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[Preview&Release] Layerdungeon
Discussion on [Preview&Release] Layerdungeon within the Rappelz Private Server forum part of the Rappelz category.
09/19/2017, 02:40
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#1
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[Preview&Release] Layerdungeon
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09/19/2017, 04:10
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#2
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Is it possible to make it so, that you need to do a quest to enter in this?
Is it possible to make it so, that boss only appears after "x" number of mobs in that level die? Or make small rooms and make it so that Boss appears after all mobs/"minions" are dead in the level?
Wouldn't be more interesting make it a "small path" (without that "arenas") with aggressive mobs and players had to fight their way up until the boss ( because they had to kill a certain number of mobs or kill all mobs to spawn the boss)?
The mobs are all passive not aggressive and all you have to do is kill, boss, after boss which voids the presence of the mobs turn it to simple and strait forwarded?
It feels like the mobs are all randomly placed and disorganized, i think you could make it more clean, the first level it seems more clean and organized. (Maybe you didn't bother at this moment with it)
If someone stripped and 9.* to make it 7.1, this could still be possible right?
I guess the Boss's are made based in 9.* gear, class's damage right? Would it be hard to deve/admins adapt it/adjust the boss's/mobs according to the epics they want?
I think this kind of content have more value than "graphic/decorative" things, because low epics fail in having overall content and end game objectives, things like this could help with this and help does serversto extend their life time!
Good job, Keep working it!
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09/19/2017, 06:25
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#3
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i think public development doesnt require development of a fully functional complete map with mobs, quests, drops, etc.
you do a very good job in mapping and modelling, but i think its not necessary to do all at once. if someone copies your content, he should be able to provide own extensions to it. so your work basically worth as map/models.
i think the way to improve community workflow is to make devs doing their own work and share. "complete map" stuff is for leechers, but if i were getting this content, i would like to change a lot of things by myself and.
keep up a great job. whoever would
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09/19/2017, 21:43
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#4
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Quote:
Originally Posted by LamiaCore
If anyone has a custom-map, and it's patched for all players, it will never be just on this single server, except it's a bad map.
So releasing maps is more like.....they don't really have to leech xD
Well,
Explanation how to expand your worldmap for using my map:
1. Open terrainseamlessworld.cfg
2. go to MAPSIZE
3. change the line to
This way you are allowed to add maps from 000_000 to 013_031!
You need it of course in Client AND server!
Client/sFrame gets problems with reading terrainprops correctly if you change the max-x-value of worldsize
....so do yourself a favor and don't change that value! (I know that, because I tested a lot xD)
With this I'll release all sql-entries as attachment to opening-post and here, also terrainpropinfo.cfg-add and terrainseamlessworld.cfg-add.
Mapfiles will follow then a bit later.
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i mean lua scripting linked to your map creates too strict concept.
so if they have only a map with no sustem, they create different ones.
if they have already complete gameplay for a new map - they just leech and really dont have to learn or develop something.
actually its kinda conveyor add-in development for all servers. not talking about your work aswell, but about a whole idea: it's basically wrong.
either you give a man a fish, or you give him a rod, or you teach him fishing, or you teach him how to make own rod, or you just give him an automatic rod that doesnt even require him to interfere. just many different ways, some are good, some are wrong, everything depends on a current situation in a community.
simply saying as dev: i would like to use your map but i would never use a system. not in case you made a bad system, no, you made a good one. but basically in case you made a good map.
should be best way if every dev will do a job he's doing best and not spend his time to do a job that actually a server owner or certain server DEV is responsible to do.
you release good stuff because you feel responsible of doing that for a community and a game. dont make people lose this feeling themselves. thats the point.
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09/20/2017, 15:01
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#5
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Amazing as always xD waiting for that guy who uses it in his server :P ^^ as im lazy to dev anything this semester x.x
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09/21/2017, 16:42
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#6
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I found an error, the images are v256_m014_000_xx
While the files are m004_025
And on the server when spawn we have no map name & no minimap.
No monster, exceptions npc are present ...
I do not know if I did something wrong, my I have implanted everything that had in your files ...
p.s: if not appart that congratulations for your magnificent work
Sorry for my bad english
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09/22/2017, 14:10
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#7
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I am maybe stupid, but I can not get teleported on x = 4 y = 25.
And when I teleport to the npc via the command:
dlg_menu("Enter layerdungeon!",'layerdungeonwarp(1,1)')
I do not get on the x = 4 y = 25
I am the: x = 65168 y = 415280
Would you have made other changes after your m014 test?
I think the best ways to re-uploaded the right versions. :P
This may be the worldlocations that is not well configured.
Or the script lua ...
A & thank you for the minimap it works I even put a tanks
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09/23/2017, 00:34
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#8
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Quote:
Originally Posted by medaion
I am maybe stupid, but I can not get teleported on x = 4 y = 25.
And when I teleport to the npc via the command:
dlg_menu("Enter layerdungeon!",'layerdungeonwarp(1,1)')
I do not get on the x = 4 y = 25
I am the: x = 65168 y = 415280
Would you have made other changes after your m014 test?
I think the best ways to re-uploaded the right versions. :P
This may be the worldlocations that is not well configured.
Or the script lua ...
A & thank you for the minimap it works I even put a tanks
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Quote:
1. Open terrainseamlessworld.cfg
2. go to MAPSIZE
3. change the line to
Code:
MAPSIZE=14,32
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you did this step?
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09/23/2017, 03:13
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#9
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Yes that's what I have in my cfg
; 지형 심리스 월드 파일
; seamless로 늘어선 맵파일명들과 몇가지 파라미터들을 정의한다.
;
;
; TILE_LENGTH=[타일길이]
; 정사각형 타일의 한쪽면의 길이. float단위이므로 실수(소수점 포함)로 지정할 수 있다.
;
; TILECOUNT_PER_SEGMENT=[세그먼트 당 타일갯수]
; 정사각형 형태로 이루어진 세그먼트의 한쪽면에 들어가는 타일 갯수.
; ( 예 4x4로 16개의 타일이 들어가는 세그먼트라면 4를 지정한다. )
;
; SEGMENTCOUNT_PER_MAP=[맵 당 세그먼트갯수]
; 정사각형 형태로 이루어진 맵의 한쪽면에 들어가는 세그먼트 갯수.
; ( 예 10x10로 100개의 세그먼트가 들어가는 맵이라면 10을 지정한다. )
;
; SETFOV=[FOV값]
; float단위이므로 실수(소수점 포함)로 지정할 수 있다.
; 0이나 0보다 작은 값을 입력할 경우 시스템 기본값으로 설정된다.
;
;
; MAPSIZE=[가로 갯수],[세로 갯수]
; 전체 맵들의 가로/세로로 늘어선 갯수
; MAPFILE 항목보다 앞서서 1번만 나와야 함. ( 그렇지 않으면 초기화에 실패한다. )
;
;
; MAPFILE=[X위치],[Y위치],[확장자를 제외한 맵 파일명]
; 좌표가 중복되면 초기화에 실패한다. 좌표는 좌측 하단이 (0,0)으로
; 상단으로 갈수록 Y좌표가, 우측으로 갈수록 X좌표가 증가한다.
;
;
;
; 예제>
;
; +--------+--------+--------+--------+
; | | | | |
; | f.nfm | g.nfm | | |
; | | | | |
; +--------+--------+--------+--------+
; | | | | |
; | e.nfm | | | |
; | | | | |
; +--------+--------+--------+--------+
; | | | | |
; | a.nfm | b.nfm | c.nfm | d.nfm |
; | | | | |
; +--------+--------+--------+--------+
;
; MAPSIZE=4,3
; MAPFILE=0,0,a
; MAPFILE=1,0,b
; MAPFILE=2,0,c
; MAPFILE=3,0,d
; MAPFILE=0,1,e
; MAPFILE=0,2,f
; MAPFILE=1,2,g
;
; 공백 문자(빈 칸)는 사용하지 말 것.
; 라인의 첫칸에 세미콜론( ; )을 사용하면 주석으로 처리된다.
;
TILE_LENGTH=42
TILECOUNT_PER_SEGMENT=6
SEGMENTCOUNT_PER_MAP=64
SETFOV=0.7
MAPLAYER=20
MAPSIZE=14,32
;=== [데바 필드] ==========================
MAPFILE=0,0,0,M000_000,10
; 라크시 (데바마을)
MAPFILE=7,9,0,M007_009,70900
; 상아탑
MAPFILE=7,8,0,M007_008,70800
; 라크시 필드, 벌목장
MAPFILE=8,9,0,M008_009,80900
; 리저드맨 서식지, 요정의 숲
MAPFILE=8,8,0,M008_008,80800
; 템플러 헤드쿼터/세이렌의 섬
;=== [기타] ==========================
MAPFILE=0,1,0,M000_001,100
; 테스트용 맵 1. 시연용 어쌔신 길드/ 7089 26155
MAPFILE=1,3,0,M001_003,10300
; 테스트용 맵 4/ 몬스터 이벤트 영역
MAPFILE=1,5,0,M001_005,10500
; 테스트용 맵 6/ 퀘스트 이벤트 영역
;=== [아수라 필드] ==========================
MAPFILE=6,3,0,M006_003,60300
; 늪지대
MAPFILE=7,3,0,M007_003,70300
; 카탄 마을
MAPFILE=6,4,0,M006_004,60400
; 사이라그 폐허, 어쌔신 길드
MAPFILE=7,4,0,M007_004,70400
; 마녀의 화형터 (카탄 북쪽언덕)
MAPFILE=8,3,0,M008_003,80300
; 잊혀진 포탈
;=== [가이아 필드] ==========================
MAPFILE=8,5,0,M008_005,80500
; 월화의 공동묘지, 메마른 달빛의 유적
MAPFILE=8,4,0,M008_004,80400
; 사혼의 제단
MAPFILE=9,5,0,M009_005,90500
; 대나무숲, 제1 발모어 탄광
MAPFILE=9,4,0,M009_004,90400
; 호라이즌(마을)dhsmf
;=== [론도 필드] ==========================
MAPFILE=10,8,0,M010_008,100800
; 도시 유적
MAPFILE=9,9,0,M009_009,90900
; 마레마을 마르두카 군락지
MAPFILE=9,8,0,M009_008,90800
; 마레마을 마르두카 군락지
MAPFILE=10,7,0,M010_007,100700
; 칠흑의 숲
MAPFILE=9,7,0,M009_007,90700
; 칠흑의 숲
MAPFILE=9,6,0,M009_006,90600
; 푸른 갈대밭, 렌카 호수, 제2발모어 탄광
MAPFILE=8,7,0,M008_007,80700
; 팔미르 고원, 목장
MAPFILE=8,6,0,M008_006,80600
; 론도
MAPFILE=7,7,0,M007_007,70700
; 해안가
MAPFILE=7,6,0,M007_006,70600
; 침엽수림
MAPFILE=7,5,0,M007_005,70500
; 세리우 사막, 사막 유적, 오아시스
MAPFILE=6,5,0,M006_005,60500
; 단절의 장벽, 세리우 사막
MAPFILE=6,6,0,M006_006,60600
; 수정의 산
MAPFILE=5,6,0,M005_006,50600
; 수정의 산
MAPFILE=5,7,0,M005_007,50700
; 던전입구
;----------------------------------
MAPFILE=10,6,0,M010_006,100600
; 해안가
MAPFILE=10,5,0,M010_005,100500
; 해안가
MAPFILE=11,9,0,M011_009,110900
; 무저갱
;=== [잊혀진 신들의 섬] ==========================
MAPFILE=10,9,0,M010_009,100900
; 해안가
;=== [크레타 필드] ==========================
MAPFILE=5,5,0,M005_005,50500
; 사령의 숲
;=== [수련의 섬] ====================================
MAPFILE=10,3,0,M010_003,100300
; 수련의 섬 /18000 52000
MAPFILE=9,2,0,M009_002,90200
; 수련의 섬 주변바다1 / 8948 36025
MAPFILE=10,2,0,M010_002,100200
; 수련의 섬 주변바다2/ 25076 36025
MAPFILE=9,3,0,M009_003,90300
; 수련의 섬 주변바다4/ 8948 52153
MAPFILE=11,3,0,M011_003,110300
; 수련의 섬 주변바다5/ 41204 52153
MAPFILE=10,4,0,M010_004,100400
; 수련의 섬 주변바다6/ 41204 52153
MAPFILE=11,4,0,M011_004,110400
; 수련의 섬 주변바다7/ 41204 52153
;=== [던전 프로토타입] ====================================
MAPFILE=13,0,0,M013_000,130000
; 잃어버린 갱도<1
;=== [던전 프로토타입2] ====================================
MAPFILE=13,2,0,M013_002,130200
; 열사의 유적
;=== [던전 프로토타입3] ====================================
MAPFILE=13,3,0,M013_003,130300
; 수정 계곡<1
;=== [ 가이아 상인연합 마을 ] ====================================
MAPFILE=13,1,0,M013_001,130100
; 시크루트
;=== [던전 프로토타입4] ====================================
MAPFILE=13,4,0,M013_004,130400
; 메마른 달 빛 유적<1
;=== [던전 프로토타입5] ====================================
MAPFILE=13,5,0,M013_005,130500
; 수정 계곡<2
;=== [던전 프로토타입6] ====================================
MAPFILE=13,6,0,M013_006,130600
; 잃어버린 갱도<2
;=== [던전 프로토타입7] ====================================
MAPFILE=13,7,0,M013_007,130700
; 메마른 달 빛 유적<2
;=== [던전 프로토타입8] ====================================
MAPFILE=13,8,0,M013_008,130800
; 팔미르 유적<1
;=== [던전 프로토타입9] ====================================
MAPFILE=13,9,0,M013_009,130900
; 팔미르 유적<2
;=== [던전 프로토타입12] ====================================
MAPFILE=12,7,0,M012_007,120700
; 엘 카시아
;=== [이벤트 던전1] ====================================
MAPFILE=12,0,0,M012_000,120000
; 나이트 메어1
;=== [이벤트 던전2] ====================================
MAPFILE=11,0,0,M011_000,110000
; 유령 마을1
;=== [이벤트 던전1-1] ====================================
MAPFILE=10,0,0,M010_000,100000
; 나이트 메어2
;=== [이벤트 던전2-1] ====================================
MAPFILE=9,0,0,M009_000,90000
; 유령 마을2
;=== [이벤트 던전2-1] ====================================
MAPFILE=7,0,0,M007_000,70000
; 유령 마을3
;=== [이벤트 던전] ====================================
MAPFILE=5,0,0,M005_000,50000
; 곰던전
;=== [고대인의 유적] ====================================
MAPFILE=12,11,0,M012_011,121100
;신규
;=== [실내 던전1] ====================================
MAPFILE=12,10,0,M012_010,121000
; 백룡의쉼터
;=== [실내 던전2] ====================================
MAPFILE=12,9,0,M012_009,120900
; 흑룡의 그늘
;=== [실내 던전3] ====================================
MAPFILE=12,8,0,M012_008,120800
; 사룡의 심장
;=== [실내 던전4] ====================================
MAPFILE=11,2,0,M011_002,110200
; 나비스 라미아
;=== [캐릭터 종족 창 시작지점] ==========================
MAPFILE=11,8,0,M011_008,110800
MAPFILE=11,7,0,M011_007,110700
MAPFILE=11,6,0,M011_006,110600
;=== [마리캣 마켓] ==========================
MAPFILE=12,4,0,M012_004,120400
; 마리캣 마켓
;=== [데스매치존 1] ====================================
MAPFILE=12,6,0,M012_006,120600
; 데스매치존 1-4랭크
;=== [데스매치존 2] ====================================
MAPFILE=12,5,0,M012_005,120500
; 데스매치존 5-8랭크
;=== [오르니토 경주장] ==========================
MAPFILE=12,3,0,M012_003,120300
; 오르니토 경주장
;=== [잃어버린 섬] ==========================
MAPFILE=5,8,0,M005_008,50800
MAPFILE=6,8,0,M006_008,60800
MAPFILE=6,7,0,M006_007,60700
; 잃어버린 섬
;=== [실내 던전5] ====================================
MAPFILE=12,2,0,M012_002,120200
; 숨겨진 팔미르 유적 제 1 실
;=== [실내 던전6] ====================================
MAPFILE=1,1,0,M001_001,10100
; 에스포에 던전
;=== [실내 던전7] ====================================
MAPFILE=11,01,0,M011_001,110100
; 숨겨진 엘 카시아
;=== [실내 던전8] ====================================
MAPFILE=10,1,0,M010_001,100100
; 숨겨진 백룡의 쉼터
;=== [실내 던전9] ====================================
MAPFILE=9,01,0,M009_001,90100
; 숨겨진 흑룡의 그늘
;=== [실내 던전10] ====================================
MAPFILE=8,01,0,M008_001,80100
; 숨겨진 사룡의 심장
;=== [실내 던전11] ====================================
MAPFILE=7,01,0,M007_001,70100
; 숨겨진 수정 계곡
;=== [실내 던전12] ====================================
MAPFILE=1,2,0,M001_002,10200
; 마스터 던전
;=== [실내 던전13] ====================================
MAPFILE=12,01,0,M012_001,120100
; 인스턴트 던전
;=== [실내 던전14] ====================================
MAPFILE=6,01,0,M006_001,60100
; 큐브릭던전
;=== [라마단기도실] ====================================
MAPFILE=1,0,0,M001_000,10000
; 라마단기도실
;=== [배틀아레나] ====================================
MAPFILE=4,5,0,M004_005,40500
; 배틀아레나 클래식/슬래터 2:2
MAPFILE=3,5,0,M003_005,30500
; 배틀아레나 클래식/슬래터 4:4
MAPFILE=2,5,0,M002_005,20500
; 배틀아레나 클래식/슬래터 8:8
MAPFILE=4,4,0,M004_004,40400
; 배틀아레나 클래식/슬래터 16:16
MAPFILE=3,4,0,M003_004,30400
; 배틀아레나 빙고 4:4
MAPFILE=2,4,0,M002_004,20400
; 배틀아레나 빙고 8:8
MAPFILE=1,4,0,M001_004,10400
; 배틀아레나 빙고 16:16
MAPFILE=2,3,0,M002_003,20300
; 배틀아레나 슬래터 연습맵
;=== [마스터클래스 전용 신규4종 던전] ====================================
MAPFILE=3,1,0,M003_001,30100
; 수정계곡 지하기지
MAPFILE=3,0,0,M003_000,30000
; 팔미르 유적 지하기지
MAPFILE=2,0,0,M002_000,20000
; 발모어 탄광 지하기지
MAPFILE=2,1,0,M002_001,20100
; 달빛 유적 지하기지
MAPFILE=2,2,0,M002_002,20200
; 숨겨진 던전
MAPFILE=2,6,0,M002_006,20600
; 지하감옥
MAPFILE=2,7,0,M002_007,20700
; 붉은거미서커스단 외부
MAPFILE=2,8,0,M002_008,20800
; 붉은거미서커스단 내부
MAPFILE=4,10,0,M004_010,4100
; Space-Ships
;=== [Seelenhort] ====================================
MAPFILE=4,13,0,M004_013,41300
; Seelenhort
;=== [Guild_House] ====================================
MAPFILE=4,12,0,M004_012,10012
; Guild House
;=== [Ebenendungeon] ====================================
MAPFILE=4,25,0,M004_025,140000
; Ebenendungeon
I think I did everything correctly ?
Tomorrow morning by getting up I would do all the manip see a 4th time XD
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09/23/2017, 05:29
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#10
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elite*gold: 0
Join Date: Aug 2017
Posts: 86
Received Thanks: 10
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Quote:
Originally Posted by LamiaCore
That archive I've ploaded yesterday was already the newest version.
...it was the newest version anyway, except the minimap, because that was in a different subfolder.
Thanks, that was exactly what I wanted to ask xD
Be sure you also put that cfg into client AND Server!
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thanks for the good work too
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09/24/2017, 13:13
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#11
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elite*gold: 0
Join Date: Sep 2014
Posts: 225
Received Thanks: 27
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Okay, I'm coming back home Monday, I would retest I think I understood
Thanks
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10/08/2017, 15:56
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#12
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elite*gold: 0
Join Date: Aug 2017
Posts: 74
Received Thanks: 1
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Congratulations!
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11/06/2017, 17:56
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#13
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elite*gold: 0
Join Date: Sep 2013
Posts: 32
Received Thanks: 1
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I hope I'm allowed to post in here, since this thread is a bit older ...
I have a few questions:
I did update the .CFGs on client and server (and did everything else of course, run the sql query, and checked for id duplicates before ...)
but now I have the issue that I can neither see the NPCs, nor any mobs in there, and the map stops rendering after a few steps (I think it's just the ground which doesn't render, there are a few rocks and tree-like things - I assume die Seelenbäume) - it stops rendering at the top of the ramp right after the first room
How can I solve the issues, what have I missed?
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11/07/2017, 16:39
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#14
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elite*gold: 0
Join Date: Sep 2013
Posts: 32
Received Thanks: 1
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Quote:
Originally Posted by LamiaCore
First, do you use 9.1 or 9.4 Serverfiles?
Then check if you have added following files to your client:
- nfm,nfe,nfa,nfw
- terrainpropinfo.cfg,terrainseamlessworld.cfg,terra intextureinfo.cfg
- string.rdb,monster.rdb,npc.rdb,worldlocation.rdb,f ieldprop.rdb
- dds for new texture, files for terrainprops.
(some sql-inserts were added in lua-scripts, when I remember correctly)
Then check if your serverresources have:
- nfm,nfs,qpf,nfa,nfw,nfe
- updated: NPCResource,MonsterResource,StringResource,EventAr eaResource,ChannelResource, ChannelUserLimitResource, terrainpropinfo.cfg,terrainseamlessworld.cfg,terra intextureinfo.cfg
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I use 9.1 files / client. I have the .nf* files from layer_dungeon.rar in the resource folder (hashed - would it make any difference if it's in the resource folder or data.00x?), .cfg files in client and server, have RDBs (executed the .sql for the server, and checked that no errors occurred), the npc sql, from the npc-lua, dds (as I said, stuff like the tree-things or the big rocks are shown correctly) - is it possible, that the render bug comes from walking 'too high' (like physically on a mountain/ramp, not z-axis) since it happens at the top end of the first ramp?
Edit: just saw NPCs and some mobs use a demon_mephistoLv5 model. Could this be the issue of invisible NPCs / mobs?
Edit2: they are mostly custom models in general
Edit3: fixed the render bug, I am stupid, missed one file
Edit4: apparently the render bug still exists, I found out when it happens: if I warp in the dungeon, it does NOT render properly, if I relog in the dungeon, it gets fixed.
Also changed NPCs and mobs to models, which are actually in the client, now I can see NPCs, but mobs don't spawn
Edit5: I manually spawned the first boss and on killing, it showed I defeated the -26th boss - checking with /position, I ended up in layer 24
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11/08/2017, 17:29
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#15
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elite*gold: 0
Join Date: Aug 2013
Posts: 72
Received Thanks: 89
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Nice job.
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