Jump to content

Recommended Posts

Posted

even its not public anymore, i would like to see the updates here :)

the new updates are...

getting exp/sp from mobs

using some skills (its also checking for range, mp... etc)

AI is having now even better performance its able to handle 20k rabbits at the same time with 0 till 1% cpu usage

created some new commands for GM's... just for skills (//nomana, //noreusedelay, //nocooldown)

fixed some region bugs while moving to another region

The packet encryption for the gameserver is now written in C++

and some other stuff :P

 

but ye, it's true its not opensource anymore i was working now on it for like 2-3 months i was thinking now... wth am i doing why im not selling this stuff

Posted

but ye, it's true its not opensource anymore i was working now on it for like 2-3 months i was thinking now... wth am i doing why im not selling this stuff

Sell what stuff dude?

Posted

the new updates are...

getting exp/sp from mobs

using some skills (its also checking for range, mp... etc)

AI is having now even better performance its able to handle 20k rabbits at the same time with 0 till 1% cpu usage

created some new commands for GM's... just for skills (//nomana, //noreusedelay, //nocooldown)

fixed some region bugs while moving to another region

The packet encryption for the gameserver is now written in C++

and some other stuff :P

 

but ye, it's true its not opensource anymore i was working now on it for like 2-3 months i was thinking now... wth am i doing why im not selling this stuff

sell what?You are far behind l2j :)

Posted

ok so... i've been thinking about some stuff and l2c, and thinking about putting it back up lol

Some projects about l2c i was making will not be uploaded since they were written in native C++

only the .dll's will be uploaded but not the source code

 

Oh well some new update from today... we can summon cubics ;)

 

Current features GameServer:

Run around

use skills

kill mobs

get exp/sp from mobs

mobs are controlled by the AI

we can now summon some cubics

cubics are having ther own AI

we can select target

equip armor, weapons etc

talk ingame

using 21 different GameMaster commands ingame (full protection against cheaters)

the AI is able to handle 20k mobs in the same spot using 0-5% cpu usage

no real big bugs at the moment...

Posted

the l2c-emu source code is back at the svn

 

created new item: Wolf Collar

We are now able to spawn our pets using the wolf collar

We can able summon some cubics using summon cubic skills

Fixed the inventory bug when trying to equip adena, spirit ore etc...

We can kill mobs, getting exp/sp

Fixed, added lots of stuff u just gotta see the video or the source code

 

Video with the new updates:

http://www.youtube.com/watch?v=7Idf-6rEYoE

Posted

We can finally make some quests...

Updated BypassHandler, DropIte, HtmlMessage, NpcInfo packets

Added PlaySound packet

Created L2Quest

Updated L2Status (players/npc's)

Updated the ScriptEngine/Formulas/Logger

Created a new desire_Die, this is for atm for mobs/npc's that would die and respawn

Fixed the select target at mobs, we can see now ther current hp

Updated PlayerAI, Desire_Idle, Desire_Interact

Posted

Created a Virtual File System, With this system we are able to read files without touching the harddrive

Added a RespawnDelay for the mobs

Created packet: Force Attack, We are able to attack anything we want

Updated the HtmlMessage packet, It will be using the VirtualFileSystem for massive speed

Updated L2World

  • 2 months later...
Posted

I've been working again at L2C and i tried to make it compatible for Windows and Ubuntu and I'm finally have it also working at Ubuntu

For ubuntu ur able to run it in MonoDevelop and it's just running just fine, no errors or what so ever

And for windows your able to start the game/login server .exe or just running it inside visualstudio

 

This update came from Rev 34 so if your source is outdated update it and run it in ubuntu or windows ;)

http://trac.assembla.com/l2c/changeset/34

 

screenshot1m.png

  • 3 weeks later...
Posted

Ok so after rewriting some code for the Npc's and Player and making an Packet Processor

It's now even more stable and L2C is able to run at just 80MB ram and 0-5% cpu usage

So this means you can run it at like any computer with low specs

 

minimum specs:

256mb ram

single core processor

10GB hdd

Windows XP (or any other lightweight OS)

 

The minimum specs can change since we are still working at the server but currently this are the minimum specs you need to run L2C

 

and the other Developer which was also working at L2C came back so lets hope he will not leave the project again ;)

Posted

Good job guys and my best wishes for your project, but i got 1 question...Do u take the code from java and try to recode it in C or u are doing it totally independent?

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

    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
    • 🎃 HALLOWEEN EVENT 🎃   ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock