Fix the client Lucera Classic

after radarmap i started roaming on the isle
but did not like and the map is not displayed always constant
so i remade devil's isle zonename but with more zones

Code:
ZoneName_begin    ID=119    MapX=21    MapY=24    Top=30000.0    Bottom=-30000.0    Name=[Devil's Isle Entrance]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=-1    TownMapY=-1    TownMapWidth=-1    TownMapHeight=-1    TownMapScale=0.0    TownMapTex=[None]    Color=249    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=124    MapX=21    MapY=24    Top=-3500.0    Bottom=-30000.0    Name=[Pirates' Tunnel]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=254    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=127    MapX=21    MapY=24    Top=30000.0    Bottom=-3496.0    Name=[Devil's Isle]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=-1    TownMapY=-1    TownMapWidth=-1    TownMapHeight=-1    TownMapScale=0.0    TownMapTex=[None]    Color=254    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=128    MapX=21    MapY=24    Top=30000.0    Bottom=-2980.0    Name=[Zaken's Domain (1st Floor)]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=244    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=129    MapX=21    MapY=24    Top=-2990.0    Bottom=-3250.0    Name=[Zaken's Domain (2nd Floor)]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=244    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=130    MapX=21    MapY=24    Top=-3260.0    Bottom=-3550.0    Name=[Zaken's Domain (3rd Floor)]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=244    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=626    MapX=21    MapY=24    Top=30000.0    Bottom=-30000.0    Name=[Devil's Isle]    TownBtnLocX=1110    TownBtnLocY=2405    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=255    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
ZoneName_begin    ID=628    MapX=21    MapY=24    Top=30000.0    Bottom=-30000.0    Name=[Zaken's Ship]    TownBtnLocX=-1    TownBtnLocY=-1    TownMapX=38912    TownMapY=202432    TownMapWidth=1024    TownMapHeight=1024    TownMapScale=0.05    TownMapTex=[Dungeon_devil_Island_Classic]    Color=243    Continent=0    CurrentLayer=0    TotalLayers=0    TownCenterX=0    TownCenterY=0    ZoneName_end
could you explain better what we should do with those?
 
could you explain better what we should do with those?
file: zonename_classic.dat

file structure:
"ID"=increment id of each zone in this file
"MapX/MapY"=which map block of the game the zone corresponds to, if X=0 Y=0 then it aplly all zones with specified color(see bellow for colours)
"Top/Bottom"=min/max Z axis inside which the zone and minimap/radar will be presnted
"TownBtnLocX/Y/Z"= this shows the button, if you make a button to be able to open a map in a dungeon per say.
"TownMapX/Y"=maps attach from top-left corner. this is the exact location that the dungeon map(like antharasnest/catas/etc) will attach to.
"TownMapWidt/Height"= pixels of the image used to display a map
"TownMapScale"=this is scaling for map so that the correct size of the map is displayer according to the actuall area
"TownMapTex"=here you place the name of the map file that you have put (usually) inside L2Font.eu
"Color"=this reads color for the according map block from l2zonename_classic.utx in there, are placed all map zones, divided in blocks and each zone is identified by system from it's unique color inside l2zonename_classic.utx.
"CurrentLayer/TotalLayers"=
this is for places that have more than 1 floors, like monasteryOfSilence/FoG etc. current is the cirrent floor on which the map will be displayed, total is the total of floors inside a zone or map.....
monastery is like:
Code:
...........CurrentLayer=1      TotalLayers=3...........
...........CurrentLayer=2      TotalLayers=3...........
...........CurrentLayer=3      TotalLayers=3...........
"TownCenterX/Y"= is for radarmap and for peace zones which means towns only, you can set it from: TownMapX/Y parameter.

l2zonename.utx/L2font-eu.utx/Radarmap_classic.utx/huntingzone_classic.dat/l2zonename_classic.dat
all these files are working together in order to display minimaps and the name of zone in which u are at.

i'll save the rest for later.
 
Last edited:
trigger warning:
i'll also post this one, though i dont see much people actively posting some fix
or posting anything at all "helpfull", besides talking about profit and donation panels :coffee:
(and that masterpiece of CTF)

so speaking of improvement of the client this is another place that needs a hand...
one of many iconic/popular locations in interlude gameplay is Skylancer raid boss up on the mountain
this raid boss drops a hard-to-find clan egg and that is what makes this shit of a place famous....

i have seen various things happening in this location,
from teleports-to-town and endless drops to the ground...to invisible players killing everyone.


but i decided to share some improvement...
for anyone that will actually open a normal, not x500000 server!
enjoy!



in the following archive there is stored maps 23_19 and 24_19 along with their heightmap/texture
there is also custom built geodata along with a custom added limit to prevent players from falling.
 

Attachments

trigger warning:
i'll also post this one, though i dont see much people actively posting some fix
or posting anything at all "helpfull", besides talking about profit and donation panels :coffee:
(and that masterpiece of CTF)


so speaking of improvement of the client this is another place that needs a hand...
one of many iconic/popular locations in interlude gameplay is Skylancer raid boss up on the mountain
this raid boss drops a hard-to-find clan egg and that is what makes this shit of a place famous....

i have seen various things happening in this location,
from teleports-to-town and endless drops to the ground...to invisible players killing everyone.


but i decided to share some improvement...
for anyone that will actually open a normal, not x500000 server!
enjoy!



in the following archive there is stored maps 23_19 and 24_19 along with their heightmap/texture
there is also custom built geodata along with a custom added limit to prevent players from falling.
is that they expect everything from above, because this should be in the customers section or simply create a repository to fix these bugs at our fingertips.
 
perfectionism madness continues

radarmap is the same both for main and classic speaking about the fortress above giran
so i removed this air-fortress from l2radarmap.
giran fortress radar.webp
 

Attachments

option id 16234 in classic shows as vampiric claw, but it unlock in interlude
Code:
option_client_begin    option_id=16234    option_quality=3    option_type=2    option_desc1=[Active: Has a chance to open doors and treasure ch\nests. Requires Keys of a Thief.]    option_desc2=[]    option_desc3=[]    option_client_end
 
primeval isle/rune town/harbor zones re-work
Shot00000.webp
imperial tomb/tezza zones re-work +rocks bug fix
Shot00001.webp
ur welcome
 

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next up: giants cave/bayou fort/forsaken plains
another map made(not me) proudly without LGBTQ pride update of the Z era


+modified geo for some spots like places in bayou fort/silent valey/forsaken plain road to GC etc minor details.

if someone has the time check/roam around to see if there is any flaw on geo

Shot00007.webp

Shot00010.webp

Shot00011.webp
ezgif.com-video-to-gif-converter (1).gif
 

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