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Posted

I am a Software Engineer, development would not be a problem. I also have a project of my own that I've been carrying for the last years, so I'm not that far form L2J, i'm just outdated 😛

 

Anyway, I'll check it out later, thanks anyway!

  • 6 months later...
Posted (edited)

Changeset 410 (3371)

 

Makers, NpcAi / Desires, Cursed Weapon rework, Bugfixes, Admincommands, Movement, Organization

 

Makers

  • Fix ghost corpses.
  • Introduce task manager for MultiSpawn spawn schedule.
  • Introduce task managers for Npc respawn and despawn tasks.
  • Add missing random treasurebox maker.

NpcAi / Desires

  • AttackableAttack > NpcAttack, allowing ATTACK_FINISHED event over Npc.
  • Merge all reduceWeight from NpcAI operations.
  • Don't broadcast MoveToPawn packet for cast hold scenarii. CH and CP managers use hold cast. Probably way more to add.
  • Rework DesireQueue#addOrUpdate to avoid to generate a List.
  • Drop _isInHitAnimation, avoid twice runAI calls upon attack end animation, save a ThreadPool.
  • Implement Desire#isInvalid, used over the main loop to clean invalid Desires. All sided getDesires().removeIf are dropped, notably over AggroList/HateList.

Cursed Weapon rework

  • Fix potential task scheduling issues, reworking the whole layers. Reduce code by 1/3.
  • Use L2OFF formulas/data for item drop rate, staging process.
  • CW end duration now decreases when killing other Players.

Bugfixes

  • Revert schedule part from ThreadPool.
  • Fix Pet inventory IU. Ty Denzel for the report.
  • Fix Pet item timestamp reuse delay. Ty artemis for the fix.
  • Disable automatic beastshots when his owner dies. Ty Root for the report.
  • Player cannot craft while casting a skill, nor trade. Ty Root for the report.
  • Add missing weight checks for player/summon pickup, and player craft. Ty Root for the report.
  • Implement /graduatelist command, which displays a list of clan academy graduates for the past week. Ty RooT for the report.
  • Fix PLAYING_FOR_LONG_TIME concept ; rest message is server related, not Player related. Ty RooT for the report.
  • Player should stop movement when opening store.
  • Fix Q351 occurences of itemId 4310 by 4407 one + slight fix.
  • Fix Q365 missing memoState + poison skillId. Ty Root for the report.
  • Fix Q417 Torai despawn over cond 11.
  • Fix Q216 4 missing npcIds. Ty Karudin for the report.
  • Fix the invalid comment of DeleteCharAfterDays Config.
  • Fix NPC drop penalty level calculation. Ty Bandnentans for the report.
  • Items are now dropped in a 30/45 donut shape around dropper. Ty Bandnentans for the report.
  • PartyMatch fixes
    • Don't show Party members or CW holder as available waiting members.
    • You can't show overall List or join a PartyMatch room as CW holder.
    • CW owner, upon acquisition, leave PartyMatch system.
    • PartyMatch window is now automatically closed upon Player#removeMeFromPartyMatch.
    • Remove Player from PartyMatch if Player and newly joined Party leader PartyMatch rooms differ.
    • You can't join or be invited in a PartyMatch room if already partying/CW holding.
  • Fix ShowLicence config when set to false. Ty artemis for the fix.
  • Fix maximum number of macros. Ty artemis for the fix.
  • Fix invalid IU update over //enchant. Ty artemis for the fix.
  • Fix Castle Mass Gatekeeper HTMs. Ty kingNik0n for the fix.
  • Drop _disabledItems implementation. Won't be used by next refactors. Ty artemis for the report.
  • Fix loading handlers under debug. Ty Keku for the fix.
  • Fix character_macroses table structure (commands = 12x32 chars minimum).

Admincommands

  • Merge all old spawn admincommands (//list_spawns, //spawn, //unspawnall, //respawnall, //delete) to //spawn and //unspawn (previously //delete). Generate //help. //unspawn works over all ASpawn.
  • Merge all old fence admincommands (//spawnfence, //deletefence, //listfence) to //fence [add|remove], generate AdminFence. They now use proper Pagination. You can also teleport to it.
  • Implementation of //show manor.
  • Implementation of //set quest <id> [cond]. Related items must be hand-given.
  • Implementation of //set henna [page] [add|remove symbolId]. The hennas are still bound to game logic (slots, canBeUsedBy).

Movement - Ty LaRoja, Bandnentans

  • Fix Boats IOOBE.
  • Adapt getHeight logic from L2OFF.
  • Introduce back WASD movement, handle boat board/unboard.
  • Fix WATER/FLY movement logic.
  • Avoid to pathfind diagonal cells with detected obstacle.

Organization

  • Addition of QuestVars class, holding all related variables from quests (itemIds, npcIds, questNames, sounds, etc), allowing to reduce length of each script while reusing variables. 100+ cloned variables were deleted.
  • Refactor geometry package and Territory. Territory is now a unique 3D shape, holding any type of 2D geometry. 
  • Remove few useless Location#clone uses.
  • Implementation of ItemContainer#forEachItem.
  • Clean many unused FrequentSkill. The whole enum is questionable.
  • Drop MathUtil#checkIfInRange, implement WorldObject#isInStrictRadius (involve collision of that WorldObject, and potential WorldObject parameter).
  • WorldObject#isIn2DRadius parameter is now a Point2D, not a Location (since a Location inherits Point2D, Location are still usable as parameter).
  • Rework Pagination#generatePages to handle page number > 1000.
  • Use Pagination over Tryskell SchemeBuffer. Ty CUCU23 for the share.
Edited by Tryskell
  • Like 1
  • Thanks 1
Posted (edited)
On 5/18/2025 at 6:57 AM, Tessa said:

 

You still need an executor for delayed task, and regarding instant task, they are simply executed using regular virtual thread.

 

Delayed tasks handling was anyway reverted back due to VT's pinning / strange behavior.

 

If you got something better to propose, you can also contribute rather than "??".

Edited by Tryskell
Posted
26 minutes ago, Tryskell said:

 

You still need an executor for delayed task, and regarding instant task, they are simply executed using regular virtual thread.

 

Delayed tasks handling was anyway reverted back due to VT's pinning / strange behavior.

 

If you got something better to propose, you can also contribute rather than "??".

Well, you can use them as they are supposed to be used, to begin with.
Of course your tasks will be delayed, and this behavior is not strange at all, you don't have control over when the JVM will move them to a carrier thread.

Posted (edited)

A lot of people say L2 is dead, and ACIS is still in development. But seriously, you’ve got the skills and knowledge why not make your own game with a clean brand new client from scratch? The only thing missing is client devs, and you can find plenty here or on freelance sites.

:serious:Stop treating it like a hobby and turn it into something that can actually make money and people happy, you have the name just move forward, even AI can help you script quests, me first I would totally play any game you made similar to l2

anyway:notbadn:

🍪 have one i know you like them

Edited by Nightw0lf
  • Upvote 1
Posted
On 5/20/2025 at 4:04 PM, Nightw0lf said:

A lot of people say L2 is dead, and ACIS is still in development. But seriously, you’ve got the skills and knowledge why not make your own game with a clean brand new client from scratch? The only thing missing is client devs, and you can find plenty here or on freelance sites.

:serious:Stop treating it like a hobby and turn it into something that can actually make money and people happy, you have the name just move forward, even AI can help you script quests, me first I would totally play any game you made similar to l2

anyway:notbadn:

🍪 have one i know you like them

 

There's many reasons why it would be more NO than YES :

  • Using NCSoft assets is a death wish, they can lawyer any LU3/Unity if they wanted, since it's a plain steal of intellectual property.
  • It's an hobby, as you said it, and it's not specially about money. Money is a way to filter idiots/resellers, nothing more. It's really about trying to replicate old content and optimize it which I find it fun.
  • I just align with the basic idea than an emulator emulates. When you launch Project64 and SuperMario 64, you don't expect to get something more than 120 stars and Bowser boss in the end - which should have been L2J project to begin with
  • Even if I played a lot with TESCS from Morrowind, back in time, it's not enough to handle current engines, and I'm too lazy to learn Unity/Unreal Engine. Moreover, it would mean buying assets.
  • While doing it alone would be a fail, coupling to L2J / L2 community would still be shitty (since the majority is RU/BR) ; people is only about fame/glory/reselling shit on back of others. Opening to others, the project would be leaked day 1, rebranded and resold.
  • MMO genre is basically dead, and that's not a reboot of any game (l2/wow classic :D) which will turn the tide.

Regarding L2 or an remastered version of it, you can obviously blatantly copy-cat it (as Propnight did for Dead by daylight).

 

All frenchies aren't supposed to do Expedition 33 :).

  • Like 2
  • Upvote 1
Posted
  1. "Just make your own game!" sounds simple until you’ve tried it. I did, with Epic Dragon World and learned the hard way that "open source" often means "free labor for resellers." The MIT license became a buffet for people to grab code, rebrand it and ghost the project. Even basic collaboration collapsed because everyone wanted their vision, not *a* vision.

  2. NCSoft’s lawyers aren’t theoretical. They’re a sword of Damocles. Even if you rebuild a client from scratch, if it feels like Lineage 2, they’ll come knocking. Ask the Chrono Trigger fangame corpses how that goes.

  3. MMOs are hospice care. The genre’s on life support, kept alive by whales and nostalgia. Look at Throne and Liberty, NCSoft’s own "successor" to L2, flopping harder than a 2004 PKer in ToI. Classic reboots (WoW, L2) are bandaids, not resurrections.

  4. This is the hobby. Optimizing old systems, reverse-engineering spaghetti code and preserving janky mechanics is the fun part. Monetizing it turns it into customer service hell. No thanks.

  5. Community? What community? The L2 scene is 90% resellers, 10% players who’ll quit the second they don’t get +16 on day one. Both asking how to install Java and why running the uncompiled server does not work.

  • Like 1
  • 3 weeks later...
Posted
On 5/23/2025 at 7:02 PM, Mobius said:
  1. "Just make your own game!" sounds simple until you’ve tried it. I did, with Epic Dragon World and learned the hard way that "open source" often means "free labor for resellers." The MIT license became a buffet for people to grab code, rebrand it and ghost the project. Even basic collaboration collapsed because everyone wanted their vision, not *a* vision.

  2. NCSoft’s lawyers aren’t theoretical. They’re a sword of Damocles. Even if you rebuild a client from scratch, if it feels like Lineage 2, they’ll come knocking. Ask the Chrono Trigger fangame corpses how that goes.

  3. MMOs are hospice care. The genre’s on life support, kept alive by whales and nostalgia. Look at Throne and Liberty, NCSoft’s own "successor" to L2, flopping harder than a 2004 PKer in ToI. Classic reboots (WoW, L2) are bandaids, not resurrections.

  4. This is the hobby. Optimizing old systems, reverse-engineering spaghetti code and preserving janky mechanics is the fun part. Monetizing it turns it into customer service hell. No thanks.

  5. Community? What community? The L2 scene is 90% resellers, 10% players who’ll quit the second they don’t get +16 on day one. Both asking how to install Java and why running the uncompiled server does not work.

you went full negative mode there a step back, i was not hoping in getting l2 back from the results of tryskel, a game is a game doesnt have to stay as is, everything evolves and you go where the community (if any) takes you, the engine is there, a quest system, AI everything is at hand even a first person game would be better people start with less with less people cmon...

Posted
On 6/13/2025 at 9:01 AM, Nightw0lf said:

you went full negative mode there a step back, i was not hoping in getting l2 back from the results of tryskel, a game is a game doesnt have to stay as is, everything evolves and you go where the community (if any) takes you, the engine is there, a quest system, AI everything is at hand even a first person game would be better people start with less with less people cmon...

We have everything, but no people to "bind" everything.
On this community it is a mere joke.

Sorry for the offtopic.
If you want join my discord's Game Dev section.
I plan to add more contend about it.

  • Thanks 1
Posted

@Tryskellhas and continues to do an awesome job with aCis. I will support aCis in any way I can, and was really happy to see aCis was still around and active as a poject and community when I jumped back into L2.

 

I do not think L2 or Interlude is ded, it never will be. What I do think is that thinking outside the box and introducing the game to new people is important now. I would bet that the majority of those new people who try it are hooked and will continue to play for years.

 

  • Thanks 1
Posted

Changeset 411 (3596)

 

ZoneManager, Manors, Cursed Weapon, AI, Bugfixes, Organization

 

[Fishing is currently malfunctioning. Wait next revisions for item/skills reparse + fish rework.

 

ZoneManager - Ty Bandnentans for the backup job

  • Rework ZoneManager, parsing L2OFF zones and associated parameters.
  • Zones are now handled by name, and not anymore by custom, dynamic, id - making them easier to invoke, and allowing retail script to invoke them aswell.
  • Zones are now extending Territory, and don't use anymore shapes (Circle/Rectangle/NPoly). Default shape is Polygon, cut into Triangles, through Territory. One more step down to delete "zone.form" package and ZoneForm class.
  • All zone types are added as L2OFF. Custom zone types are deleted (ARTIFACT, SCRIPT,...) and good names are provided (Boss = NoRestart, NoLanding = NoFly, etc).
  • NoRestart zones type (eg. previous Boss) behavior is now matching retail, and uses retail parameters aswell. It normally fixes the "instant teleport back to town when entering boss zones through few teleporters" issue.
  • Implementation of onLogin/onLogout/onEnterRegion/onExitRegion methods types for zones.
  • Implementation of EffectZoneTaskManager (a universal 666ms ticking task for all effect zones) and ZoneRevalidationTaskManager (a universal 666ms Creature revalidateZone task, avoiding multiple calls).
  • Migrate zone related Stat Func application to zone onEnter/onExit, deleting ZoneManager#getZone calls upon stat calculation (run speed, hp/mp regen).
  • Fix moving from same zone type to same zone type ; it doesn't consider to going out (hotfix). Should notably fix water re-entrance issue.
  • Delete custom CastleTeleportZone, use retail Mass Teleporter HTMs and AI params.

Manors - Ty LaRoja for fixes

  • Fix an issue where turning in crops to the Manor Lord for materials would incorrectly add adena to the castle vault instead of deducting it, while seed sales are correctly handled.
  • Fix an issue where the "Stop Purchase" button did not properly clear all crops. The last crop would remain set, and the manor wouldn't fully disable unless all adena was manually removed from the vault.
  • Introduce //manor [change], allowing manually a manor cycle to run.

Cursed Weapon

  • CW passive skill is properly cleaned up. Ty Denzel for report.
  • Don't store anymore Player reference on CursedWeapon.
  • Store CursedWeapon reference upon Player, rather than itemId - for faster acquisition.
  • Fix a NPE upon CursedWeapon#endOfLife.

AI

  • Fix aggressive monsters behavior. Ty Denzel for report, Bandnentans for fix.
  • Fix EvilateA/B not respawning demons. Ty Bandnentans for report.
  • Fix a conditional NPE over PartyLeaderHeretic2Aggressive AI.
  • Fix Gordon script NPE. Ty Sahar for report.
  • Move most DefaultNpc methods to Npc (npc isn't a parameter anymore, but the method caller).
  • Overload NpcAi#addCastDesire with NpcSkillType parameter, since it was hard to read and error-prone.
    • -> npc.getAI().addCastDesire(attacker, getNpcSkillByType(npc, NpcSkillType.DD_MAGIC), 1000000);
    • -> npc.getAI().addCastDesire(attacker, NpcSkillType.DD_MAGIC, 1000000);.
  • Implement NpcMaker#areaSetOnOff and Npc#areaSetOnOff. AIs can now activate and de-activate areas based on behavior (generally spawn and dying). Uncomment all scripts areas triggers.
  • Implement Creature#isInThisTerritory, checking if a Creature is in a parametrized zone name. Uncomment all scripts areas triggers.
  • Re-introduce back RandomAnimationTaskManager for Folks. Ty Bandnentans for report.
  • getSeeRange() is now minimal Config.DEFAULT_SEE_RANGE - can't be lower - notably fix Gordon ON_SEE event.
  • Implement NODE_ARRIVED EventHandler. Fix Gordon continuously running after attacking someone.

Bugfixes

  • Sanitize the username string in AuthLogin as it is in RequestAuthLogin. Ty artemis for fix.
  • //set title is fixed (allows more than one token, and spaces between words). Add the possibility to clear title with no parameter.
  • Add a missing sysMessage upon regular Pet's name set, remove one check processed by regex (and which had invalid sysMessage).
  • Fix a "day 1" issue related to CH : if your clan was holding any CH, HP/MP regen was applied no matter the CH zone you were currently set.
  • Remove run stance upon Npc#reduceCurrentHp, making Walker run when being hit. Ty Denzel for report.
  • Fix an issue where Castle owners couldn't register for SCH. Fix the related SystemMessageId.
  • Allow blocked interaction to scan at higher range.

Organization

  • Config : Introduce NAME_REGEX_PATTERN and TITLE_REGEX_PATTERN, delete ZONE_TOWN Config.
  • Territory "Polygon to Triangle" algorithm is edited for an adapted version of Earcut (earcut4j without the hole handling), allowing monotone polygon and using Z-order curve index for faster spatial partitioning.
  • Rewrite Triangle#intersects method to be more accurate.
  • Drop grandboss_list SQL.
  • The few "var" are now named "variable", prior to var keyword addition in Java.
  • Update MariaDB connector from 3.1.4 to 3.5.3.
  • Add //set pvp <number> and //set pk <number>.
  • RoomInfo improvement - allocate and reuse a single List, rather than nullify it and create a new one.
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