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Posted

cannot join... loading screen 'complete protect lineage 2 server' and nothing happend...

 

Try again now, if it still happens please add us on skype: l2dread.com

 

Server is up and running! Grand Opening's Record was 288 real players! 

 

Thanks everyone for the support, here you can download our patch:

http://www.mediafire.com/download/6dp9ptbcn8sfh39/Patch+Version+1.rar

Posted

Server is running without issues!

I usually avoid answering to haters, if you're talking about the offline shops, they exist on every Lineage 2 server out there and that doesn't make L2Dread a bot server. Moreover, we are active all day and checking/cleaning.

 

Thanks

Posted

server full bot gg disappointed

What is that supposed to mean? There's antibot protection and we only had 5 offline shops. I fucking hate idiots like you, how the fuck are you a moderator?

Posted

What is that supposed to mean? There's antibot protection and we only had 5 offline shops. I fucking hate idiots like you, how the fuck are you a moderator?

well i knew that you are one of the owners of the server.If im wrong im asking you sorry.

I was one of the lovers of l2deathwhisper,deathavenue,accuser etc.Right now im really dissapointed of your currently projects,like this one isn't good.I played about 2-3 hours tottally and i saw full of bots especially in safe farm zone.Also its not hard to bypass smartguard mate.I wish you good luck with this server,you have the ideas for a serious project but i dont know what always happens and after one week your servers are emty.

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  • Posts

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
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