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he was my customer many years ago, i setup his acp and some statistics on his website, plus some security it is big difference than "friend"
its more dissapointment than hate, take example acis, how many years still development.
PS: you know i was selling websites and i still sell donate panels for l2 servers right?
While I respect every other admin who launches a server, including L2Gold, I can proudly say that we’ve built a community where each season brings significant changes and numerous updates. We had anywhere from a few hundred players to nearly one thousand unique players (season 2).
The server has already been rebuilt three times on different client protocols, each time introducing something fresh to the table. L2Gold Essence against most other servers; you’ll notice the difference immediately: no lag, no odd movement bugs, the best geodata (which we’ve continually improved), high FPS during mass PvP, and overall smooth gameplay. Just a single in-game click makes the contrast clear compared to servers that still feel stuck in 2007 in terms of innovation. There were times when things went very wrong due to major code reworks, refactors, and the lack of proper testing, but everything was eventually resolved.
Not only that, but we’ve also attracted CPs and clans that had never played L2Gold before. That’s one of the main reasons why we reached a higher player count than any gold-style server when compared to the original one back in the days.
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nik0s013
exw error pano sta citicals paidia ama mporei kaneis n boh8isei 8a eimouna eugnomwn
Edited by nik0s013story: TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial27) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial27) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 22_22.ShadowProjector27) <- AActor::Serialize <- TestReach <- (ShadowProjector 22_22.ShadowProjector27) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 22_22.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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