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Tendi nada filho..

ele quiz dizer pra vcs nao pararem de dar comits nesse projeto (a galera pensa que quando vcs começam a dar COMITS em algum projeto deixa o outro de mao!)

sacou agora ?

Edited by BFMV

Te Ajudei? Curte ai para me ajudar!
Ass.: Daniel Amaral

Filizard Project Is Coming Soon, Acessem a Fanpage: Filizard Project

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ele quiz dizer pra vcs nao pararem de dar comits nesse projeto (a galera pensa que quando vcs começam a dar COMITS em algum projeto deixa o outro de mao!)

sacou agora ?

 

To esperando algums membros que estão ajudando no projeto sincronizarem o datapack até onde eu estou mas é final de ano intão paciencia '-'

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Cada cronica possui seus desenvolvedores, todos os projetos continuam ativos


Minha Configuração:


Processador: I7 3770 - 3,4 Ghz / Placa Mãe: P8B75-M LE (Asus) / Placa de Vídeo: GTX 780 OC - 3GB - 384 bits (EVGA)


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Gabinete: Corsair 500R / Water Cooler: H100i (Corsair) / Head Set: Corsair Vengeance 1500 / Mouse: Corsair Vengence M95 / Teclado: Corsair Vengeance K95 / Memória: 2x4GB 1600 Mhz - (Corsair Vengeance)

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amigos eu sei... apenas facilitei o entendimento! Fim de ano eh pra tirar folga : )

Tudo de bom pra voces.


Te Ajudei? Curte ai para me ajudar!
Ass.: Daniel Amaral

Filizard Project Is Coming Soon, Acessem a Fanpage: Filizard Project

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O projeto está sendo atualizado, mas ainda nao saiu outra release pois falta implementar centenas de funções no core, o Thiago Prati está sincronizando com o Bian e commitando na svn, enquanto o projeto vai sendo testado pelos demais..

 

f8EIr.png

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Prévia...

 

 

 

Seal of Strife bonuses, quote:

   Dawn/Rookie Mercenarie tickets are now with correct handlers.
   Seal of Strife blocks use of "wrong" tickets during the seal validation period.
   You cannot post any mercenaries during competition period.
   You cannot ride wyveren on validation period if the Seal of Strife is controlled by Dusk
   Seal of Strife now increase/decrease Pdef/Mdef of Gates/Walls when is controlled.

What is missing:

   Price difference of upgrading walls/gates cannot be implemented without working system of upgrading castle defences(I'm going to fix this issue).

DP support needed

I also changed some code about to-castle teleporting (outside of thispatch) since they seemed strange (if (truecondition) ...).
L2JMod: TvTEvent fix
War tag fix
SummonFriend skillhandler rework
   Added zone for disabling summoning friend skills.
   Retail messages and timed dialog.
   Porting not allow in: Arenas Mdt Jail Olympiad mode During siege To castle teleport room (always) To grandboss areas.
   Removed restriction to RaidBoss areas
Core support for non race based transformation skills
   Arena manager CP recovery retail-like
   Added weight limit condition for skills
   Unstuck retail-like
   Fixed respawnall , now quest are reloaded
DeadLockDetector config options, cleaning and yes, turning it ON ;)
geodata diagonal check changed to move only x or y direction. hasgeo function returned wrong and therefore the olympiad problems with z coordinate if geodata was NOT enabled

Geodata:
1) Pathfinding new option added.
2) Client validate position packet handling changed and therefore changes to client-server coordinate synchronization.

New pathfinding explained:
Previously we've been using pathnode files which are basically
NSWE values for a single block. We've had problems with this
approximation and their accuracy, but they're good considering
performance. However, the system should be improved before it's of
real use inside castles and other complex locations.
This option does not disappear with this patch.

Now we add cell level pathfinding (thanks l2jfree for bringing
up the idea after a long time) to calculate things at a more
accurate level: straight from geodata files and their NSWE values.
Basically this means 8-64x more cpu load and this option hasn't
been considered before. However with certain approximations the
performance isn't that bad (to be measured) and the routes are
naturally much better. I've used an approximation where calculation
moves directly towards target and a path of 3 cells wide needs to be open.
Instead of previous max ~500 nodes to check the max value now
is 3500 (and it's about that much heavier maybe). Maybe it could be little less.
Uses less server memory because of no pathnode files used.

See general.properties for new settings: to activate this system
you need geodata = 2, cell pathfinding enabled and coordinate sync = 2.

Part 2: rewritten client validate position packet handling. Basically client
should not set server side coordinates but this has long been the case
since we didn't have geodata. Now with geodata enabled server will
only send updates to the client if it wonders too far from the
"real" coordinates. I also tried to keep the old -1 and 1 coord sync option as they were.
This part intends to fix some/many situations where mob cannot be seen because
geodata Z and client Z are too far from each other.
Also less network load since your location isn't broadcasted to
party EVERY time, only when you move a certain distance from previous broadcast loc.
Command /block fully operative and retail-like
   Blocks party invite
   Blocks trade invite
   Blocks messages in all channels except for hero voice
   Blocker can keep doing all previous actions on blocked
Activates the Move button in the Alt-G menu.
Better usage of OOP.
Adds getActingPlayer() to quickly get the acting player
behind a summon, trap etc.
Fixed Not update online status for banned characters after restart.
Deadlock fix
Improves the speed of cell based pathfinding by a factor of 5-10.
npe fix and some synchronization changes
Quick changes for coordinate sync 2
Temporary quick exploit fix
Suicide skills must not call doDie with null killer!
After suicide skill mob still have to drop items!
Fix for Coliseum arena manager not restore CP
Movement is rarely along a straight line. Using geodata we
can easily at least approximate the real distance to target.
This helps to keep the server and client x,y better in sync and less validate packets to send.
Many updatePosition and coordinate synchronization changes:

   Previously terrain shape (Z-coordinate changes along path)

and changes in movement speed were not really used in movement
calculation. This resulted as differences between server and
client coordinates. Movement time was calculated wrong when
moving on a hilly area. However this has gone largely unnoticed
as server->client coordinate validation packets are rarely sent
unless coordinate sync option 2 is/was in use.

   Seems that l2characters ran zone revalidation every game tick

and only pcinstances were using some sort of a filter. Now both
run it 1/4 times. Of course the whole frequency of running updateposition
could be considered as it's 10 Hz (would 5 be enough?).

   Minor cost modification for pathfinding to help calculate

better routes on almost flat surfaces (but there's some dz which caused
problems in optimization)

   Some attempts to improve the coordinate sync 2. It's still about balancing

between client and server Z.
Duplicate char names fix.
Quick defence against U-boats
Pets for herbs. Thank you everyone who has helped testing, updating and providing retail info
Adding multisell request to FlootProtector?. Max: 1 request / second
Support to remove Skills and dont cancel active running Effect.
Checking if GMAudit is enabled before logging audits
Bugfix for pathfinding's removal-of-extra-pathnodes part
Due to deadlocks, taking out method synchronizations from
usemagic() and iscastingnow(). This hasn't been the correct
way to connect these two, although a connection will be needed.
Also moving some getActiveChar().getStat().getMaxHp();
out of synchronized parts since the function (I wonder why) does
more than just gets Max Hp, it also triggers regeneration by
setting max hp etc...
I hope somebody has the time to move code more around.
Adding subclass changes to FloodProtector to avoid some exploits specially on servers with not very powerfull specs.
Fix for Seal of Strife buffs at Enterworld.
summon friend fixes
Quote:
I add check for observer mode (both summoner and target, lack of retail messages, but hope we will find them), check for TvT mode (custom message) and check for 7s cabals.
On retail players can enter 7s dungeons with summon friend skill, but they will be teleported away by mobs. L2J now lack of this feature, and i decide to just block porting for other than winning cabal in validation period and non-participated in competition period. Later this custom code can be removed, but now this is necessesary
Castle/fortress/clan hall SoE work like normal when
the player's clan doesn't own any (according to client description).
useMagic and doCast cleaning:

   Changes isCastingNow check to a boolean (instead of

_castEndTime time) which is used to more effectively check
is casting is in progress (some cheats have been possible).

   Takes out some duplicate condition checks, moves most

condition checks to separate functions

This has been tested locally, but isn't fully safe since
it can affect several things.
Fixes spiritshot effect on party heal.
Fixing skill reuse messages more.
Real damage shown when hitting a city npc (L2FolkInstance)
Buffs/Debuffs (EffectBuff and EffectDebuff) affecting to city npcs
Restricting effects from skills used by GM's pending from canGiveDamage privilege
Continue AI cleaning a bit:
   deleting a couple of duplicate/unneeded checks
   moving weapon condition check to doCast (after movement)
   fixing siege guard AI NPEs (was accessing _attackTarget directly)
   and adding the random factor to siege guard faction call to reduce cpu load (to be improved)
Elemental Attributes
   Features:
    Elemental attributes of items are stored in DB and restored when the item is loaded.
    Several GM commands are added to manipulate elemental attributes of items: setlh, setlc, setll, setlg, setlb, setlw and setls.
    Elemental attributes are visible in inventory/warehouses, in all kind of trade windows and in ExRpItemLinks?.
    Attribute stones can be applied via right mouse click and choosing the item, like on retail. According to l2guru the success chance is 50%.
    The limits for attributes (150 for weapons, 30 for armors -> Level 3 maximum) are retail-like but can be easily changed later.
Wyverns cannot land at Olympiad stadium anymore.
Protection blessing: core support.
TVT Event improvements

This patch fixes following issues:

   Exploitable: Teams can be forged by exiting and re-entering the competition

Players would check the team count and exit/enter the event to be able to choose which side they fight for, which made unbalanced teams for the event. This is mostly bad for small servers, but also affects High Rate servers.

   Bug: The teleporter teleports players in a fixed spot. A random radius around the spot should be used instead.

When 20 players are teleported in the same spot, some of them will be stuck and won't be able to move.

   Bug: Members of the same clan must use forced attack when playing against each other in TvT
   Feature: Instead of "time to pass" values, use "time of day" values in TvT configuration

Most of the times it's better to have the events announced on the website/forum and the players will know when to come online to start playing. However, if you restart the server (due to a bug or maintenance) before the event, the timer would reset. This addresses the issue, and instead of an interval, a time of day is specified for each event.

   Feature: Move TvT to the next phase by admin command

If for some reason an event should start before the announced time or should move to the next phase (due to teams full or whatever) a GM may use the tvt_advance command to skip the TvT event to the next phase.
Invul characters should be able to decrease their hp by themselves
Core support for FATAL skills
Cannot request trade far away from 150 units
Fixed After countdown is at 0. Icon stays blinking and transformation too (also with skills) All kind of transformations and im afraid Inquisitor and Vanguard stance is the same.
Core support for Steal Divinity.
   This effect transfers "n" buffs from target to actor. The amount (n) of stolen effects is the skill power
   Transferred effects are taken by effect list queue (last ones casted on stolen char)
   Only EffectType?.BUFF or EffectType?.TRANSFORMATION allowed. Toggle, debuff, hero, SkillType?.HEAL, herbs and potions are bypassed
   Stolen char and stealer are notified about outcomming or incomming, each other, effects.
   Transferred effect remainning time stays in new effect
Blessed scrolls do not do anything if hideout target it is null.
For instance, if you are using blessed scroll of scape to castle and you clan is not controlling any castle.
Fixed After character using Fake Death skill it is unable to turn it off, only relogin.
Grand bosses' zones were dupped when reloading zones by admin command.
Black mammon fix:
   Fixed bug when u select exchange aa to adena and u dont write anything, in console was written invalid byppass ban this player , now fixed and replaced this ugly message with htmls from retail
   Fixed some custom messages when u have low amount of aa or u dont type integer into qbox etcetc - fixed and replaced with proper htmls from retail
Fort doors better support
"Basicly what it does, some fort doors can be opened by double clicking on them, and some not
and since fort doors using normal door tables..so ive used that boolean that is used for normal doors for unlockable things
so now forts have this boolean too but its not for unlockable things, but to separate doors that can be opened by double clicking on them"
Core support for static hittime/reuse

Set in skills the following:

<set name="staticHitTime" val="true" />
This will set Hit Time (and cool time) to static value according to xml.
Use this one on all item skills (pots, augments, seal of ruler etc)

<set name="staticReuse" val="true" />
This will set Reuse Delay as static value to what is configured in xml.
Core support for those transformations whose skills depend on transformed level
7s participation fee changes
Removing L2SkillType.TRANSFORMATION since is never used. All transformation are handled as L2SkillType.BUFF.
fixes calling geteffects with a null parameter
improving error logging for "unknown body slot"
Kind of fixes most outofbounds exceptions from formulas.java are GMs playing with stat limits
Some information to calm newbie game masters down and reduce entropy generation ;)
Allowing some actions while transformed
Admin command "move_to" requires (x,y,z) coordinates as argument. Please use "teleportto <charname>" to teleport to a player.
Physical skills can be dodged now.
Login controller log working again, now working independiently from game damage log.
Those items whose skill effect is an active buff (for instance) do not have to be cancelled when item is unequipped
Death Penalty doesn't have to appear or be increased when:
   player is phoenix blessed
   player participating the TvTEvent (custom)
1) Validate position packets for swimming
2) Improving multisell fix, was a general bug
Flood protecting RequestDropItem client packet
EnterWorld NPE fix.
If you changed a player's name in the database it
caused a NPE when they tried to log back in and they
were not shown properly within their clan.
An option to start server with defined doors open.
fixes duplicate npc table load when custom tables in use
Makes monsters return home more often. Lacks code for what happens when world region is shut down when monster is returning (teleport could be placed in shutdown AI but I didn't have time to test)
In case of a server crash, pets don't lose their items but they have them when they're summoned next time
Read WalkerRoutes sorted by move_point out of DB

 

 

 

Se quizerem joguem no tradutor..

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Sem duvida, Kamael (Hellbound) pra mim foi a melhor expansão feita para o Lineage 2, parabéns pela iniciativa, acompanharei o projeto.


Compilação e Edição Datapack L2j (x)

Saber Lógica de Programação (x)

Criar um Projeto L2j ( )

Developer L2j( )

Programador Java ( )

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Ta parado não to organizando alguns erros afinal eu peguei o CT1~2~3 e infiei no HB to terminando no maximo uma semana ja termino tbm tenho o IL pra mecher rsrs

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ABANDONARÃO O PROJETO ??!??

Não precisa dar quote no tópico todo...

Como pode ver, dia 18 foi a data da ultima alteração, porém a rev ainda não está estável o suficiente para lançar uma release..

 

0X9SBgX.png

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Pessoal, vim deixar claro a todos vocês!

Os projetos (JDream/JSecrets/JReallity) contam com os mesmos desenvolvedores, e todos estão ativos em correção.

Evitem perguntar se o projeto parou ou não, pois as chances disso ocorrer são minimas, e caso ocorrer, todos deixarão os motivos de terem encerrado o projeto!

 

Ao invés de perguntar, "O projeto parou? Abandonaram o projeto? Cade as atualizações?", testem e reportem bugs, testem as quests, testem os NPC's, testem TUDO, para que assim possamos disponibilizar para todos vocês, um projeto 99,9% funcional (L2J nunca será 100% *.*) gratuitamente!

 

Obrigado a atenção e abraços!


Aew, quem curte MPB, dá uma olhadinha no Canal de minha amiga, lá ela publica covers semanalmente... Valeu!

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Bom, para adiantar o lado de todos, vou deixar a release atual do hellbound aqui, já que o hellbound é menos utilizado que o interlude, precisaremos de gente para ajudar a encontrar os bugs na pack..

 

Esta é a revisão 180 ( nossa 4ª release liberada ), no download deixarei o backup e tudo, eu não alterei nenhuma config, apenas instalei a database e rodei o login e game server para ver se funcionava !!

Ao menos para ligar eu não encontrei nenhum problema, e olha que estou usando windows 8 também..

 

4Kk39FR.png

 

Download:

L2JSecrets Hellbound - revision 180 (19.4 MB)

 

bom, é isso, espero respostas.. REPORTEM OS BUGS AQUI, criem um tópico caso o mesmo ainda não tenha sido reportado, e evite criar tópicos repetitivos !

 

Abraço galera !

 

PS: A lista de correções tem +/- 170 commits, depois eu separo certinho e adiciono cá no tópico..

Edited by Wallace Carvalho
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Bom, para adiantar o lado de todos, vou deixar a release atual do hellbound aqui, já que o hellbound é menos utilizado que o interlude, precisaremos de gente para ajudar a encontrar os bugs na pack..

 

Esta é a revisão 180 ( nossa 4ª release liberada ), no download deixarei o backup e tudo, eu não alterei nenhuma config, apenas instalei a database e rodei o login e game server para ver se funcionava !!

Ao menos para ligar eu não encontrei nenhum problema, e olha que estou usando windows 8 também..

 

4Kk39FR.png

 

Download:

L2JSecrets Hellbound - revision 180 (19.4 MB)

 

bom, é isso, espero respostas.. REPORTEM OS BUGS AQUI, criem um tópico caso o mesmo ainda não tenha sido reportado, e evite criar tópicos repetitivos !

 

Abraço galera !

 

PS: A lista de correções tem +/- 170 commits, depois eu separo certinho e adiciono cá no tópico..

Baixando aki para testes, jaja reporto quaisquer bugs que eu encontrar!

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Bom com o fuzuê que estava acontecendo na area de Bugs nós implementamos esse novo sistema de report, é simples e facil de usar que vai nos econimizar tempo e todos poderão ficar por dentro do que estamos fazendo do que ja fizemos e do que vai ser feito e poderão reportar seus bugs de todos os 3 projetos la.

 

Vamos ao que interessa vou ensinar como usar é simples e rapido.

 

Primeiro Você acessa o site o/ : Clicando Aqui !

 

1º - Você se Registra no canto superior direito :

aDeJpI1.png

 

2º - Você Seleciona o Projeto :

f6am7TP.png

 

3º - Você clica em Adicionar nova Tarefa :

 

3.1 - Tipo de Tarefa : Seleciona se vai reportar 1 Bug ou Pedir algo.

3.2 - Categoria do Bug : Selecione a categoria que se enquadra na descrição correta do seu bug.

3.3 - Estado : Sempre coloque novo para que fique sempre em aberto para os admin e pros desenvolvedores.

3.4 - Atribuido a : Selecione a pessoa responsavel por tal tipo de bug.

3.5 - Sistema : Deixe sempre em All.

3.6 - Severidade : Nivel de gravidez de tal bug se precisa de maior atenção ou não.

3.7 - Prioridade : Quase a mesma função citada acima só que esta define se precisa ser agora ou pode esperar.

3.8 - Reportado na verção : Selecione a Revisão que você estiver usando sempre se possivel utilize a mais atual.

3.9 - Devido a Verção : Ainda não esta ativo quando eu ativar ensinarei como utilizar.

3.10 - Data de Termino : Não é necessário preencher.

3.11 - Privado : Caso queira reportar algum problema que não seja publico marque essa opção.

3.12 - Resumo : O Nome ja diz resuma ou de uma pequena descrição do problema.

3.13 - Campo aberto : Explique s epossivel com a maior claresa o seu problema para que posso ter uma solução rapida.

 

 

 

ed6e5e8277dd4bc6a7041f2.png

 

 

 

4º - É só criar o report que os desenvolvedores e admin vão ler e ja responder sobre os problemas.

 

 

 

Mais Informações : http://l2jdream.com/forum/index.php?/topic/650-tracker-sistema-de-reportar-bugs/

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