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Θα επαιζα ΟFFICIAL..  

215 members have voted

  1. 1. Θα επαιζα ΟFFICIAL..

    • Γιατι εχει walker (...)
      14
    • Γιατι εχει ποιο υπευθυνους GM
      17
    • Γιατι ξερεις πως δεν προκειτε να "κλεισει"
      71
    • Γιατι εχει πολυ κοσμο
      18
    • Γιατι υπαρχουν απο μερικα εως μηδεν bugs
      7
    • Γιατι θα ειναι παντα updated στην τελευταια version του L2
      4
    • Γιατι εκει ολα "work"
      22
    • Γιατι εκει υπαρχει η 100% Class Ballance
      44
    • Αλλο (Post It)
      18


Recommended Posts

  • 1 month later...
Posted

file bale na mporoume na diale3oume polla apo ta poll s gt den einai mono enas o logos...

 

1on  o kosmos

2on den 8a kleisei

3on gia tous gm / balance

4on p den to eida gia ta bus

 

opote h psifos m paei gia ton kosmo

  • 2 weeks later...
Posted

Ola osa eipes einai ta 8etika p skeftete enas player(ektos apo to pada updated sto teleutaio C gt poloi players players protimane me xilia ta palia epipleon kai oi private mporoune na einai sto teleutaio C(me bugs vevea ala mporoun) )

 

Egw psifisa gia ta bugs gt einai para poli vasiko

 

Btw dn 8a epeza pote l2 gt to x1 dn einai gia ta gousta m edw kai xronia ;)

Posted

Γιατι εχει walker

Γιατι εχει ποιο υπευθυνους GM

Γιατι ξερεις πως δεν προκειτε να "κλεισει"

Γιατι εχει πολυ κοσμο

Γιατι εκει υπαρχει η 100% Class Ballance

 

ΘΑ ΕΠΕΖΑ αμα ηταν δωρεαν .. δν προκειτε να δοσω λευτα για ενα παιχνιδι

εδω αλοι δεν εχουν να φανε και η NCsoft  βγαζει εκατομμυρια

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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
    • Let me give you something for inspiration and get you addicted to bot AI     And a siege 😛     What I have notice helps a lot the LLM to act real, is to give it a real-persons background. So for each LLM in the context beggining, besides the L2 facts, give it a real-life back story "You are a 67 years old retired nurse who plays Lineage 2 while her husband reads his newspaper, you are calm, collected but get mad if insulted". But that makes for a creative bot but its repetitive. So what you can also do, is pick random 20 news sites and for each bot every 2-3 days, initialize a context that is affected by the "news" the bot reads in the "real world".  So for example there's Iran - US war ok ? You take the news, put it in an LLM and ask it, extract the "abstract feelings" that this news piece invokes into you without mentioning anything related to the news. Then you take the result and inject it to the bots LLM prompt after its backstory.  This leads to some VERY human-like behavior from bots. 
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