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Posted

Yeah.. So old.. Just google for interlude servers, and look, how many players are playing at interlude servers. Imo at about ~30%, so think what ur talking about, mate.

so ? from that 30% .. at least 95% is fail and have low population .. asterios has 25k people online [sometimes] and that is most than all the IL players population ..

when aCis be finished Sido's statistics will come truth

 

20% servers online will be with lol customs added stupid and lot of errors.

10% ppl starting QQ on forum, cuz they will be to noob to do smth by themself.

and 10% pro servers that will mean something for L2, and from this maybe 2% will donate smth for tryskell work.

and rest of 10% IL servers will still use crappy shits.

 

And the amount of good IL servers will not be good yet 6_6! ..

and population if it grows, won't be significant

so ... ?

Posted

I really like this project. Tryskell is a very helpful dude. All his changes are huge and the updates are actually refactoring most of the code. Sure he is only one man but he is working his ass off and it shows in the changesets.

 

Hope you keep this project going Tryskell i can't wait to make a server with your pack.

Posted

this project for sure will not die,

 

i dont say it will be in few days finished, i just say this project will not take pauses with no reason, and will continue till you guys will have a full 99.9(9)% L2j IL serv, and not only :).

 

we ask you guys just to support us with reports, and joining our community, and all its offers ( irc , ts, etc )

Posted

Revision 66 is out.

 

Added timed-based knownlist task, which basically correct Geodata commit (more infos on timeline).

 

Plus a lot of misc updates (AIs, clean, checks).

 

One step more to the live statut :).

 

----

 

We have now a test server, with fixed IP. It will be used both as a test and betatest server. When server will have often commited revisions, it can come I inject current beta in order to make big "not really tested" tests with you :).

 

Here is the forum's topic talking about the test server

 

Ty BoDiE to support the project, and to followers to be more and more numerous to follow my project and use my timeline :).

Posted

Revision 66 is out.

 

Added timed-based knownlist task, which basically correct Geodata commit (more infos on timeline).

 

Plus a lot of misc updates (AIs, clean, checks).

 

One step more to the live statut :).

 

----

 

We have now a test server, with fixed IP. It will be used both as a test and betatest server. When server will have often commited revisions, it can come I inject current beta in order to make big "not really tested" tests with you :).

 

Here is the forum's topic talking about the test server

 

Ty BoDiE to support the project, and to followers to be more and more numerous to follow my project and use my timeline :).

 

You are welcome!

Posted

^^:D

i wanna login on your forum and help you to test the pack but since the forum is not up ,i`l test it and whe the forum will come back i will paste all buggs/non working things 

Posted

28/03/11 : Project got his own Public Test Server, CTS - Crappy Test Server.

You can find the modified L2.ini here, or reach forum's post talking about it.

 

Rev 67 soon finished. Retail doors messages to open/close it, some fixes, some refactors... The normal way :).

 

Edit : http://trac.assembla.com/acis_project/changeset/67

Posted

It's a normal error, as skills aren't finished.

 

You will have some "armorlistener skill missing" using a set, and depending of your race/class some "skills missing" at each character loading.

Posted

ah  ok ...sorry for posting here the error but the forum is off .. so i post it here

forum back online :P

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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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