Jump to content

Recommended Posts

Posted

Web-site is back!! great work  sido <3

well im sad cuz we lost some data, mainly because i dont have access to a pc every day...

 

but well now is up and as far as i understood safe.

 

I buy aCis domain

http://acisil.eu/

for 24 months have fun to don't write stupid ilive

good that acis>>>IL<<< is not stupid i-live :))

 

if you want to help us with this, transfer the domain in our account and we will put it up :)

Posted

Well to answer to Sethek, no I'm still not bored doing that :). From the moment it stays a fun, and I got time to make it, no reason I stop it.

 


 

Ty Vahlior for domain name, but I would be glad you don't do things on my back, or eventually consult me before doing it. I thought you (by your own words, that's the reason - or at least the supposed reason - you deleted your own forum account remember ?) weren't involved anymore by aCis' future (yeah I got good memory).

 

Real forum name is http://acis.i-live.eu/ - I don't support the use of http://acisil.eu/ until Sido agree with (security problem so far no ? If he changes one day the redirection to a copy of aCis forum - and I won't be amazed it can happen  ::)). Paranoia FTW.

 


 

Registrations are up again (antibot added back), the forum is 'cleaned' of old topics aswell.

 

Around 5 to 10 quests max have been lost. If you downloaded them to test in past, consider PM fernandopm to give him back the quests. That will avoid he rewrite them. Ty in advance.

 

Changeset 197

 

Baium, Archers AI, quests, misc.

 

Baium is now almost retail like*

- Angel AI has been implemented. Angels stop to attack when you disarm your weapon, and they got a chaotic behavior (shuffle targets).

- angels are put as raid minion (avoid champion behavior for example) and are setted to running mod by default.

 

Archers AI : the behavior of archers is now OFF-like.

- They got bigger probability to dodge, they dodge always according to your position (never cross your path), and the new position is not random anymore, they go now farer ("300 fixed" instead of "random 100", leading to stupid behavior such as moving near you).

- As the behavior is only for archers, the npc_ai_data as been cleaned up of dodge infos (all is hardcoded). Check is only made on the AI Type.

- L2J topic : http://l2jserver.com/forum/viewtopic.php?f=69&t=23743

 

Quests

- addition of Q158, Q159 && Q160. Ty fernandopm, as always :).

 

Misc

- you can now attack NPCs. Restriction is removed as now NPCs are immortal, and skills don't effect them aswell.

- canTarget method is moved from L2Npc to L2PcInstance.

- the target system of pets as been cleaned up. It was kinda messed.

 

*There's still an issue about teleToLocation (waker doesn't see complete animation).

Posted

I'll try a test server too see how the progress is going after so many months of trying :P

 

It's not a trying, it's a huge work, which Tryskell already did.

 

L2jfrozen development is "trying", not aCis. -_-

Posted

Olys got a patch in developement, but until no one tests and report it, Treaser will stop the developement.

 

Sounds fair to you ?

i can be a tester

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

    • Really nice work and another great idea from you Nick. Fermata keeps getting more impressive with every release. The latest work with lighting, world objects, effects and overall scene customization shows how much potential this project really has. It’s not just about making Interlude look better, but about giving an old client modern possibilities while still keeping the original Lineage 2 feeling.   Great work once again, definitely an exciting project to follow!
    • ⚡ Weekend Stock Refresh! Fast order fulfillment is active. Get Gemini Pro Advanced + Google One cloud storage activated on your own personal email within minutes.
    • New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
  • 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..