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Miami

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Miami last won the day on April 14

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  • Birthday 12/09/1985

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  1. Miami

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  2. Miami

    Sieges issues list

    Hey there. During siege tests I found the following list of issues (as expected results I took the official patchnotes for C1 where castle sieges base mechanics were introduced and later sieges related patchnotes (1, 2, 3), also some of issues I checked on L2OFF server to make sure they are real issues here) GENERAL ISSUES: Castle gates and walls can be destroyed even not during a siege - VIDEO ClanGate skill should not work during the siege - VIDEO When you're not targeting the holy artifact during sealing the ruler your cast will fail - VIDEO Teleport is allowed to the town under the siege, config is not working - VIDEO Crown and circlet should be obtainable via chamberlain NPC after the siege only by owner clan, not after the mid-victory autoobtained and kept till the end of siege for every clan that casted the castle at least once per siege - SCREENSHOT1, SCREENSHOT2 When killed in PVP zone should res in the next closest village, not in the same town - VIDEO After the siege the gates should return to full health - SCREENSHOT MID-VICTORY ISSUES: Sometimed (actually very often for me, like 50% which is pretty high chance) mid-victory conditions are failing causing a lot of critical issues. The error in colsole is java.util.ConcurrentModificationException at java.base/java.util.ArrayList$Itr.checkForComodification(ArrayList.java:1013) at java.base/java.util.ArrayList$Itr.next(ArrayList.java:967) at l2jorion.game.model.L2SiegeClan.removeFlags(L2SiegeClan.java:112) at l2jorion.game.model.entity.siege.Siege.removeDefenderFlags(Siege.java:1449) at l2jorion.game.model.entity.siege.Siege.midVictory(Siege.java:491) at l2jorion.game.model.entity.siege.Castle.setOwner(Castle.java:388) at l2jorion.game.model.entity.siege.Castle.Engrave(Castle.java:148) at l2jorion.game.handler.skill.TakeCastle.useSkill(TakeCastle.java:84) at l2jorion.game.model.L2Character.callSkill(L2Character.java:6838) at l2jorion.game.model.L2Character.onMagicHitTimer(L2Character.java:6468) at l2jorion.game.model.L2Character$MagicUseTask.run(L2Character.java:2561) at l2jorion.game.thread.ThreadPoolManager$RunnableWrapper.run(ThreadPoolManager.java:57) at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:539) at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264) at java.base/java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:304) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833) The list of bugged mid-victory issues: castle gates and walls should be restored with 50% of HP - VIDEO Enemies are kicked out to headquarters flag, not to town Headquarters lags are not disappeared - SCREENSHOT Siege icons above the names are a bit bugged and not updated properly after mid-victory, it still displays crown for a clan which has lost the castle - SCREENSHOT
  3. Example of columns from L2OFF ('Clan' column might be a 'ClanHall')
  4. The model of boss Core should be on the floor platform, not in the air Actual Result: Expected Result (L2OFF AdvExt):
  5. There is no 'Hot Springs Lure' item in Goddard fisherman store so it is impossible to contest the clanhall (not sure if it is working at all here) Expected result (L2OFF):
  6. Outer/Inner Doormans dialog for outsiders (looks like an issue not only for Bandit's Stronghold,but for all contestable CHs): Messenger: HTML is missing: data/scripts/quests/BanditStrongHold/agit_oel_mahum_messenger_6.htm So basically I can't even properly register for a CH siege (also NPC doesn't tell when the next siege should be and there is no pre-quest available)
  7. Actual result: When aggressive mob appears and character is in aggro range the mob starts to attack immediately on spawn. The same situation with social mobs. If you're attacking mob-1 and then mob-2 (social to 1) appears nearby it starts to attack immediately. Expected result: Aggro/social mob should have some inner cooldown on "scanning" the targets to attack in aggro radius. For example, if character stand in position and aggro mob appears right at chaacter so it shouldn't attack until character moves out of aggro radius and come back to it. Social mob also should "scan" the social radius with cooldown to see if any social mob is being attacked or not and this "scanning" should start happenning not on mob's spawn, but some time after. You can see the comparison of behavior between L2OFF and L2jOrion on videos below: L2OFF (AdvExt) aggro - https://somup.com/c3fDQyOZlR L2jOrion aggro - https://somup.com/c3fDQvOZl8
  8. Checked on L2OFF (AdvExt) server. Here is the video where I'm doing the second tur-in of the quest annd you can see that I've got a soulshots reward only with the previous turn-in and then just adena for items I have. VIDEO RECORDING
  9. here it is (dunno if it the file you needed) java.log.0
  10. Yes. I doublechecked it on L2OFF (AdvExt) as well. Works as expected there
  11. I noticed the issue when your skill could be used even if you actually have not activated it via clicking it's icon or pressing a key. So the steps to reproduce are: Target any mob Press key to activate it and hold it pressing until mob dies target another mob do the autoattack and DO NOT press any other skill keys Actual result: Skill is included in attack sequence order for the second mob as well even if it is not needed Expected result: Attack sequence of skills/actions (which have been activated while mob-1 was alive) should be wiped after the first mob dies. I've checked this behavior on C4 PTS and it works as expected. VIDEO RECORDING - here you can see I pressed and held the key for the first mob, but then I have not pressed any skill for the second one and IronPunch has been used after couple of autoattacks (so it is even was not the first action in attack sequence) P.S. it is not related to the latest fix of soulshots sequence. I've checked with old and new core files and issue is present in both versions.
  12. Here is the manually cleaned namelist.txt for bots I've removed the following: weird names like `11111`, `sdfsdfsdf` doubling names like `name1`, `name2`, `name3` restricted names like `nigger`, `nazi` Almost 4k names removed so now the list looks more real names like. Ofc not all weird names removed, but I tried my best to walk through all 32k names and clean everything weird. namelist.txt
  13. I've configured additional clans with clan crests in `crests` folder, but I do not see them in game. Clans created, but without clan crests. I double checked if the crest image file is valid to be used as clan crest (manually set it for my clan), as I can see only first 5 clans (id=1, 2, 3, 4, 5) can be with crests and others are without it. Also even those first 5 clans have weird crests looks like taken not from crests folder. Here is the VIDEO of issues. I'm also attaching my botClanList.xml and zip with crests folder if you need for testing. crests.zip botClanList.xml
  14. Thanks. This file works good for me.
  15. Hey guys. Sharing my botRandomWalk.xml file with added a lot of coordinates for walkers There are coords for Talking Island Village Elven Village Dark Elven Village Dwarven Village Orc Village Gludin Village Gludio Town Dion Town Giran Town botRandomWalk.xml

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