Jump to content

Recommended Posts

Posted (edited)
On 1/15/2017 at 8:51 PM, eKoIce said:

SuperFast, Clean and Quality Work! 

Thanks, will buy again soon!

Very Reccomended.

On 1/16/2017 at 7:27 PM, Protein said:

Trusted and Skilled guy. I can only recommend him!

On 1/15/2017 at 8:51 PM, eKoIce said:

SuperFast, Clean and Quality Work! 

Thanks, will buy again soon!

Very Reccomended.

 
Thank you all
Edited by StinkyMadness
Posted (edited)

my client bought services and i can say he is skilled

just one thing that i found your inventory on alt + g if you search someones inventory

problem with systextures u see the half inventory!  check it out

Edited by Celestine
Posted

my client bought services and i can say he is skilled

just one thing that i found your inventory on alt + g if you search someones inventory

problem with systextures u see the half inventory!  check it out

True its same UTX. We can fix that, contact with me in skype.

  • 2 weeks later...
Posted

Some words for this bitch

  • Fast
  • Skilled
  • Quality
  • Trusted
  • Friendly
  • (Some times small gifts)

and much much more go for it.

  • 2 months later...
  • 9 months later...
  • 2 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • Luniage - a custom Interlude client on Unity, with its own server Hi everyone. I've been quietly working on this for a long time and I think it's finally at the point where it's worth showing. Short version: it's Interlude, but the client and the server are both mine. The client is a custom one, built in Unity — not a patched or reskinned original. The server is written from scratch in C#. The only thing that comes from the old game is the content: the world, the models, the animations, the sounds, the icons, the interface art. The game looks and feels like the game you know. Everything underneath it is new. Why do this at all   Because the old client is a 2004 executable and anyone who has ever tried to add something to it knows exactly how that conversation ends. You can't add a window. You can't change how a skill looks. You can't fix a bug that's staring you in the face. Every server that wanted a feature of its own had to fake it through HTML dialogs and system messages, because the client simply won't bend. At some point it stops being worth fighting. I'd rather keep the game and rebuild everything around it. Where it is right now   You can sit down and play it. Not a tech demo, not a walk-around-and-look-at-the-trees build - an actual character. Most of the game is in: movement, combat, the skill system with its real formulas and timings, items and equipment, enchanting, shops and player trade, quests, parties, clans, and the whole interface that ties it together. Progression works from level 1 all the way through A grade - you can level, gear up, join a clan and run content today. What's missing isn't the foundation. It's the top end - and that's exactly where the work is pointed next.   Videos     What I'm working on now   Castle sieges and the Olympiad. The two biggest systems the game has, the ones that turn a working world into a server people actually stay on. And visual effects. They already run, but "runs" and "looks the way you remember it" are two very different things, and closing that gap turned out to be a much longer road than I expected. I'm going through them one by one. Does it run outside Windows   Yes. It's a Unity project, so Windows, Mac and Linux are just build targets. I actually develop on a Mac, which has kept the whole thing honest about staying portable. Will it work with my existing server   No, and it never will. The client talks to my server and nothing else - that's the trade I made, and it's the reason everything above is possible in the first place. If you're looking for a drop-in replacement client for a setup you already have, this isn't it. What's the goal   First and foremost, to launch my own project on it. That's what the client and the server are being built for, and that's what sets the priorities. Longer term, I'd like to open-source it. This community has spent twenty years working around a client nobody can touch, and I think the honest ending to this story is handing over something people can actually build on. I'm not putting a date on that - first it has to be good enough to be worth someone else's time. Can I try it   Not yet. When there's a build worth handing out, it gets posted here first. In the meantime I'll be posting progress regularly, and I read every reply. If you've run a server, built a client, or just spent a decade staring at this game and know exactly which detail everyone gets wrong — please say so. A good share of what's right in this project is right because somebody pointed at a screenshot and said "that's not how it looked." Thanks for reading.  
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..