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Trustworthy person; hope you find what you're looking for!
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Customs being added to systextures/animation/texture influences the increase in virtual ram by a very small amount, which means you won't have a headache in the future with critical error issues, unless it's a dubious custom, there are 2 custom weapon packs available for H5 that are "compromised", they didn't make a very good adaptation, one of the packages is the weapons from the goddess of destruction for H5, another is the hero weapons from the goddess of destruction for H5, avoid these customs for your H5 server if you see it on any forum. Now coming back to your question; one thing that the NCSoft developers never did was add files to their system, probably because they were aware of what could happen when doing that, now think about one thing: the game's system retail itself is no more than 70MB, every time there was an update made by NCSoft they always added the equipment/items/cloaks etc. in their folders intended for that, so why do we do this? I still have my client containing a system with almost 1GB, 1-2h online is the time I can stay online before the ram memory limit, but I have already redone my entire client with customs being destined for textures/systexture/animations, almost all the customs that I had on that client containing a 1GB system I have on my current server, with the difference that I removed everything from the system and critical error is now nothing more than legends, my current server has a total of 220MB in the system folder And theoretically speaking, based on what I've seen, especially on many forums, I believe that the heavier the system folder is, the faster we accelerate the consumption of the client's virtual ram memory, causing countless different types of critical error in one short period of time, in many forums that I've seen on topics involving critical, the solution that stands out the most is about downloading a new clean "system"
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Do you think that everything on the system is loaded regardless if you use it or not ? or even worst, are they loaded even if they exist as textures/meshes but not defined on the DAT files ?
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By UTCHIHAmkt · Posted
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Yes, it is, it's not hard to do (if you know what you're doing); just time consuming. To make some things clear: 1. You can not create .ukx files with animated skeletalmeshes inside, by using any of the freeshared L2Editors (basically, no support for .psa files) 2. You need a patched UT2003/UT2004. You can either get your own ut2004 and download Gildor's patch from his web, or use any of these: When you use these, you should be able to import both .psk and .psa animations > link the skeletalmesh to the psa > save as .ukx > use ut2down to convert the file to l2 format > encrypt the .ukx with standard l2 encryption (you can use mxc encdec, you can find it in the folder of the l2editor i shared). Your best bet is to use pawnviewer (aka dev mode) to test that. If you have troubles with that process then leave a reply here, otherwise, if it works correctly, you can move on to adding missing animnotify classes to you unrealed, then proper animnotifies, sounds, effects or w/e is missing from your .ukx files. Keep in mind that this is overall not difficult but a huge amount of work (unless you're good at scripting/macros) since you'd need to manually re-create every single animnotify, by hand. If you have doubts or i wasn't clear enough let me know here. (in case you don't know what an animnotify is: UDN - Two - AnimNotifies (unrealengine.com) )
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~Tomy~
Geia sas exow ena problem me ton server moy den mporoun na mpoun atoma kati kano lathos ta ports ta exow anixi 7777.2106 ayto ine to config tou login moy
# ================================================================
# General server setting !!! REQUIRED to configure to everyone !!!
# ================================================================
# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname
ExternalHostname=l2genetical.no-ip.biz
# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
InternalHostname=l2genetical.no-ip.biz
# Bind ip of the LoginServer, use * to bind on all available IPs
LoginserverHostname=*
LoginserverPort=2106
# How many times you can provide an invalid account/pass before the IP gets banned
LoginTryBeforeBan=10
# Time you won't be able to login back again after LoginTryBeforeBan tries to login. Provide a value in seconds. Default 10min. (600)
LoginBlockAfterBan=600
GMMinLevel=100
# The address on which login will listen for GameServers, use * to bind on all available IPs
LoginHostname=*
# The port on which login will listen for GameServers
LoginPort=9014
# If set to true any GameServer can register on your login's free slots
AcceptNewGameServer = False
kai ayto ine apo to gameserver
# ================================================================
# General server setting !!! REQUIRED to configure to everyone !!!
# ================================================================
# Bind ip of the gameserver, use * to bind on all available IPs
GameserverHostname=*
GameserverPort=7777
# This is transmitted to the clients connecting from an external network, so it has to be a public IP or resolvable hostname
# If this ip is resolvable by Login just leave *
ExternalHostname=l2genetical.no-ip.biz
# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
# If this ip is resolvable by Login just leave *
InternalHostname=l2genetical.no-ip.biz
# The Loginserver host and port
LoginPort=9014
LoginHost=127.0.0.1
# This is the server id that the gameserver will request (i.e. 1 is Bartz)
RequestServerID = 1
# If set to true, the login will give an other id to the server if the requested id is allready reserved
AcceptAlternateID = True
# Database info
Driver=com.mysql.jdbc.Driver
#Driver=org.hsqldb.jdbcDriver
#Driver=com.microsoft.sqlserver.jdbc.SQLServerDriver
URL=jdbc:mysql://localhost/l2jdb
#URL=jdbc:hsqldb:hsql://localhost/l2jdb
#URL=jdbc:sqlserver://localhost/database=l2jdb/user=sa/password=
Login=root
Password=
MaximumDbConnections=100
# Datapack root directory, defaults to current directory from which the server is started
# DatapackRoot = C:/Work/tmp/DataPack
# Define character name template
# Example to use only : CnameTemplate=[A-Z][a-z]{3,3}[A-Za-z0-9]*
# will allow names with first capital letter, next three small letters,
# and any (capital or not) letter or number, like ZbigN1eW
# Most rational to have CnameTemplate=[A-Z][a-z]*
# meaning names only of letters with first one capital, like Zbigniew
# Default .* - any namy of any symbols
CnameTemplate=.*
PetNameTemplate=.*
# Maximum number of chars per account - Default 7 (0 = unlimited [7 is the client limit])
CharMaxNumber = 7
# Define how many players are allowed to play simultaneously on your server.
MaximumOnlineUsers=100
# Packet Handler Debug
PacketHandlerDebug = False
# Minimum and maximum protocol revision that server allow to connect.
# You must keep MinProtocolRevision <= MaxProtocolRevision.
MinProtocolRevision = 1
MaxProtocolRevision = 999
xriazomai grigora voithia parakalo..
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