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This project is based on the latest public aCis sources (revision 401) and supports a multi-client system (C4 & IL), making it suitable for custom usage but not for retail.

 

You can configure the SelectedClient option in server.properties and loginserver.properties to switch between C4 and IL. 
Both clients are fully synchronized, including login, server selection, packets, and geodata.

 

Notable Features:
- Completed the login and server selection phase for both clients.
- Synchronized all packets to support both clients (including some specific features).
- Reworked the datapack and SQL files (excluding HTML files) to work seamlessly with both clients.
- Added geodata support for both clients.
- Adapted nearly all AI, scripts, bosses, HTML, and MULTISELL files to match C4 functionality.
- Reduced the maximum clan level from 8 to 5 (C4 feature).
- Rewrote clan HTML to remove C5-C6 features.

 

Disabled the following C5 and C6 features:
- Divine Inspiration (C6 feature).
- Clan skills and clan reputation points (C5 feature).
- Pledge class (C5 feature).
- Hero skills (C5 feature).
- Dueling system (C6 feature).
- Augmentations (C6 feature).
- Cursed weapons (C5-C6 feature).

 

General Improvements:
- Performed a general HTML cleanup and optimized features based on the client version.
- Added an option to display the remaining time of disabled skills.
- Skill timestamps now update when using the skill list.

 

This flexibility allows you to create a unique progression system tailored to your needs.

The price for the diff patch, which can be applied to aCis public sources, is €150.

For inquiries, please contact me via PM or Discord (ID: @Luminous).

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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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