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Posted

Re paidia katevasa mia mlk-beep- kai m exei g@m... to pc!dn einai ios ekana scan me avast tpt,dokimasa ena registry repair(glary legatai),dokimasa kai to Pc-Clean,dokimasa kai programma anti spyware (spywarefighter legetai) alla tpt!akouste to prob poio einai.molis paw na mpw apo ton skliro sta program files se opoiodipote fakelo m vgazei ayto probun7.jpg an patisw yes katevazei ena programma an patisw oxi me kanei redirect se ena site p 8ewritika psaxnei to skliro m gia probs!to allo einai omws oti otan anoigo to pc m krasarei vgazei mia ble ikona gia 1 sec kai kanei restart!PAIDIA PEITE M TI NA KANEI EXW APELPISTEI!!:(:(:(

Posted

Apo Oti Katalavainw , Einai Spyware...

 

Borei Vevaia Na Min To Vriskoun Ta Antivirus Programs Alla Einai Poly Pi8ano..

 

I Diki Mou Gnwmi, Gia Na Ka8ariseis k To PC Sou.. Kane Ena Formataki! :P

 

 

Posted

re c se 3 meres feugw gia diakopes,kai sto katw katw to pc t exw ligo kairo pisteuw pws dn xreiazete apo twra format.alla dokimasa kai anti spyware kai leei oti eftia3e oti prob vrike alla dn eixe apotelesma :S an exete kati na proteinete p 8a borouse na voi8isei peite plz!!

Posted

Format dn kanei k poly wra arki na exeis k sosta backups..

Ala sth 8esi s 8a evaza kati kalytero gia antivirus opws nod kai gia registry fixes tuneup 2008-2009.

Dokimase kai me ayta kai nomizo 8a sto ka8arisi, toulaxiston se mena se 2 min ta eixa fix tetia probs me ayta ta softs.

 

 

Posted

to eixa auto to prob otan katebasa ena crack fake .. k den kserw ti egine . alla den to epianan ta antiviruses ... ekana format k einai ok ... kai enos filou m to ebgale twra otan katebase to firefox... eleos diladi ...

Posted

Re paidia katevasa mia mlk-beep- kai m exei g@m... to pc!dn einai ios ekana scan me avast tpt,dokimasa ena registry repair(glary legatai),dokimasa kai to Pc-Clean,dokimasa kai programma anti spyware (spywarefighter legetai) alla tpt!akouste to prob poio einai.molis paw na mpw apo ton skliro sta program files se opoiodipote fakelo m vgazei ayto probun7.jpg an patisw yes katevazei ena programma an patisw oxi me kanei redirect se ena site p 8ewritika psaxnei to skliro m gia probs!to allo einai omws oti otan anoigo to pc m krasarei vgazei mia ble ikona gia 1 sec kai kanei restart!PAIDIA PEITE M TI NA KANEI EXW APELPISTEI!!:(:(:(

 

re "MegaHacker" esy eisai o hacker edw apo oti leei to onoma sou, esena perimenoume na mas peis tin lusei!

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  • Posts

    • Kroma — Lineage II Interlude on LU4 Client (Latest client)   I'm selling this project. Here's what it actually is and what's been done.   This is a few months of work, most of it on the reverse engineering side. I built it because I wanted to open my own Interlude server on it. That's not happening any more — I've moved on to other projects and don't have the free time left to take it the rest of the way, so I'd rather it went to someone who will.   The idea was to take the modern LU4 client and make it run an Interlude version of the game. Not a reskin of an old client — the actual current client, playing Interlude, against a server I wrote. That's what this is, and it works end to end: the client boots, authenticates, connects, and you play. There are six repositories. Roughly, it splits into three kinds of work: reverse engineering the client, writing the server, and rebuilding the client's own content so it matches Interlude.   Fully reverse engineered   The client's protocol wasn't documented anywhere, so it was derived from scratch off real traffic. I built a sniffer (bypassing anticheat packet encryption) that drops into the client's binaries folder and dumps live traffic to disk, then a separate Java toolchain that decrypts those captures — login and game traffic, both directions. Everything the server knows about the protocol came out of that loop: capture, decrypt, read, implement, test against the real client.   On top of that there's a native x64 hook and injector in C++. It points the client at your own servers and handles its authentication and session layer, plus a few client-side stability fixes that were needed to keep it from falling over once it's talking to something that isn't the official backend. The hooking is pattern-based rather than address-based, so a client patch doesn't automatically break it.   The reverse-engineering notes are in the repos — the patterns, the disassembly, the decompiled functions, what each one does and why it's hooked. That documentation is a real part of what's being sold; it's the difference between inheriting a working system and inheriting a black box.   The server   Interlude ruleset, aCis lineage, but substantially rewritten and extended to speak the LU5 client's protocol with modern features like Party matching, Offline shops or Mailbox. The geodata has been updated according to some layout changes in LU4 cities. There's also a separate login server handling the client's auth flow.   Customized client to adapt to Interlude   This is the part people underestimate. The retail client ships retail content — retail NPCs, retail items, retail zones, retail UI. All of that had to be reshaped. The whole client-side pipeline is scripted: extract the retail PAKs, apply every edit from data files, rebuild, drop the result back into the game folder. 23 purpose-built C# tools, ~6,700 lines, organised into three pipelines that are guaranteed not to write over each other. There's a documented checklist for regenerating everything from scratch when a new patch drops. The important thing is that none of it is hand-editing. Every change is a line in a data file. When the client updates, you re-run the scripts instead of redoing the work from memory.   All NPC / item / drop lists updated according to Interlude   The client's own data tables were rewritten from the real Interlude client data files — `npcname-e`, `itemname-e`, `skillname-e`, `systemmsg-e`, `npcgrp`. That means roughly 6,470 NPC and skill name/title updates and about 4,000 Drops/Spoils rows written directly into the client's `NPCDataTable` and `SkillTable`, so the client shows Interlude names, Interlude item text, Interlude system messages, and Interlude drop and spoil lists. There are also custom NPC rows on top of that, plus 304 game action rewrites.   Opened the catacombs   In the LU4 client the catacombs and necropolises are unusable — flooded, unlit, and with holes in the geometry. All three were fixed: Water removed. Water exclusion volumes were placed over all 12 of them: Rifts, Apostate, Patriots, Devotion, Dark Omens, Heretics, Pilgrims, Saints, Worship, Martyr, Forbidden Path and Witch. This was more involved than it sounds — the volumes' scale is ignored at runtime, so the tool picks the best-fitting native template per hole, and nearby lakes and rivers are separate water bodies that have to be excluded individually or you get leftover water borders. Lights added. About 28,900 light definitions imported into the client's level files. Missing walls fixed. Mesh actors replaced and spawned to close the gaps in the geometry.   Removed the modern "slop" features from the UI   The LU4 client is full of things that have no business in an Interlude server, and most of them are wired into the UI. Those are stripped out: The assistant manager — the auto-hunt / auto-play slot on the XP bar Vitality*and the XP lock button The fatigue system — updated the format to a regular VIP format The in-game browser** and **in-game radio** buttons The "Learn Skill" tab in the player skills window Removals are scripted by path, so they survive a client patch and are trivially reversible if a buyer wants any of them back.   Reworked the UI toward an actual Lineage II feel   The original LU4 UI looks AI-generated. It doesn't feel like Lineage II. A good part of it has been reworked toward the classic look — the menu button row rebuilt as a wrapping layout with a proper background, the self status and target windows cleaned up, and 590 asset field edits covering textures, positions, colours, text and compiled Blueprint literals.   This part is not finished, and I want to be straight about that But the tooling to continue it is all there, and it's the good kind of tooling: you can target any widget property in any UI asset by dotted path, remove widgets by path without knowing their auto-generated slot names, and edit text that's dynamically bound through Blueprint bytecode rather than stored as a plain property. Continuing the UI work means adding lines to a data file, not reverse engineering anything new.   Other client-side work   A custom login scene, built in a real Unreal Engine project that's included Interlude music restored, plus ambient sound work (cities only for now) Custom splash and branding   What's included   All six git repositories, the Unreal Engine project and its custom assets, all the tooling — injector, hook, sniffer, decryptor, asset editor — every data set including geodata, XML, HTML and the SQL schema, the build and repack scripts, and the per-repo technical documentation including the reverse-engineering notes.   Happy to answer questions or show it running.   Gallery
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