countless formulas and technical nuances like this. Ultimately, I will derive all the key formulas and replicate the geometry with high precision. Twelve basic geometry formulas have already been ported.

The effect was created in 10 minutes using a .uc file, HLSL formulas, and SpriteEmitter particle blending formulas.

 

https://prnt.sc/_3UDLQVX_Y-_

  • 1 month later...
Posted

It is time to summarize the year's progress: thanks to reverse engineering, the pace of development has accelerated significantly. The following have been ported:
Flight mechanics (for skills and projectiles)
Animation logic (e.g., fire effects, button interactions)
Code for player world entry and local player handling
Synchronization between them (beta version)
Ten different tools created to capture full behavioral dumps of in-game elements
A new UI system written in pure HLSL (ported from the original to Unity) that accepts xdata layouts and applies them directly in-game (UI Salvation, UI High Elf)
Seven months of effect analysis; the complete effect formulas for Interlude, Salvation, and High Elf have now been successfully ported
A new effect generation system that uses .uc files to generate effects of low-to-medium complexity with near-original quality
Skybox system

DI VContainer

Multiprotocol (DTO Packets, IProtocol)

Drop System 

Drop System Effect

 

https://prnt.sc/CpB288Cbkep6

https://prnt.sc/gENAVcYoelBJ

https://prnt.sc/2e3akCdYtfwh

 

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