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EternalFight Reborn Server looking for Expirienced DP/Core/Web Devs..


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Kalispera , Endiaferome gia 2-3 developers, sovarous kai na kseroun na antimetopizoun diskoles katastaseis opos ddos kai teties epitheseis.

 

O neos mou server meta ton EternalFight (www.l2etf.com, prin tin klopi tou ) tha onomastei EternalFight Reborn me site name www.etfr.com.

 

To project skeftome na to ksekinisw ton ianouario, ta xrimata gia mia kali arxi dn eine provlima kai ta diathetw. Psaxnw gia 2 i 3 sovarous developer me gnoseis java/html/php/python kai genika datapack kai prostasies se denial service attacks.

 

Ta eiserxomena xrimata apo ta donate tha moirastoun 65/35 .

 

To msn mou gia na epikinonisete eine vasilis.23@windowslive.com

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re file ama 8eleis na askoli8eis 8a ta liseis kai einai apla den 8a  skaseis giati ola ta java code mporeis na breis kai na ta  kaneis edit eleos.

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Posted

So first of all hello all..

I was developer in l2etf.com like Anais and let's tell you about that "30%" for developers we share 150 euro for 3 monts work!

if you think to join him believe me don't he is bastard and don't pay.

And always helping his friends with the gm (like EvilWrath, DarkArchangel) anytime they was with raid boss skills or over-enchanted skills with access to some hidden gm or smth like that.

So think if you want to be partner with some guy like this one. :)

 

btw lets show you that 3 noobs ;)

 

http://img408.imageshack.us/img408/5650/19355104079209611132100.jpg

 

Good luck.. :)

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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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