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Biohazard.java:261: cannot find symbol

symbol  : method getFactionId()

 

Biohazard.java:226: cannot find symbol

[javac] symbol  : method setIsInBiohazard(boolean)

 

\L2PcInstance.java:5425: cannot find symbol

] symbol  : method inBiohazard()

 

author, can you take me your L2PcInstance.java plz?

Posted

i got this error while compiliing

 

8451: cannot find symbol

    [javac] symbol  : variable OnDeathMatch

    [javac] location: class net.sf.l2j.gameserver.model.actor.instance.L2PcInstance

    [javac] if (attacker instanceof L2PcInstance && this.OnDeathMatch && ((L2PcInstance)attacker).OnDeathMatch)

 

i need another mod for this event?

  • 2 weeks later...
Posted

fix:

Index: net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 3695)
+++ net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -137,6 +137,7 @@
import net.sf.l2j.gameserver.model.entity.L2Event;
import net.sf.l2j.gameserver.model.entity.Siege;
import net.sf.l2j.gameserver.model.entity.TvTEvent;
+import net.sf.l2j.gameserver.model.entity.Biohazard;
import net.sf.l2j.gameserver.model.itemcontainer.Inventory;
import net.sf.l2j.gameserver.model.itemcontainer.ItemContainer;
import net.sf.l2j.gameserver.model.itemcontainer.PcFreight;
@@ -309,6 +310,7 @@
     };

	private static final int[] COMMON_CRAFT_LEVELS = { 5, 20, 28, 36, 43, 49, 55, 62 };
+	private static boolean _inBiohazard = false;

	public class AIAccessor extends L2Character.AIAccessor
	{
@@ -510,6 +512,16 @@
	private int _obsZ;
	private boolean _observerMode = false;

+	public boolean _isZombie = false;
+	public void setIsZombie(boolean a)
+	{
+		_isZombie = a;
+	}
+	public boolean isZombie()
+	{
+		return _isZombie;
+	}
+
	/** Stored from last ValidatePosition **/
	private Point3D _lastServerPosition = new Point3D(0, 0, 0);

@@ -4893,6 +4905,8 @@

     public void untransform()
     {
+		if (inBiohazard() && Biohazard.isStarted() && _transformation != null && isZombie())
+			return;
         if (_transformation != null)
         {
         	setTransformAllowedSkills(new int[]{});
@@ -5333,6 +5347,22 @@
		// Kill the L2PcInstance
		if (!super.doDie(killer))
			return false;
+
+		if (killer instanceof L2PcInstance)
+		{
+			L2PcInstance pl = (L2PcInstance) killer;
+			if (inBiohazard() && !isZombie() && pl.inBiohazard() && pl.isZombie() && Biohazard.isStarted())
+			{
+				pl.abortAttack();
+				pl.abortCast();
+				doRevive();
+				Biohazard.infectPlayer(this);
+				stopAllEffects();
+            	setCurrentHp(getMaxHp());
+            	setCurrentMp(getMaxMp());
+            	setCurrentCp(getMaxCp());
+			}
+		}

		if (isMounted())
			stopFeed();
@@ -5450,6 +5480,17 @@
		{
			reviveRequest(this, null, false);
		}
+		
+		if (isZombie() && inBiohazard())
+		{
+			if(Biohazard._infected.contains(this))
+			{
+				Biohazard._infected.remove(this);
+				untransform();
+				if (Biohazard._infected.size() == 0)
+					Biohazard.playersWin();
+			}
+		}
		return true;
	}

@@ -8399,7 +8440,16 @@
		// Check if the attacker isn't the L2PcInstance Pet
		if (attacker == this || attacker == getPet())
			return false;
-
+		
+		L2PcInstance player = null;
+		if (attacker instanceof L2PcInstance)
+			player = (L2PcInstance) attacker;
+		if (attacker instanceof L2SummonInstance)
+			player = ((L2SummonInstance) attacker).getOwner();
+		
+		if (player != null)
+			if (Biohazard.isStarted() && player.inBiohazard() && inBiohazard() && player.isZombie() != isZombie())
+				return true;
		// TODO: check for friendly mobs
		// Check if the attacker is a L2MonsterInstance
		if (attacker instanceof L2MonsterInstance)
@@ -8788,16 +8838,35 @@
         	return false;
         }

+        if (skill.getId() == 619 && inBiohazard() && isZombie())
+			return false;
+
         //************************************* Check Skill Type *******************************************
-
         // Check if this is offensive magic skill
         if (skill.isOffensive())
		{
-			if ((isInsidePeaceZone(this, target)) && !getAccessLevel().allowPeaceAttack())
+        	if ((isInsidePeaceZone(this, target)) && !getAccessLevel().allowPeaceAttack())
			{
				// If L2Character or target is in a peace zone, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed
				sendPacket(new SystemMessage(SystemMessageId.TARGET_IN_PEACEZONE));
				sendPacket(ActionFailed.STATIC_PACKET);
+				
+        	boolean cond = true;
+			L2PcInstance trgtF = null;
+			if (target instanceof L2PcInstance)
+				trgtF = (L2PcInstance)target;
+			else if (target instanceof L2SummonInstance)
+				trgtF = ((L2SummonInstance)target).getOwner();
+			if (trgtF != null)
+				if (Biohazard.isStarted() && trgtF.inBiohazard() && inBiohazard())
+				{
+					if (trgtF.isZombie() != isZombie())
+						cond = true;
+					if (trgtF.isZombie() == isZombie())
+						cond = false;
+				}
+
+			if (!cond)
				return false;
			}

@@ -9213,6 +9282,8 @@
		{
			if(skill.isPvpSkill()) // pvp skill
			{
+				if (Biohazard.isStarted() && inBiohazard() && ((L2PcInstance)target).inBiohazard() && isZombie() != ((L2PcInstance)target).isZombie())
+					return true;
				if(getClan() != null && ((L2PcInstance)target).getClan() != null)
				{
					if(getClan().isAtWarWith(((L2PcInstance)target).getClan().getClanId()) && ((L2PcInstance)target).getClan().isAtWarWith(getClan().getClanId()))
@@ -9243,6 +9314,10 @@
		return true;
	}

+	private boolean inBiohazard() {
+
+		return _inBiohazard;
+	}
	/**
	 * Return True if the L2PcInstance is a Mage.<BR><BR>
	 */
@@ -11542,7 +11617,16 @@
		{
			_log.log(Level.SEVERE, "deleteMe()", e);
		}
-
+		
+		try
+		{
+			Biohazard.onLogout(this);
+		}
+		catch (Exception e)
+		{
+			_log.log(Level.SEVERE, "deleteMe()", e);
+		}
+		
		// Update database with items in its inventory and remove them from the world
		try
		{
@@ -12774,6 +12858,9 @@
	private boolean _canFeed;
	private int _afroId = 0;
	private boolean _isInSiege;
+	public int _oldX;
+	public int _oldY;
+	public int _oldZ;

     public Collection<TimeStamp> getReuseTimeStamps()
     {
@@ -13976,4 +14063,8 @@
         		break;
         }
     }
+	public void setIsInBiohazard(boolean b) {
+
+		_inBiohazard = b;	
+	}
}
\ No newline at end of file
Index: net/sf/l2j/gameserver/model/entity/Biohazard.java
===================================================================
--- net/sf/l2j/gameserver/model/entity/Biohazard.java	(revision 0)
+++ net/sf/l2j/gameserver/model/entity/Biohazard.java	(revision 0)
@@ -0,0 +1,288 @@
+/*
+ * This program is free software: you can redistribute it and/or modify it under
+ * the terms of the GNU General Public License as published by the Free Software
+ * Foundation, either version 3 of the License, or (at your option) any later
+ * version.
+ * 
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
+ * details.
+ * 
+ * You should have received a copy of the GNU General Public License along with
+ * this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+package net.sf.l2j.gameserver.model.entity;
+
+import java.util.Calendar;
+import java.util.logging.Logger;
+
+import javolution.util.FastSet;
+import net.sf.l2j.gameserver.Announcements;
+import net.sf.l2j.gameserver.instancemanager.TransformationManager;
+import net.sf.l2j.gameserver.model.L2World;
+import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
+import net.sf.l2j.gameserver.model.olympiad.Olympiad;
+import net.sf.l2j.gameserver.network.serverpackets.PlaySound;
+import net.sf.l2j.gameserver.util.Broadcast;
+import net.sf.l2j.util.Rnd;
+
+/**
+ * @author Laikeriz
+ */
+public class Biohazard
+{
+	enum EventState
+	{
+		INACTIVE,
+		INACTIVATING,
+		REGISTERING,
+		STARTED,
+		REWARDING
+	}
+
+    private final static Logger _log = Logger.getLogger(Biohazard.class.getName());
+	private static EventState _state = EventState.INACTIVE;
+	
+	public static FastSet<L2PcInstance> _participants = new FastSet<L2PcInstance>();
+	public static FastSet<L2PcInstance> _infected = new FastSet<L2PcInstance>();
+	public static FastSet<L2PcInstance> _notInfected = new FastSet<L2PcInstance>();
+	
+	public static boolean isStarted()
+	{
+		if (_state == EventState.STARTED)
+			return true;
+		return false;
+	}
+	
+	public static boolean isRegistering()
+	{
+		if (_state == EventState.REGISTERING)
+			return true;
+		return false;
+	}
+	
+	public static void startRegistering()
+	{
+		if (_state == EventState.REGISTERING || _state == EventState.STARTED)
+			return;
+		Announcements.getInstance().announceToAll("Biohazard: Registration is open.");
+		Announcements.getInstance().announceToAll("Biohazard: Type \".bhreg\" to register to event.");
+		Announcements.getInstance().announceToAll("Biohazard: Type \".bhunreg\" to unregister from event.");
+		_state = EventState.REGISTERING;
+		int step = 0;
+		int after = 0;
+		for (int i = 40; i > 0; i-=10)
+		{
+			switch(i)
+			{
+				case 40:
+					step = 5;
+					after = 15;
+					break;
+				case 30:
+					step = 5;
+					after = 10;
+					break;
+				case 20:
+					step = 4;
+					after = 5;
+					break;
+				case 10:
+					step = 1;
+					after = 1;
+					break;
+			}
+			if (_state == EventState.INACTIVE)
+				return;
+			Announcements.getInstance().announceToAll("Biohazard: Registration will be closed in " + after + " minute(s).");
+			try{Thread.sleep(step*60000);}catch (Exception e){}
+		}
+		//sound = "";
+		try{Thread.sleep(60000);}catch (Exception e){}
+		if (_state == EventState.INACTIVE)
+			return;
+		if (_participants.size() >= 2)
+		{
+			Announcements.getInstance().announceToAll("Biohazard: Teleporting players in 20 seconds.");
+			try{Thread.sleep(20000);}catch (Exception e){}
+			_state = EventState.STARTED;
+			startEventAndTelePl();
+		}
+		else
+			Announcements.getInstance().announceToAll("Biohazard: Event aborted due to lack of participants.");
+	}
+	
+	public static void addParticipant(L2PcInstance player)
+	{
+		if (Olympiad.getInstance().isRegistered(player) || TvTEvent.isPlayerParticipant(player.getObjectId()))
+		{
+			player.sendMessage("You cannot register because of registration in another event");
+			return;
+		}
+		if (_state == EventState.REGISTERING && !_participants.contains(player))
+		{
+			_participants.add(player);
+			player.sendMessage("You have successfully registered to this event");
+		}
+		else
+			player.sendMessage("You are already registered or it's not registration time.");
+	}
+	
+	public static void removeParticipant(L2PcInstance player)
+	{
+		if (_state == EventState.REGISTERING)
+		{
+			if (_participants.contains(player))
+				_participants.remove(player);
+			else
+				player.sendMessage("You aren't registered in this event.");
+			player.setIsInBiohazard(false);
+		}
+		else
+			player.sendMessage("It's not registration time.");
+	}
+	public static void startEventAndTelePl()
+	{
+		if (_state == EventState.INACTIVE)
+			return;
+		synchronized(_participants)
+		{
+			for (L2PcInstance pl : _participants)
+				if (pl.isOnline() == 1)
+				{
+					_notInfected.add(pl);
+					pl._oldX = pl.getX();
+					pl._oldY = pl.getY();
+					pl._oldZ = pl.getZ();
+					pl.teleToLocation(-17507,143206,-3911);
+					pl.setTeam(0);
+					pl.setIsInBiohazard(true);
+					pl.untransform();
+				}
+		}
+	Announcements.getInstance().announceToAll("Biohazard: Teleportion done.");
+	Announcements.getInstance().announceToAll("Biohazard: One player was infected by untreatable virus!");
+	Announcements.getInstance().announceToAll("Biohazard: In about one minute virus will take over his body and he will become zombie!");
+	try{Thread.sleep(60000);}catch (Exception e){}
+	int num = Math.round(Rnd.get(_notInfected.size()-1));
+	L2PcInstance infectFirst = ((L2PcInstance[])getAllNotInfected())[num];
+	infectPlayer(infectFirst);
+	Announcements.getInstance().announceToAll("Biohazard: Virus took over " + infectFirst.getName() + " body and he wants to infect everybody else!");
+	}
+	
+	public static void infectPlayer(L2PcInstance zombie)
+	{
+		if (_state == EventState.INACTIVE)
+			return;
+		if (zombie.isTransformed())
+			zombie.untransform();
+		zombie.setIsZombie(true);
+		_notInfected.remove(zombie);
+		_infected.add(zombie);
+		TransformationManager.getInstance().transformPlayer(303, zombie);
+		if (_notInfected.size() == 0)
+			zombiesWin();
+	}
+	
+	public static void onLogout(L2PcInstance playerInstance)
+	{
+		if (_state == EventState.REGISTERING)
+			removeParticipant(playerInstance);
+		else if (_state == EventState.STARTED)
+		{
+			playerInstance.setXYZ(playerInstance._oldX,playerInstance._oldY,playerInstance._oldZ);
+			if (!playerInstance.isZombie())
+				_notInfected.remove(playerInstance);
+			else if (playerInstance.isZombie())
+				_infected.remove(playerInstance);
+			if (_notInfected.size() == 0)
+				zombiesWin();
+			if (_infected.size() == 0)
+				playersWin();
+		}
+	}
+	
+	public static void zombiesWin()
+	{
+		if (_state == EventState.INACTIVE)
+			return;
+		Announcements.getInstance().announceToAll("Biohazard: Zombies won.");
+		Announcements.getInstance().announceToAll("Biohazard: Rewarding and teleporting participants back to village in 20 seconds.");
+		_state = EventState.REWARDING;
+		try{Thread.sleep(20000);}catch (Exception e){}
+		synchronized(_infected)
+		{
+			for (L2PcInstance pl : _infected)
+				if (pl.isOnline() == 1)
+					pl.addItem("Biohazard", 6673, 1, pl, true);
+		}
+		synchronized(_participants)
+		{
+			for (L2PcInstance pl : _participants)
+				if (pl.isOnline() == 1)
+				{
+					pl.teleToLocation(pl._oldX,pl._oldY,pl._oldZ);
+					pl.setIsInBiohazard(false);
+//					if (pl.inWorld() == 1)
+//						pl.setTeam(pl.getFactionId());
+					if (pl.isTransformed())
+						pl.untransform();
+				}
+		}
+		_participants.clear();
+		_infected.clear();
+		_notInfected.clear();
+		_state = EventState.INACTIVE;
+	}
+	
+	public static void playersWin()
+	{
+		Announcements.getInstance().announceToAll("Biohazard: Players won.");
+		Announcements.getInstance().announceToAll("Biohazard: Rewarding and teleporting participants back to village in 20 seconds.");
+		_state = EventState.REWARDING;
+		try{Thread.sleep(20000);}catch (Exception e){}
+		synchronized(_notInfected)
+		{
+			for (L2PcInstance pl : _notInfected)
+				if (pl.isOnline() == 1)
+				{
+					pl.addItem("Biohazard", 6673, 1, pl, true);
+				}
+		}
+		synchronized(_participants)
+		{
+			for (L2PcInstance pl : _participants)
+				if (pl.isOnline() == 1)
+				{
+					pl.teleToLocation(pl._oldX,pl._oldY,pl._oldZ);
+					pl.setIsInBiohazard(false);
+//					if (pl.inWorld() == 1)
+//						pl.setTeam(pl.getFactionId());
+					if (pl.isTransformed())
+						pl.untransform();
+				}
+		}
+		_participants.clear();
+		_infected.clear();
+		_notInfected.clear();
+		_state = EventState.INACTIVE;
+	}
+	
+	public static L2PcInstance[] getAllNotInfected()
+	{
+		synchronized(_notInfected)
+		{
+			return _notInfected.toArray(new L2PcInstance[_notInfected.size()]);
+		}
+	}
+	
+	public static void abortEvent()
+	{
+		_state = EventState.INACTIVE;
+		_participants.clear();
+		_notInfected.clear();
+		_infected.clear();
+		Announcements.getInstance().announceToAll("Biohazard: Event aborted.");
+	}
+}
\ No newline at end of file

#P voicedcommandhandlers
Index: castle.java
===================================================================
--- castle.java	(revision 6775)
+++ castle.java	(working copy)
@@ -19,6 +19,7 @@
import net.sf.l2j.gameserver.model.actor.instance.L2DoorInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.entity.Castle;
+import net.sf.l2j.gameserver.model.entity.Biohazard;

/**
  *
@@ -30,7 +31,9 @@
	{
		"open doors",
		"close doors",
-		"ride wyvern"
+		"ride wyvern",
+		"bhreg",
+		"bhunreg"
	};

	/**
@@ -70,6 +73,10 @@
				activeChar.mount(12621, 0, true);
			}
		}
+		else if (command.equalsIgnoreCase("bhreg"))
+			Biohazard.addParticipant(playerInstance);
+		else if (command.equalsIgnoreCase("bhunreg"))
+			Biohazard.removeParticipant(playerInstance);
		return true;
	}

Index: AdminEventEngine.java
===================================================================
--- AdminEventEngine.java	(revision 6775)
+++ AdminEventEngine.java	(working copy)
@@ -34,6 +34,7 @@
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.model.entity.L2Event;
+import net.sf.l2j.gameserver.model.entity.Biohazard;
import net.sf.l2j.gameserver.network.serverpackets.CharInfo;
import net.sf.l2j.gameserver.network.serverpackets.ExBrExtraUserInfo;
import net.sf.l2j.gameserver.network.serverpackets.ItemList;
@@ -74,7 +75,9 @@
		"admin_event_control_unpoly",
		"admin_event_control_prize",
		"admin_event_control_chatban",
-		"admin_event_control_finish"
+		"admin_event_control_finish",
+		"admin_bh_start",
+		"admin_bh_abort"
	};

	private static String tempBuffer = "";
@@ -90,6 +93,14 @@
		{
			showNewEventPage(activeChar);
		}
+		else if (command.equals("admin_bh_start"))
+		{
+			Biohazard.startRegistering();
+		}
+		else if (command.equals("admin_bh_abort"))
+		{
+			Biohazard.abortEvent();
+		}
		else if (command.startsWith("admin_add"))
		{
			tempBuffer += command.substring(10);

And SQL part :

[code=text]INSERT INTO `admin_command_access_rights` VALUES ('admin_bh_abort', '1');
INSERT INTO `admin_command_access_rights` VALUES ('admin_bh_start', '1');

[/code]

Posted

No.

It includes transformation, so it needs lots of rework.

 

Why a lot of rework? You can delete transformation function.

Posted

Why a lot of rework? You can delete transformation function.

 

But then the whole event will have no sense.

Just a few players running after others =/

Guest
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    • Here is the translation, formatted to look professional, clean, and highly scannable for your forum post: Hello L2JBrasil community! I present to you the newest development from MiaCodeWeb. We have created a robust and advanced adaptation of the Phantom system for aCis / L2JAcis 409, focused on Interlude C6 servers. Our main goal was to transform traditional "ornamental bots" into highly realistic, autonomous players. They are capable of creating themselves, restoring themselves, farming, auto-equipping, using skills, responding in chat using Artificial Intelligence, and being managed directly via an in-game panel. GitHub: https://github.com/miacodeweb/L2-Phantom-AI Video Demonstration: [Insert link here]   ## Main Features and Implementation We implemented the core of the Phantom system directly into the aCis gameserver. The architecture was divided into independent modules for AI, combat, chat, equipment, inventory, progression, logs, and administration. In-Game Admin Panel: Fully functional //phantom command. It allows you to create new phantoms, restore saved ones, reload configs, start/stop the AI, view online phantoms, kill bugged phantoms, delete them individually, and navigate through pages. Data Persistence: Created phantoms can be registered in phantoms.properties, allowing them to be restored later while maintaining all their progress directly from the database. Centralized Configuration: Everything is controlled by the phantoms.properties file, organized by sections: AI, Loot, Skills, Equipment, Zones, PVP/PK, Gemini (Chat), Logs, Respawn, and Anti-Stuck system. ## Phantom Skills and Behavior Smart Combat: They patrol, search for mobs, and claim targets to prevent multiple phantoms from attacking the same monster. Mages rest when they run out of MP and avoid hitting with physical weapons unnecessarily. Automatic Progression: Auto-learning of skills, automatic class changes following the logical tree of the chosen profession, receiving buffs, and inventory clearing when reaching a certain weight/space percentage. Dynamic Equipment System: They auto-equip based on class and level, using varying item combinations so they don't all look the same. Optimized Loot: Each phantom focuses on picking up drops/herbs from its own mob, avoiding that ugly scene of 10 phantoms chasing the same adena. PVP/PK Behavior (Configurable): Immediate response to attacks, detection of PK players in the visible area, and an optional "PK Rage Mode". ## AI and Movement Navigation and Anti-Stuck: Patrol system, free wandering, obstacle and stuck detection, with Geodata validation (when enabled on the server). Respawn: Automatic return to town after death, alongside safety rules to prevent them from getting permanently stuck in textures. Leveling Zones: Configurable leveling zones (automatic teleports to farm zones are disabled by default, as in Interlude/aCis they rely heavily on geodata accuracy and the real coordinates of your server). ## AI Chat Integration (Gemini 2.5 Flash) We integrated a Whisper system via the Gemini 2.5 Flash API, making the phantoms respond like real Lineage 2 players. Support for both free and paid API tiers. Configurable parameters: GeminiApiTier, Keys, Cooldowns, and DailyLimits. The system detects connection failures, API limits, and empty responses, and logs everything. The prompt has been adjusted so that the phantom doesn't reply with empty or robotic phrases when asked where to level up or what it's doing. ## Dedicated Log System We created an exclusive log file located at gameserver/log/phantoms.log. It records: loading of phantoms, auto-skills, buffs, Gemini API errors/successes, anti-stuck actions, kills/deletes by admin, and configuration issues. ## Simplified Distribution and Installation Thinking about ease of use for administrators, the mod is delivered in a ready-to-use package: phantom-acis-installer-client.zip. Includes an automatic PowerShell installer that injects the code into your Eclipse project. Contains README.md, INSTALL_MAP.md, and the payload/ folder with ready-made routes for aCis. Clean configuration files (without my API keys). Just run the installer over your copy of aCis, refresh Eclipse, compile, and test. ## Custom Jobs The project already has a solid and functional base for aCis 409. The ideal next steps would be to refine the farm routes by level and social behavior with long-term testing on live servers. I accept custom jobs! If you need this system adapted for another revision, exclusive modules, or any other development for your server, get in touch. Through MiaCodeWeb, I also offer complete services involving geodata optimization, advanced VPS administration (Linux), and Java backend management for L2J. Send a PM or visit the GitHub!   https://www.l2jbrasil.com/applications/core/interface/file/attachment.php?id=17801&key=135fc8d831b84c05089851b18bfca58a   Link dowload:https://github.com/miacodeweb/L2-Phantom-Acis-409
    • TG Support: https://t.me/buyingproxysup | Channel: https://t.me/buyingproxycom Discord support: #buyingproxy | Server: Join the BuyingProxy Discord Server!  Create your free account here
    • PERFECT PERSPECTIVE IS ALMOST ALWAYS A DEATH SENTENCE ▪ Think if the document lies perfectly flat and everything is “level” it’ll be fine? Most of the time, that’s exactly what gives away the fake. Real smartphones, especially wide-angle cameras, always add natural distortions: - Slight warping at the edges of the document - Perspective distortions in the corners - Light curvature of the plane due to distance and shooting angle When everything is perfectly flat and geometrically flawless — algorithms and verifiers immediately recognize a “staged scene.” ▪ A genuine shot is never mathematically perfect. It’s these small lens distortions that make the frame look alive and believable.  Want perspective that won’t raise questions even from the most demanding verifiers? Write to us — we’ll create geometry that looks like it was shot with a real phone in real conditions. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #documents #drawing #perspective #editing #geometry
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