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Orion Project - Lineage II Server Files

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  • Latest Posts

    • Hey,
      OrionGuard is an anti-cheat I'm building to stop bots and cheats (first of all Adrenaline and similar tools). 
      In development and testing on L2jOrion (Interlude). Support for other game versions (High Five and newer) is planned later.
      Questions and suggestions are welcome in this topic. SOME FEATURES: Checks running processes, window titles, programs that read or modify game memory, patched game code and injected foreign code. Detects fake key presses sent to the game window by another program (external farm bots). Hardware (HWID) bans. Encryption for .u and .dat files. Login gate: without working protection a player can't get past the server list, and banned players see an OrionGuard message. Separate action for each detection type (LOG or KICK), whitelists, and a monitor mode to see what it finds before switching to strict mode. In-game admin panel (//anticheat). On-screen FPS and ping display (enabled and configured from the server). Custom window title per server. Ctrl+V in chat. FPS limit when the window is in the background. Fix for the known Interlude client crash (UpdateAnimation). Walk through other players, like in newer Lineage 2 versions. Web url bypass. It opens the player's browser. Blocks paid version of Adrenaline Bot. Added fix for the falling into game textures. Above 60 FPS Interlude sometimes lets a falling character drop through the ground (running off a cliff or down a steep hill). This fix keeps you always on the ground.

    • Bots (Fake players): REWORKED: Bot engine stability and performance. AI is spread over 15 time slots, one broken bot can't stop the others. ADDED: AI for all 1st, 2nd and 3rd profession classes. Every class gets the right equipment by its level (NG-S), checked on server startup. ADDED: Auto skills system. Bots use their strongest skills, blows, charges, debuffs and self buffs. They use MP, rest when it's low. Mages and archers run back from melee enemies. ADDED: Humanize system. Every bot has its own tempo, reaction time, pauses between skills, idle moments, walking/running, so they don't act like bots. ADDED: Bot chat system (XML). Bots react to their nick, PMs, deaths, kills etc., with typing delay, typos, shout and trade chat. ADDED: AI chat (optional). Bots can answer real players by AI (Anthropic or any OpenAI compatible API: OpenAI, Gemini, Groq, OpenRouter, Ollama). ADDED: Party with bots. Bots accept/send party invites, follow the leader, assist, heal, resurrect and travel the same way as the leader (SoE, Gatekeeper). ADDED: Bots make parties with other bots of the same type. ADDED: New bot type: TRADE (sell / buy / craft private stores in polygon zones, different shops for each bot). ADDED: New bot type: OLYMPIAD. Bots register to Grand Olympiad and fight. They never become a Hero. ADDED: New bot type: SIEGE. PvP crowd at castles during the siege time. ADDED: New bot type: EVENT. Bots register to DM / TvT / CTF like real players. ADDED: Boss spots for bots with return routes after death (editable in game). REWORKED: NEWBIE bots. Levels 1-80 with class change at Grand Master, equipment upgrades, auto choosing of hunting grounds via Gatekeepers (only reachable places), newbie tutorial (shots after Newbie Helper), up to lvl 39 they stay in their own race village. ADDED: New hunting routes for Orc and Dwarf newbie bots (levels 6-15). UPDATED: TOWN and FARM bots - level range for each town / zone. Dead farm bots return to their zone via Gatekeeper. ADDED: Servitors for bots. Summoners fight with their servitor, use beast shots, heal and buff it. ADDED: Bots are restored after server restart in the same places. Trade bots stay as offline shops. ADDED: Bots log out and log in again, disconnect sometimes, new bots come, some quit the game forever (hourly activity config). ADDED: Stuck guard for bots: unreachable targets are dropped, stuck bots get out, bots never stay under geodata. FIXED: Bots don't choose monsters on another floor or behind cliffs and don't walk into counters / walls in towns. FIXED: Bots don't recast their self buffs when they have a stronger buff of the same type. FIXED: Bots look like players for others: visible first hit, target shown only when bot sees it, no jumps after teleport. FIXED: Bots go to village after death like players ("To village") and accept resurrection. REWORKED: Admin panel //bots in Community Board: dashboard, bot list, spawn, tools, route editor, bot buffs / party windows. Geodata / Movement: ADDED: A* pathfinding (configurable, old one as fallback) with statistics log. FIXED: North-west corner check in geodata. It affected movement and "Cannot see target". FIXED: A straight path (1 point) was treated as "no path" - characters and monsters stood still. FIXED: Pathfinding could climb a wall in one step (geodata holes), so the server moved a character to the floor above while the client stayed below. IMPROVED: Movement to the target. The path is searched to the target itself, not to a point in a rock near it. IMPROVED: Click movement. The character never goes through geodata, stops at the wall, moves fine on slopes and hills. FIXED: Column / rock corners where geodata has no floor: clicks moved the server position to the floor above and monsters could not see a player standing there ("Cannot see target"). IMPROVED: Auto move correction (falling through textures / under the floor). Now it works instantly, not only for big falls, without fall damage and 10 sec. waiting. FIXED: "Cannot see target" during the fight after clicks around walls / rocks - the server kept the player on another floor (e.g. above a cave) and monsters stopped attacking until the player moved. FIXED: Monsters ran to the clicked place when the player was blocked by monsters (train) - the server move stops where the player really stands. FIXED: Monsters kept taking new positions round a player who only clicked while standing (blocked) instead of attacking. FIXED: Swimming (Catacomb / Necropolis entrances): the server water level is synced with the client - smooth entering and leaving the water, no stuck swimming when clicking on the ceiling. FIXED: Zones were not left when a character crossed a world region border (e.g. drowning on the shore after leaving the water, the breath gauge stayed). FIXED: Monsters spawn under ground or in the air (territory spawns). Territory monsters got a correct home point. IMPROVED: Monsters movement. Random walk and respawn points are reachable only, monster's body size is checked when walking, returning and chasing. FIXED: Monsters and servitors walking through geodata when the target is on another floor (bridges, stairs, edges). ADDED: Wide path search for monsters on long slopes. ADDED: Monster jumps to a player who damages it from an unreachable place (anti-exploit). Separate config for Raid Bosses. ADDED: Wall round the PvP random zone (useFenceWall, NPoly zones). Fence NPCs are placed automatically along the zone border, players, bots and summons can't leave the zone through it - the move stops at the wall (also Warp, Throw Up and Enemy Charge skills). REWORKED: Monsters round the player (like retail). When several monsters hit from the same place, they take new positions round the player with a chance, only after the player really moves. New positions are checked by geodata: the same floor, no walls / rocks between them. FIXED: A moving player could stay inside a column / rock on the server side (the client slid into it) - monsters following him looked for a way to the column top, stopped attacking or went back home ("Cannot see target"). FIXED: Players could squeeze deep into column / wall corners by clicking. A click move stopped by a wall now stops a bit before it, not at its very edge. IMPROVED: Line of sight past column / wall corners. A line that only touches the corner of a column is no longer blocked - no more "Cannot see target" between a player and a monster standing next to a column (one way or both ways). Walls still block it.
        Admin / Tools: ADDED: //geospawns - report of monsters in bad places (under ground, in the air, unreachable) with fix from game and undo. ADDED: Player command .reportnpc - players can report a monster or NPC in a bad place. ADDED: GM tool "Path fails" - list of places where pathfinding failed, with teleport and delete. UPDATED: //fixLoc saves the new location to spawnlist / custom_spawnlist. For minions it uses their leader. ADDED: L2OFF geodata converter. Put L2OFF files (XX_YY_conv.dat) to data/geodata_l2off - on server start they are converted to .l2j automatically, the old region file is backed up and replaced. ADDED: Path fails tool - explanation of every reason (Why) with what to do: Help page, click on Why in the list, "What it means / What to do" in the details. ADDED: "Cannot see target" debug log (geodata.ini PlayerMoveGeoLog): monsters and players that can't see their target and hits through walls, with server / client positions and what the monster did next. ADDED: //quest_reload works for Java quests too - a quest can be fixed and reloaded without restart. ADDED: GM tool //testquests - automatic test of all quests in the background (dialogs, all links, kills), and //testquests walk - walks a quest from start to end. Reports in log/quest_test.log and log/quest_walk.log, every quest script error is also written to log/quest_errors.log. UPDATED: //geospawns works with L2OFF spawns: maker and territory info (AI, total / maximum, respawn), possible spawn points of the territory are checked too. UPDATED: //npcinfo shows the Minion type and the leader of the minion. ADDED: CPU spike monitor (daemons.ini CpuSpikeMonitor). When the game server CPU goes over the set level, log/cpu_spikes.log shows the GC time and the busiest threads with their stacks. OPTIMIZED: //geospawns background check. When a monster respawns at a new place, only that place is checked (not all places of its territory again), the geodata regions are read once per check.
      Spawns / Bosses: REWORKED: Daily Boss system. Schedule, bosses, minions and rewards are in XML (dailyBosses.xml): several days / times for each boss, any NPC can be spawned as L2Monster / L2RaidBoss / L2GrandBoss, own minions (min / max), rewards for top damage and for all participants (count, chance), announcements. Several bosses can be alive at the same time. Reload: //reload dailyboss. ADDED: L2OFF spawn system (options.ini L2OffSpawns). Monsters and NPCs are spawned from L2OFF npcpos data (data/spawns) with the L2OFF maker logic: random point in the territory, the same number of monsters (total / maximum), respawn time with random, random / instant / serial makers, day / night and Seven Signs spawns. Spawnlist is still used for what L2OFF doesn't have. ADDED: L2OFF spawn points are checked by geodata: on the floor, not inside rocks or walls, enough place for the monster's body, not in closed places where a player can't come. ADDED: L2OFF minions with their own respawn time. Minions appear on the ground near their leader, not in the air or in a rock. ADDED: L2OFF spawns are loaded after the server start in several threads (faster start). The server stays GM only until everything is spawned, bots wait. UPDATED: Outer fortress gates are open (L2OFF has monsters in the fortress yards), inner doors stay closed. ADDED: Monsters and NPCs that were missing in the spawnlist (Treasure Chests, Primeval Isle, Rune, Schuttgart NPCs and others). FIXED: Lord of Splendor Anays was spawned as a normal monster. Now it's a Raid Boss with its minions and respawn time. ADDED: L2OFF raid bosses (options.ini L2OffRaidSpawns): random place in their territory, L2OFF respawn time (e.g. 36 h ± 24 h) and L2OFF minions. Missing raid bosses are spawned too (e.g. Daimon the White-Eyed). Custom raid bosses stay as they were. UPDATED: The whole drop list is the same as L2OFF: drop and spoil of all monsters and raid bosses Quests / Scripts: ADDED: Java quests and scripts (script.ini QuestEngine = PYTHON / JAVA). All Python scripts (quests, AI, custom, teleports, village masters) have Java versions in data/scriptsJava. Python stays the default, Java is for a new server. ADDED: Java quests are based on L2OFF Interlude and checked with L2OFF: rewards, adena, exp / sp, level limits, Dimensional Diamonds, newbie shots and quest item drop chances are set like L2OFF. Many quest bugs fixed. ADDED: Newbie Helper and Tutorial quest in Java mode. Other fixes: FIXED: Zaken minions spawned on the island above the ship. FIXED: Pets and servitors "freezing" for players at distance over 1500. FIXED: Bots didn't use MP. REWORKED: Buffs save / restore. Buffs are no longer deleted from the database on login, every save replaces them with what the character has at that moment (logout, restart, client crash, server shutdown, auto save), so buffs stay even after a server crash. Auto save also saves buffs now. FIXED: Premium account buff time bonus. Buffs you already have get the longer time right after buying Premium (also buffs from before Premium after relog). Debuffs and buffs out of the duration list no longer get a longer time after relog. FIXED: "Could not store char skills" error. A skill cast cancelled at the same moment could break the database save (e.g. level up after a kill). The same fixed for other saves (summons, cursed weapons, Olympiad, raid bosses, auto save). OPTIMIZED: Login. Duplicate packets removed (about 60-80 packets → 20) and no needless database queries - less traffic for the player and the players around. OPTIMIZED: Teleport. No needless packets to the player and the players around, objects at the edge of view no longer flicker. FIXED: Game server CPU spikes every 20 seconds. Calling minions back to their leader took thousands of random tries for every minion. OPTIMIZED: Much less memory garbage (fewer GC cycles): monster aggro range check, known lists, bot buff check, //geospawns background check of new spawn places every 5 min. OPTIMIZED: Other bug fixes and optimization.   Will be more...
    • 2-3 weeks. I have to finish 1 big list of requests at first.
    • Hi Vilmis. And when do you plan to upload the new update?
    • Hello everyone, Given the recent rumors that the project has been abandoned, I’d like to set the record straight: the project is active, and new updates will be coming out soon. Why haven't there been updates for a while? The answer is simple - I’ve been busy working on a high volume of custom client orders recently. Additionally, no critical bugs were reported, so there was no urgent need to push mandatory updates. As always, if you run into any issues, feel free to reach out to me directly.
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