Jump to content

Recommended Posts

Posted

LoL nice share man but i think it has a little bug if someone leaves the computer open when Afk and the player on you should add an anti afk system as well!!! It Should be a good idea!!!

Posted

LoL nice share man but i think it has a little bug if someone leaves the computer open when Afk and the player on you should add an anti afk system as well!!! It Should be a good idea!!!

 

Or else allow afk system in order to the players stay online for more time and more population be online :), just dont forget to close the offline shop system to they have to let their pcs on.. and not just logoff... it will be a perfect way to get more people online to a pvp server :)... make a multisell that needs more pc bang points so force players to stay afk :)....

Posted

Mmm good idea pipiou21 but works only on small servers if you have a server with over 10000 accounts and over 1000 pll online imagine how it should be...over 5000 pll online to get the points will just lag the server and take over more and more memory of the server!!!

Posted

Mmm good idea pipiou21 but works only on small servers if you have a server with over 10000 accounts and over 1000 pll online imagine how it should be...over 5000 pll online to get the points will just lag the server and take over more and more memory of the server!!!

 

I do not think so, i think is something like the "count of the players" on community board, no more memory, but, i dont know about computers and rams, maybe you are right, but for 500-1000 ppl online i think there is no problem...

Posted

Look if a player stays online let's say 2-3 hours then logout it's ok the Temporary memory is big and fast so will be cleared by the server and there will be no lag but if it stays over 4-5 hours then he's actions we be passed to Permanent memory that it is small and slow to be cleared so there will be mass lag the time the server will try to clear it...and if you have geodata-pathnode on your server the thing will get worse!!!

I think 500-1000 is to much players for the permanent memory and will get gull very fast so all the time the server will lag...

 

The only case i can think u wont is when your server has 32 gb Ram!!!

 

Anyway with a little mod is a very good idea as a code cause it can make players spend more hours in your server!!!

Posted

Look if a player stays online let's say 2-3 hours then logout it's ok the Temporary memory is big and fast so will be cleared by the server and there will be no lag but if it stays over 4-5 hours then he's actions we be passed to Permanent memory that it is small and slow to be cleared so there will be mass lag the time the server will try to clear it...and if you have geodata-pathnode on your server the thing will get worse!!!

I think 500-1000 is to much players for the permanent memory and will get gull very fast so all the time the server will lag...

 

The only case i can think u wont is when your server has 32 gb Ram!!!

 

Anyway with a little mod is a very good idea as a code cause it can make players spend more hours in your server!!!

 

I Can't understand it, more low rate servers have online/offline shops, and they do not have problem... so.. why someone have problem with afk players? they are like online players...

Posted

Look if a player stays online let's say 2-3 hours then logout it's ok the Temporary memory is big and fast so will be cleared by the server and there will be no lag but if it stays over 4-5 hours then he's actions we be passed to Permanent memory that it is small and slow to be cleared so there will be mass lag the time the server will try to clear it...and if you have geodata-pathnode on your server the thing will get worse!!!

I think 500-1000 is to much players for the permanent memory and will get gull very fast so all the time the server will lag...

 

The only case i can think u wont is when your server has 32 gb Ram!!!

 

Anyway with a little mod is a very good idea as a code cause it can make players spend more hours in your server!!!

 

 

/agree

Posted

I never talked for a low rate server but for a low/high population server!!! Also offline Trade has nothing to do with online activity it takes 1/3 of the memory be offline trade rather be online!!!

 

 

/agree

 

And dont spam plz!!!

  • 2 weeks later...
  • 3 weeks later...

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

    • Hi, I'm selling Interface sources. I was working with one of bigger Essence projects (for ±1 year) delivering them Interface source KR. Per this period gathered knowledge about UE, UE Scripting, saw a lot of tools and their progression. So finally I decided that I can open up my own sales topic. I'm selling source for any protocol - If I don't have source, I will need you to provide whole system folder or for Essence/main - provide me protocol number. Sources are acquired by my OWN decompiler - written in Java, so we're not using popular UEExplorer upgraded by anyone. Decompiler extracts already compile ready sources. It outputs clean code, however constants are mapped 60-70%. Why only 60-70%? Well tl;dr when you compile any sources, they take at that time constant value and place it instead of = CONST_NAME to = THAT_CONST_NAME_VALUE, so it's not possible to have const name instead of value. Example of output: https://pastebin.com/cjyXcJvT for bigger .uc class (557p). p.s pastebin messed up encoding, but KR symbols are preserved - you won't see "?" symbols, rather you will see proper original korean text. I will give you guide as well, how not to mess it up with your editor VS Code/Notepad++ or what you use it to make them preserve it. You will get source + my compiler wrapper (written in java) - works on Windows/Mac/Linux - it has small GUI but supports CLI. Small notice, who thinks 'this is decompiled source' - basically all sources that are on sale are made by decompiling .u and applying changes. I think powerhouse few years ago was ArtToKill/kick (kick added support for INT64 to the publicly available compiler sources) etc. So no - there are no straight from 'creator' sources anywhere, all sellers offer the same - just the quality is different. UEExplorer upgraded was a big step, however, it introduces still a lot of nesting, if statements wrapping incorrectly which could lead to bugs. There are many things how to identify poor quality sources, as if the seller tries to sell 'out-of-box' when they see it compiles - sad news, some bugs are in the logic due to seller focusing only on 'it compiles' rather than issues that their decompiler is not capable so solve. On request I can restore ±100% const mapping.   Later I can attach compiled .u to try. Price is 400EUR. Payment methods USDT (Crypto). I'm still in debate with myself, wether to start selling XDat Editor with structures and ClientDat with 100% all files openings (no unk namings) and improved experience (such as comments support in .dat files, mass sync, improved performance and so on). P.s. If you ask me to give you some project's custom interface - the price may vary - there are couple things per project that need to be hand checked and adjusted (for example Innadril completely changes tokens which then I need to adjust my program to their token Ids). So it might take more time = more money. P.s.s. I have more things in the garage, like my own dsetup source that can allow you 'unlocking' system with your desired encrypting - you don't need to wait till 'patched' systems start appearing and so on, but I think at this time everyone who needs it make them selves it. AAC crypt removals and so on, BuildZone, everything that 'unlocks' client, however, I don't plan to make them on sale as mentioned, everyone can do them.  
    • 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-_
  • 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..