Jump to content

Recommended Posts

Posted (edited)

the biggest issue with mobius it offers free builds,

so most private servers are garbage because noobs are starting easily projects.
New player to l2 might play a mobius private ran by a noob, free, and think the game is shit.


Mobius had the best intentions but made the most damage for l2 community, private and official. 

he should make all sources private asap, maybe leave old c1-c4 ones as demo of his work. 
he can easily implement an ip bind in the release to stop the leaks (even though more experienced users could remove that ), and also exploits that would destroy leakers. 

ps  i watched carefuly the private server scene for more then 14 years, so i kinda know what i m talking about and i have very little money to spare, so i do not advocate for ridiculouse thousands of euros prices for builds like l2scripts or others. 
But it can be a sensible way between the two.

Edited by darta
Posted
On 12/7/2023 at 7:26 AM, darta said:

the biggest issue with mobius it offers free builds,

so most private servers are garbage because noobs are starting easily projects.
New player to l2 might play a mobius private ran by a noob, free, and think the game is shit.


Mobius had the best intentions but made the most damage for l2 community, private and official. 

he should make all sources private asap, maybe leave old c1-c4 ones as demo of his work. 
he can easily implement an ip bind in the release to stop the leaks (even though more experienced users could remove that ), and also exploits that would destroy leakers. 

ps  i watched carefuly the private server scene for more then 14 years, so i kinda know what i m talking about and i have very little money to spare, so i do not advocate for ridiculouse thousands of euros prices for builds like l2scripts or others. 
But it can be a sensible way between the two.



"ps  i watched carefuly the private server scene for more then 14 years, so i kinda know what i m talking about and i have very little money to spare" < What did you watch? For watching private scene (as developer/server owner), you need to understand the servers builds, nothing more you should care about. I connect to private server and instantly know what 'pack' they are using, what are the issues, etc. I understand what is happening under the hood. I doubt you know the difference between List and Set. In 2023 the private server scene is not described by server packs(files), it's based on the marketing budget. You can sell 'Snickers' candy for a cake's price.

I was always unsure about L2jMobius builds, until I decided to give some interest for Essence version.
My story is that I've bought L2jMobius membership and later on became an Contributor. (Fell out of that roll, because had some IRL problems which did not allow me to dedicate time to L2 Development).

While working with L2jMobius I found new connections, which allowed me to develop 'my own' Essence build (I was developing for a person who is a client of L2jMobius and was developing for him a bit faster than I was submitting patches for Mobius itself, it was not based on money, I was receiving patch notes which were not available for public (developed privately) in exchange to work and deliver some new implementations/corrections faster for that person than for whole L2jMobius project, though I always shared later the work with Mobius). That allowed me to gain base of known sources of Essence which are not publicly available (again to mention, I did not exchange any SVN private repos, worked with person who already had access same as me).

So where I'm going with this story? You care about 'leaks' when you develop something for L2jMobius, not when you pay him money, get the files and do nothing. Why you're afraid of leaks? The leak happens once per 2 months maybe, the SVN commits are daily. Why I hated leaks? Because I've implemented something dedicated for L2jMobius private clients, not the leachers. While I did not have my own base - those leaks and my code put everyone in same position - having the same features, if you don't have marketing budget, than you want to sell project for players by giving them features(I know it might contradict with the first paragraph of mine, but w/e, who understands - understands). The model is correct for L2jMobius to share a public version, it will attract new clients if they like the public version.

Okay, now we covered 'your scene watching of private servers', 'L2jMobius leaks' it's time for why L2jMobius is the only way for small private server to use for example while building Essence based project:
1. L2jMobius has a lot of clients, instead of working on your own, you have maybe 50+ people committing changes.
2. Mobius reviews all commits, does some QA, refactors the code to fit whole code base formatting etc..

3. You can write a question as a dummy server creator and get the answer (I was shocked what questions Mobius subscribers community receives, though I see that they are patient ones, I could not answer any questions without asking myself WTF is wrong, the person can't set his IP to launch the server and he's thinking about launching project, though even these problems are solved by community)
4. Don't judge book by the cover - if you receive leak of public version and you can't find certain feature working, you can always ask Mobius to check if someone is working on that, maybe day after the leak the feature will be implemented. Best case scenario, if possible, become a subscriber, just to try it.

TL;DR: If you're amateur server owner, don't know any of coding = you should not care, maybe Mobius is not dominating in Interlude/H5, but you can check for other version. Everything will be solved for you.
If you're developer (working alone and want other people help) - take these sources, make your own base, work on your code yourself + take patch notes submitted by other people.

 

Posted
On 12/8/2023 at 1:54 PM, Pleyne said:



"ps  i watched carefuly the private server scene for more then 14 years, so i kinda know what i m talking about and i have very little money to spare" < What did you watch? For watching private scene (as developer/server owner), you need to understand the servers builds, nothing more you should care about. I connect to private server and instantly know what 'pack' they are using, what are the issues, etc. I understand what is happening under the hood. I doubt you know the difference between List and Set. In 2023 the private server scene is not described by server packs(files), it's based on the marketing budget. You can sell 'Snickers' candy for a cake's price.

I was always unsure about L2jMobius builds, until I decided to give some interest for Essence version.
My story is that I've bought L2jMobius membership and later on became an Contributor. (Fell out of that roll, because had some IRL problems which did not allow me to dedicate time to L2 Development).

While working with L2jMobius I found new connections, which allowed me to develop 'my own' Essence build (I was developing for a person who is a client of L2jMobius and was developing for him a bit faster than I was submitting patches for Mobius itself, it was not based on money, I was receiving patch notes which were not available for public (developed privately) in exchange to work and deliver some new implementations/corrections faster for that person than for whole L2jMobius project, though I always shared later the work with Mobius). That allowed me to gain base of known sources of Essence which are not publicly available (again to mention, I did not exchange any SVN private repos, worked with person who already had access same as me).

So where I'm going with this story? You care about 'leaks' when you develop something for L2jMobius, not when you pay him money, get the files and do nothing. Why you're afraid of leaks? The leak happens once per 2 months maybe, the SVN commits are daily. Why I hated leaks? Because I've implemented something dedicated for L2jMobius private clients, not the leachers. While I did not have my own base - those leaks and my code put everyone in same position - having the same features, if you don't have marketing budget, than you want to sell project for players by giving them features(I know it might contradict with the first paragraph of mine, but w/e, who understands - understands). The model is correct for L2jMobius to share a public version, it will attract new clients if they like the public version.

Okay, now we covered 'your scene watching of private servers', 'L2jMobius leaks' it's time for why L2jMobius is the only way for small private server to use for example while building Essence based project:
1. L2jMobius has a lot of clients, instead of working on your own, you have maybe 50+ people committing changes.
2. Mobius reviews all commits, does some QA, refactors the code to fit whole code base formatting etc..

3. You can write a question as a dummy server creator and get the answer (I was shocked what questions Mobius subscribers community receives, though I see that they are patient ones, I could not answer any questions without asking myself WTF is wrong, the person can't set his IP to launch the server and he's thinking about launching project, though even these problems are solved by community)
4. Don't judge book by the cover - if you receive leak of public version and you can't find certain feature working, you can always ask Mobius to check if someone is working on that, maybe day after the leak the feature will be implemented. Best case scenario, if possible, become a subscriber, just to try it.

TL;DR: If you're amateur server owner, don't know any of coding = you should not care, maybe Mobius is not dominating in Interlude/H5, but you can check for other version. Everything will be solved for you.
If you're developer (working alone and want other people help) - take these sources, make your own base, work on your code yourself + take patch notes submitted by other people.

 

I was reffering to the quality of l2 players and their expectations, since everyone can open easily a server with the LATEST release, but cannot improve their own server or even take the time to set it up decently, the l2 community is flooded with tons of questionable private servers, like mushrooms, of really bad quality in terms of management, setup, world creation (corrupt childish gms, server wipes to get fast donations,  and other shit) that makes possible l2 players turn away from the game.

It`s not about the quality of mobius, but the share amount of private servers ran by children. You are handed a great tool, and most use it for fast gains at the detriment of losing l2 players globally. Untill mobius, there were gatekeepers to get decent builds, now they are not.

If anything this speaks of the quality of l2 mobius, and not against it.

Not everything is an attack, things are more sublime in the real world and l2 is dying, having tens of thousands of shitty private servers is not helping. 

This is my last reply, seeing the answer of the creator of that build, again, for me it feels like children running around with bazookas.
 

Posted

It's all about finding the right balance between quality and time. If you're aiming to launch a project quickly, the files quality will definitely affect its future success. On the other hand, you can turn any project into a success if you're willing to put in the time. Server owners have to make this choice.

 

If you're ready to invest more money, it might make more sense to buy files from a reputable, stable server. This can save you time on fixing problems later.

 

L2JMobius has its issues and other factors to consider, but it's a good deal for what you pay.

 

But blaming just the admins or the players isn't cool. Both sides contribute to the problem in their own ways.

  • 1 month 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

    • L2JOne — Interlude C6 Level 86, S84 grade, clan level 11 — on an Interlude C6 core. 67 systems. Desktop Control Center. Edit the server while it runs. FULL SYSTEM CATALOGUE  ·  WEBSITE  ·  TELEGRAM Most Interlude packs give you a clean core and leave the interesting part to you. This one ships with the content already written — the economy systems, the event engine, the retention loop and the admin tooling a live server actually needs after week one. Everything is configurable from open files, and most of it is editable with the server running, from a Community Board panel or from the desktop Control Center. You should not need a new build to fix a broken skill or retune a drop rate on a Saturday night. QUICK FACTS Level cap 86, S80 and S84 grades, clan level 11 — High Five progression on an Interlude core 909 High Five items — Dynasty, Vesper and Icarus gear, Forgotten Scrolls, Dolls, Agathions 67 systems delivered ready — new, rebuilt, expanded or fixed 689 XML files — items, NPCs, skills, spawns, zones and every custom system, all open 343 quests implemented 147 GM commands, each with its own access level 95 database tables with install and versioned migration scripts 22 Community Board panels with open HTML 8 event modes that schedule themselves Java, JDK 22+, MariaDB / MySQL Desktop Control Center in English, Portuguese and Spanish HIGH FIVE CONTENT ON AN INTERLUDE CORE This is the part most Interlude packs do not have. The core is Interlude C6 — the chronicle your players know, with the combat and the pace they came for — but the progression ceiling is not the Interlude one. The end game was extended with High Five content, server side and client side. Level cap 86. The full experience table up to 86, with the rate brackets to match: five independent XP, SP and currency ranges covering 1-52, 52-61, 61-76, 76-78 and 78-86, so you shape the curve at the top instead of letting it flatten. S80 and S84 grades. Two grades above S, each with its own crystal, enchant bonus and gemstone cost — so the enchant and crystallization economy keeps working at the new ceiling instead of stopping at S. Clan level 11. Clan progression continues past the Interlude cap, with Blood Oath, Blood Alliance and Blood and Sand as the upgrade materials, and the clan skills that come with those levels. 909 High Five items. Dynasty, Vesper and Icarus weapons and armour with their augments and special abilities, 112 Forgotten Scrolls, Dolls and Agathions. High Five skill set. The skill ranges that come with the higher levels and the new gear are implemented, not stubbed — including the Doll and Agathion skills. Client tables included. The item name and grp tables for all of it ship with the pack, and the Control Center reads and repacks them. You are not left to reverse-engineer the client side of a Vesper set on your own. The practical effect: an Interlude server that does not run out of content at 80. Your players keep the chronicle they wanted and still have somewhere to go after the S set. DESKTOP CONTROL CENTER Start, restart and reload configuration Memory, GC, threads and CPU in real time Live log console and content search Database browser, scheduled backup, install and migration HWID bans and IP lookup Item editor with icon preview, plus multisell, NPC, class and config editors Item cloning, ID migration, item-pack import Reads and repacks the client itemgrp / npcgrp / skillgrp Automatic backup before every save Builds incremental updates, hash-verified per file WHAT IS INSIDE NEW = not in stock Interlude  ·  REBUILT = existed, rewritten from scratch  ·  EXPANDED = original kept, features added  ·  IMPROVED = original fixed and revised ECONOMY AND ITEMS — 11 systems Offline Shop — REBUILT. Keeps selling after the client closes, restores itself on restart, expires in a number of days you set. Own name colour and visual effect, no damage in peace zones, can be restricted to VIP only. Marketplace — NEW. Persistent market inside the Community Board. Listings stay up with the player offline, delivery is automatic, the listing fee is configurable, every sale logged. Enchant System — REBUILT. Rate per level and per scroll type in an open file. You choose what happens on failure: break, keep or drop one level. In-game editing panel, log of every attempt, automatic high-enchant announce. Custom currency — NEW. Any item as the private store currency: buy, sell and package sale, including the balance the client shows. Reward capsules — NEW. Boxes that draw items by weight, built in an open file. Event, donation and boss boxes with no code. Timed items and passes — NEW. Expire in real time, not play time, and keep counting offline. Noble, VIP, Kamaloka and auto farm passes ship ready. Equipment skins — NEW. Change the look of weapon and armour without touching a single stat. Accessory sets — NEW. The armour-set concept applied to rings, earrings and necklaces, with their own bonus. Deferred delivery — NEW. Items delivered at the player's next login, so donations, vote rewards and event prizes never get lost. Redeem coupons — NEW. GM generates a code, the player redeems it once. Campaigns, downtime compensation, streamer partnerships. Price and drop control — NEW. Single price across every merchant, all-free mode for test servers, gold bar conversion, drop block by grade on death. EVENTS AND PVP — 9 systems Event engine — NEW. Open-file catalogue: which events exist, when they open, how many players they need, what the prize is. Persistent ranking, level-balanced teams, rejoin after a disconnect. 8 event modes — NEW. Team vs Team, Deathmatch, Capture the Flag, Battle Royale with its own map, Hunting Grounds, Party, Spoil and Fight Boss. Each can run at a different time. Tournament — NEW. 1v1, 3v3, 5v5 and 9v9, solo and party registration. Per-format duration, run window, class composition limit and prize. Function zones — NEW. A whole PvP area from a single file: entry fee, auto-flag, anonymous mode, forbidden items and skills, temporary noblesse, restart lock, monster waves, a boss and automatic shutdown. Rotating siege — NEW. One castle drawn per cycle instead of nine independent schedules. The winner moves to the next castle an hour before the following siege, and no castle repeats until every other one has been fought over. Classic mode still available. Castle governor — NEW. The clan holding the active castle taxes merchants, board shop, gatekeepers and marketplace server-wide, and earns a drop, XP and skill bonus. Own vault and statue, wyvern rights for the leader. Every cap set by you. Olympiad — EXPANDED. Custom period and duration, battle limit, enchant cap in the arena, separate mage and fighter buffs, minimum PvP to enter, participant limit per IP, monthly winners. Event shop — NEW. Event currency buys prizes that exist nowhere else. Editable in-game. Anti-feed and dualbox control — NEW. XP and drop blocked on repeated same-IP kills, character limit per IP, whitelist per zone and instance, participant limit per IP with optional HWID check for events. PROGRESSION AND RETENTION — 13 systems VIP System — NEW. Tiers with their own XP/SP/drop rates, rewards and real-time duration. Benefits keep working in the offline shop, activation item configurable, status panel on the board. Daily missions — NEW. Objectives by action type, automatic scheduled reset, reward per mission, progress saved per character. Includes a daily login reward. Auto Farm — NEW. The player picks the skill list, monster priority and target type (mob, raid or grand boss), and can assist the summon or the party leader. Daily quota unlocked by a pass. You decide: everyone, VIP only, or off. Auto Potion (ACP) — NEW. Separate HP / MP / CP percentage triggers, configured in-game. Removes the incentive to run third-party software. Player-to-player buff selling — NEW. The human buffer gets its job back: advertise your own buffs, set the price, sell to whoever passes. Scheme Buffer — IMPROVED. Schemes saved per account, applied from the NPC and from the board, with a cost and skill list you control. AIO character — NEW. All-in-one character with its own buffs and saved macros, duration and type set by you. Level reward — NEW. Automatic prize on reaching each level, right where most new players give up. Rates per level bracket — NEW. Five independent brackets between 1 and 86 for XP, SP and currency, plus an exclusive rate inside instances. Subclass and skill stacking — EXPANDED. Configurable cap, switching anywhere, selective stacking across subclasses with a block list. Agathion — NEW. Companion pet that follows, talks and optionally heals by percentage. Restored at login. Pet and summon persistence — IMPROVED. Pet and servitor return after a reconnect with buffs and cooldown intact. A dropped connection stops costing ten minutes of rebuffing. Chat commands — NEW. A whole layer absent from stock Interlude: .menu .farm .acp .mission .vote .sell .register .instance .leader .crystal .recipe .aiomacro CONTENT AND WORLD — 8 systems Instanced territories — NEW. Private farm area per player or party, built from the map regions. Each region has its own monster list, respawn, entry policy and a trigger-released boss. No instance sees another, and the drop rate inside is exclusive. Spot fighting is over. Kamaloka — NEW. Instanced dungeon with its own scoring, a board ranking and an entry pass as an item. Simulated players — NEW. Server-controlled characters with combat, healing and potion AI, town walking routes and template clans. Visible in /who. A freshly opened server stops looking empty. Champion mobs — EXPANDED. Own HP, attack and speed, configurable aura, multiplied XP/SP/drop, exclusive drop list, optional guaranteed enchant. Boss info and reward — NEW. Schedule and status on the board, participation reward per raid, raid points to the clan, loot protection, grand boss death announce. Original Interlude content — IMPROVED. 343 quests, 9 castles with working sieges, 44 clan halls with auction and functions, Seven Signs, Festival of Darkness, manor, fishing. Grand boss AI revised — Antharas, Baium, Frintezza, Sailren. Polymorph — NEW. Visual transformation of players and NPCs from an open file. Seasonal events — NEW. Mammon Spawn and Master of Enchanting as calendar scripts. COMMUNITY BOARD — 22 panels Player panel — NEW. Board home with server info, rules, active promotions and a shortcut to every other panel. Server shop — NEW. A merchant inside the board, prices subject to the ruling clan's tax. Rankings — NEW. PvP, PK, level, clan raid points, Kamaloka score and event ranking — six lists updated live, with automatic weekly prizes. Donation panel — NEW. Balance, product and delivery on the character, integrated with the website system. Every delivery logged. Party matching — NEW. A party noticeboard by level, class and goal. Live information panels — NEW. Boss schedules, active events, open instances and territories, governor panel, channel videos with a watch reward, vote reward. All read from the real server state. Forum, mail and friends — IMPROVED. Internal forum, character mail, friend list, favourites and a personal memo. All panel HTML is open — change the visual identity with no recompile. ADMINISTRATION — 7 systems Operations panel — NEW. The desktop Control Center described above. Visual content editors — NEW. Items with icon preview, plus multisell, NPC, class and configuration editors. Item cloning, ID migration, item pack import, automatic backup before every save. Client file editor — NEW. itemgrp / npcgrp / skillgrp read, edit and repack, with ID migration synchronized between server and client. Adding a custom item stops being a manual process across three tools. In-game editors — NEW. Balance, event engine, function zones, territories and system config edited from a board panel, applied without restart, automatic backup of every changed file. GM commands — EXPANDED. 147 commands with per-command access level: zone creation by vertices in-game, spawns saved to the database, NPC route editor with preview, event / balance / enchant panels, HWID management. Persistent configuration — NEW. What the GM changes from the panel is stored and reapplied at next boot. Update package — NEW. The build ships only what changed, hash-verified per file, ready to publish to your players. SECURITY AND PROMOTION — 6 systems Guard and HWID — NEW. Validation at startup, machine identification, window limit per machine, configurable grace mode, access log per account, ban and lookup by GM command. Discord logging — NEW. 28 channels: enchant, drop, pickup, trade, warehouse, multisell, donation, Olympiad results, grand boss deaths, player and GM logins, suspicious IP alerts, chat keyword filter. When a player complains about a missing item, the answer is in the channel. Vote reward — NEW. 8 top lists, individual reward, per-site cooldown, global vote goal with a collective prize. YouTube integration — NEW. Turns your player base into your channel audience. Full section below. Announcements and promotions — NEW. Rotating in-game announces, time-boxed promotions with a board panel. Build protection — NEW. Obfuscation plus optional class encryption with its own loader. YOUTUBE — TURN YOUR PLAYERS INTO YOUR CHANNEL AUDIENCE Most packs call "YouTube integration" a button that opens a link. This one is a closed loop between your channel and the game, and the player never leaves the client. 1. Your channel, inside the game. The server queries the YouTube Data API and rewrites its own video list — title, description and publish date. You never maintain a list by hand: publish on YouTube and the panel updates itself. Players search it and pick what to watch. 2. The video plays inside the client. No alt-tab, no browser, nobody logs out to watch. The server reads the real duration of that video from YouTube and sets the timer to that exact length — the message on screen says how long is left. The player is held away for the duration, so watching is watching, not a tab left open in the background. 3. Watch time, not clicks. This is the part that matters for a channel. A click that bounces after three seconds does nothing for you. What reaches your channel here is a completed view, because the reward only exists if the video runs to the end. 4. The reward lands automatically. Items go straight to the character with an on-screen confirmation and a chat line naming the video. The reward items are yours to configure. Every upload reaches everyone online. A new video triggers an in-game announcement with a message you write. No ad spend, no posting the link in five Discords and hoping. It becomes a habit, not a one-off spike. The daily cap resets every day, so the same players come back tomorrow. Your back catalogue keeps earning views months after publication. Abuse controls built in. One reward per video per day, a configurable daily cap across all videos, one video in progress at a time, everything stored per character in the database — relogging resets nothing. Configurable: API key, channel, how many videos to pull, whether to announce, the announcement text, the reward items and the daily reward cap. A server with 300 players online is 300 completed views on every upload. That is the difference between a channel nobody sees and a channel that grows with the server. COMBAT AND BALANCE — 6 systems Balance per class — NEW. Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. The item name and grp tables for the High Five content are included, and the Control Center edits itemgrp / npcgrp / skillgrp, but assembling and hosting the client is yours. CONTACT Full system catalogue: l2jone.com/fonte Website: l2jone.com Telegram: @Williams0ff E-mail: support@l2jone.com Pricing depends on the plan and on what you want bundled — message me and I will send the options. I am open to using the forum's middleman / escrow service. I have no reputation here yet, and I think asking for it is fair. Questions in the topic are welcome — I answer them here so the next person reading finds the answer too.    Scrolls Augments New Augment Acessories    
    • ⚡ Weekend special! Upgrade your personal Google account with 5TB storage and Gemini Pro in under 60 seconds.
    • Don't cry, it's a game. If it makes you cum on your monitor, of course, enjoy it. My business has been running for years and will continue to do so. No matter what happens here, the dogs bark, the caravan moves on. Start developing game engines - post them too - after all, I create them too) Salvation:Arena (MOBA) Unreal Engine RED-TEAM REVERSECODE Аліса займається розробкою ще з часів створення денді та сеги-діти які створюють шум для мене просто діти) За ці роки роботи я бачила багато різних людей у цій сфері все що я думаю про це не плачте та насолоджуйтесь життям слава ураїне - котись на свій бразильський форум)   If you'd simply asked me in a private message on the forum to be reinstated, you'd have been unblocked without a problem. I have no enemies—it's just business. I can make any product on the market, models and effects, copyrights—complex tools—at my age, people run large companies. I'm pleased that our beloved MXC* forum will now have a lot of free products. I earn a maximum of $200-$300 a year from this industry. If that excites you, well, have fun with us.       I moderate many gaming communities, here's one of them  if I hated you, you'd be out of here in a minute, brother  so don't get carried away with your wet dreams. On the topic of free work, start doing it yourself—the forum needs good free stuff. Someone will definitely like you here and throw a flower on your grave. Besides, you're forgetting that half the forum is involved in this interface development business and for many developers, it's a good income. So, you want to make life sweeter for them all, not just for me it's actually nice that you're such a noble young man.   Besides, I usually work from behind the scenes and don't move anywhere in the market but nothing stops me from doing what others do - working from the shadows  you won't even see that I'm doing it, it's so funny.   Start doing free work. You promised to do it well and post it to communities on time. Good luck! We'll have fun, that's great!🥰   завжди приємно поспілкуватися з веселими людьми              
    • Complete development packages for Lineage 2 UI development, across all chronicles and an automated tool to update and patch Interface.u & Interface.xdat What I Offer Clean Sources: 100% clean, retail-based interface source code with zero unwanted custom modifications. Interface.u Update Tool: A standalone tool designed to patch, rebuild, and update Interface.u efficiently. Custom Modifications: Custom UI features and tailoring can be implemented upon request. Turnaround Time: Most major versions and protocols are ready for immediate delivery; other versions take up to 1 week. How It Works Let me know the specific chronicle or protocol version you are targeting. I will provide the tool, which is HWID-bound to your machine, for your setup. Once satisfied with the results, we finalize the deal. Pricing & Notes Both products are priced separately based on the target protocol and requirements. Package deals are negotiable if purchasing both. DM for inquiries, demos, and pricing quotes.    
    • Well u need to change when sm1 press exit it keeps it in game..  
  • 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..