About Me
Hello community, Im Gio and I write code the world never sees passionate for over 10 years.
I turn complex problems into elegant solutions usually so fast that my coffee sometimes wonders if I even need it. But dont worry i still drink it.
Im a former Sub Developer for Flyff Online (Gala Inc.), where I worked for 3 years before deciding to go my own way.
I always aim for a clear goal creating solutions that are not only functional, but also sustainable and scalable.
As a developer I understand that good code is more than just a collection of commands it has to be secure, clean and efficient.
I rely on best practices that help tackle modern software development challenges in the long term.
I place strong focus on secure code not just fast code. Security is integrated from the very beginning of the development process to minimize vulnerabilities.
I believe that clean code can only be written when you take the time for clarity and structure.
Clarity in architecture, structure in implementation. This results in code that not only works well but can also be understood and extended by other developers without unnecessary complexity.
Partners:
I have recently worked with the following servers: Mirovia
Languages:
English, German (basics)
I turn complex problems into elegant solutions usually so fast that my coffee sometimes wonders if I even need it. But dont worry i still drink it.
Im a former Sub Developer for Flyff Online (Gala Inc.), where I worked for 3 years before deciding to go my own way.
I always aim for a clear goal creating solutions that are not only functional, but also sustainable and scalable.
As a developer I understand that good code is more than just a collection of commands it has to be secure, clean and efficient.
I rely on best practices that help tackle modern software development challenges in the long term.
I place strong focus on secure code not just fast code. Security is integrated from the very beginning of the development process to minimize vulnerabilities.
I believe that clean code can only be written when you take the time for clarity and structure.
Clarity in architecture, structure in implementation. This results in code that not only works well but can also be understood and extended by other developers without unnecessary complexity.
Partners:
I have recently worked with the following servers: Mirovia
Languages:
English, German (basics)
General Service
- Custom Code (Systems)
- General UI Code
- External Code Implementation (Systems)
- Feature Integration (depending on existing code)
- Core crash analysis & corresponding fix
- Random bug fixes (server/client)
- Security measures for your server backbone (FreeBSD/Debian)
- Patch server backend proxy setup
And more just ask for what you need.
- General UI Code
- External Code Implementation (Systems)
- Feature Integration (depending on existing code)
- Core crash analysis & corresponding fix
- Random bug fixes (server/client)
- Security measures for your server backbone (FreeBSD/Debian)
- Patch server backend proxy setup
And more just ask for what you need.
Advanced Dungeon & Teleport System
The Dungeon Overview module separates dungeon handling into its own dedicated interface, providing realtime cooldown tracking,
customizable visibility controls and a clean, structured UI that removes clutter and improves accessibility.
The Interactive Teleport Map replaces traditional teleport mechanics with a visual world map system.
Players can instantly navigate between maps, dungeons, and multiple teleport points while also viewing key gameplay elements such as boss spawns and Metin stone locations directly on the map.
Both systems are fully modular, scalable and built for seamless integration into existing environments offering improved user experience better performance clarity and a significantly more modern gameplay flow.
Requirements:
C++20 / C++17
XML Support
Python 2.7 / 3.14 Client
Clipmasking
Pythonconfig (Included)
Price: 350,00 EUR (Implementation +50€)
Future support and fixes are included.
Example teleport.xml
Code:
<Teleport>
<Maps>
<MapGroup key="normal">
<Map key="shinsoo_map1" x="255" y="130" level_min="0" level_max="0" warp_cost="0">
<Category name="locations">
<Entry name="generalstore" warp_x="477156" warp_y="952756" map_index="1" /
</Category>
</MapGroup>
</Maps>
<Dungeons>
<Dungeon key="devils_catacomb" quest_flag="devils_catacomb" cooldown="7200"
warp_map="65" warp_x="591600" warp_y="99800"
level_min="75" level_max="99" party_min="0"
allow_dungeon_entry="false" yang_cost="2500000"
warp_cost="5" boss_vnum="2598">
<EntryReq vnum="30319" count="1" />
</Dungeon>
</Dungeons>
</Teleport>
![[Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 1 [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 1](https://i.vgy.me/INj3p0.png)
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Battle Pass
This Battle Pass system is designed to be flexible and scalable while maintaining a fair progression model for players.
Developed and proven in production on Mirovia.to
Core System:
- Production tested: batched resets prevent shard stalls, rate limits prevent abuse, DB persisted claim state survives crashes.
- Friendly Configuration: full XML config, per level EXP curves, per task level brackets
- Monetization: Premium tier item, Event tier item, skip task consumable all integrated with existing shop/cash systems
- Liveops: GM commands cover compensation, testing, and player support out of the box
- Extensible: new task types and restrictions or tiers add cleanly without protocol breaks
- Performance conscious: incremental reset, task caching and restricted packet sizes
- Modern C++ style: enums, smart pointers, structured data easier to maintain than legacy Metin2 patterns
- Multi Tier Task System
Free Tier: Available to all players from the start
Premium Tier: Unlocked via consumable item (31 day duration, configurable via PREMIUM_DURATION_DAYS)
Event Tier: Optional limited time tier (31 day duration, separate activation via EVENT_DURATION_DAYS)
Independent task progression and reward claiming for each tier
- Task Categories with Time Gated Unlocks
Daily: Resets every server midnight (configurable via DAILY_RESET_EXTRA_SECONDS)
Week 1–4: Progressive unlock by season day prevents content burnout, encourages long term retention
Per task min_level / max_level filtering task pool tailored to player progression bracket
- Daily Reset Engine
Scheduled pulse based event (battlepass_daily_reset_event) fires at midnight or configurable test interval (BATTLEPASS_TEST_RESET_INTERVAL)
Batch processing: 100 players per 100ms tick prevents server stall on populated shards
Pending reset queue drained incrementally over multiple frames
Per player login check catches offline players and reconciles their state
- Smart Task Rotation
Picks new daily set previous task IDs passed in to avoid repeats for variety
Separate assignment paths for Premium and Event daily tasks
Old completed tasks deleted and replaced atomically no overlap and no stale rewards
- EXP & Level Reward Track
Players earn battle pass EXP per completed task
Handles overflow, multi levelup in single tick and max-level cap
Level rewards split across three reward tracks (free, premium, events)
Per level configurable EXP requirement
- Reward Claiming
Claim individual single level / tier
Claim all bulk claim every unlocked and unclaimed reward in one packet
Serverside eligibility check validates level / tier / already claimed state
Claimed reward state persisted in DB, survives reconnects/restarts
- Restriction Engine
Tasks support multiple restriction types (race, level-difference, etc.)
Restrictions written into network packet client renders eligibility hints
Easily extensible for new restriction types (just add enum and parse logic)
- Network Protocol
Dedicated subheader namespace (CG/GC/DG/GD), zero collision with other systems.
Client to Game: open ranking, open shop, claim reward, claim all, skip task
Game to Client: receive tasks, update task, remove task, add task, update premium/event/level/exp/claimed
Game to DB: update progress, clear, insert claimed reward, load claimed rewards
Database handles caching of player progress
Query ID slot reserved for battle pass async queries
State hooks into existing player save/load pipeline
Requirements:
C++20 / C++17
Python 2.7 / 3.14 Client
PulseManager (Marty)
Price: 500,00 EUR (Implementation +50€)
Future support and fixes are included.
![[Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 3 [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 3](https://i.vgy.me/RaSrCu.png)
![[Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 4 [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 4](https://i.vgy.me/poI6XR.png)
Mobile Auto Sell
A simple auto selling system designed for speed, efficiency and minimal user interaction.
Developed and proven in production on Mirovia.to
- Automated Selling
Advanced automation option for even faster inventory management.
The system automatically sells selected garbage.
Runs seamlessly in the background no manual interaction required.
- The Select Garbage function is optimized for fast item disposal.
When activated it automatically switches position with the Sell button
This allows you to complete the entire selling process with just two clicks in the same spot
No need to move the cursor or tap around the screen
- Configuration
Fully configurable via config (garbageItemMinLevel(1), garbageItemMaxLevel(70), etc.)
Behavior rules (sell, confirmation, delays, etc.)
Requirements:
C++20 / C++17
Python 2.7 / 3.14 Client
PulseManager (Marty)
Pythonconfig (Included)
Price: 200,00 EUR (Implementation +50€)
Future support and fixes are included.
x64-bit Migration
Update codebase and migrating from 32-bit to 64-bit architectures.
- Fixing of pointer truncation issues
- Ensure full pointer safety across modules
- Eliminating architecture specific crashes and undefined behavior
- Type Safety & Data Integrity
Prevent overflows or alignment bugs and hidden data corruption
Make code portable and predictable across platforms
- Dependency Modernization
Replace outdated or unsupported libraries
- Python C API (Legacy Interop)
Fix Python 2.7 C extensions for 64bit compatibility
Correct pointer handling and memory access
Stabilize legacy scripting integrations
- Build System Upgrades (Cmake/Makefile/Chromium GN)
Modernize and configure CMake for x64 builds
Ensure reproducible and clean build pipelines
Price: Request
Future support and fixes are included.
Python Migration (3.14)
Update codebase and migrating from Python 2.7 to 3.14.4.
- Full Python Runtime Migration
Upgraded embedded Python from 2.7 to 3.14.4
Built Python from source as a static library for seamless integration
Removed dependency on external Python installations
- Custom Import System (On request)
Frozen modules
Built a custom importer via sys.meta_path (PEP 451 compliant)
Enabled controlled and self contained script loading
- C API Compatibility Layer
Added compatibility wrappers
Smooth transition from Python 2 C API to Python 3
Avoided full rewrites of legacy bindings
- Script Migration & Refactoring
Fixing Python 2 to 3 breaking changes across entire codebase
Unicode vs bytes handling
Cleaned up deprecated patterns and ensured runtime stability
- Memory & Stability Fixes
Resolved reference leaks in dictionary operations
Fixing UTF-8 decoding issues
Improving safety in C++ and Python data exchange
- C++ Integration Updates
Updated all native modules to Python 3 C API
Ensured correct type handling across boundaries
Clean and maintainable interop layer
Requirements:
x64 Client
Price: Request
Future support and fixes are included.
Skill Table Refactor
This service replaces the default skill storage system with a scalable, normalized database structure eliminating BLOB based limitations and significantly improving performance, stability, and flexibility.
The default Metin2 implementation stores all player skills inside a single BLOB field (skill_level) in the player.player_table.
Loading is done asyn via a dedicated query, only changed data is saved and level 0 skills are removed via DELETE instead of being carried as unnecessary data.
- Performance Improvements
Only modified skills are saved (delta based updates)
No more large BLOB transfers per save (8kb per player removed)
Reduced database load, especially with high player counts
Async loading dedicated query
Decoupled from core player load process
- Clean Architecture
Proper database normalization (no more BLOB workaround)
Skills can be directly managed via SQL (Admin Tools, recovery, balancing)
- Flexibility
Add new fields without breaking struct layouts
Fully compatible with custom features (skill skins, visual effects, etc.)
- Stability & Reliability
Corrupted skill data no longer affects the entire character
Improved crash recovery (isolated row based data)
No risk from struct size changes
Cleaner error handling and debugging
- Security Improvements
Lower database load under real player conditions
Cleaner and future proof system design
Easier maintenance, debugging, and feature expansion
Production ready foundation for advanced gameplay systems
Price: 150,00 EUR (Implementation +50€)
Future support and fixes are included
Protocol Buffer Migration
Modernize your network layer by replacing legacy packet systems with a unified safe and scalable serialization standard.
Protocol Buffers standard serialization system used by companies like Google or Discord and WhatsApp.
Most Metin2 servers run multiple packet systems in parallel with thousands of lines of unsafe #pragma pack structs and no validation.
A malformed packet can crash the server or cause UNKNOWN_PACKET_HEADER. Adding new features requires touching multiple systems at once.
- Unified System
.proto files with clear self documenting schemas (Own Script)
Generated code platform independent and validated
One consistent serialization system across the entire project
Full IntelliSense and autocomplete support
New packets created in minutes via code generation
Full migration of all packet types (CG / GC / GD / DG / GG)
Backward compatible bridge layer during transition (Optional on request)
Validation and bounds checking on receive side
CMake integrated code generation pipeline
Documentation of all .proto schemas
Migration guide for custom packets
- Stability & Security
Automatic bounds checking and malformed packets no longer crash the server
Built in validation ParseFromArray fails safely instead of causing buffer overreads
No reinterpret_cast issues strong type safety
No #pragma pack risk consistent behavior across platforms
- Maintainability
Up to 80% less code (schema instead of scattered structs/adapters)
Self documenting protocol definitions
Clear separation of protocol and logic
No boilerplate (no manual registration systems)
- Versioning & Compatibility
Forward and backward compatibility built in
Optional fields allow adding features without breaking clients
Fields can be renamed without protocol break (IDs remain stable)
Deprecated fields can be phased out safely
- Performance & Efficiency
Compact packet size via varint encoding (smaller payloads for typical values)
Default values are not transmitted
Readable packet dumps for faster debugging
Price Basic: Server only Protobuf, Legacy Packets - 700,00 EUR
Price Full: Full Server & Client & Custom Packets - 1,000 EUR
Patcher/Launcher
My Patcher is a cutting edge and production ready game launcher and patch management solution specifically designed for Metin2 and large scale multiplayer games. Built for high performance and scalability and seamless content delivery.
The patcher is currently used on Mirovia and multiple World of Warcraft Private Servers.
Core
- Tokio Async Runtime (High-performance concurrent operations)
- SolidJS Frontend (Ultra fast, reactive UI)
- Rust Backend (Memory safe, production grade)
- Authentication & Token System (Binary side validation to force players start the client with the launcher)
- SHA-256 Hashing (256 bit cryptographically secure)
- Streaming based verification (64KB buffers)
- Smart Skip Logic (Download only changed files)
- Multi Format Support (Plain Files / Encrypted Game Packs / Compressed Archives)
- Default Configuration 4 concurrent streams (Configurable 1-100+ streams)
- Lock free atomic progress tracking for high performance concurrent downloads.
- Automatic extraction & verification
- HTTPS Support (HTTP Client native tls)
- Hex Encoding
- Zstandard decompression
- Data serialization framework
- JSON support
- Safe URL parsing
- Localization Support (Multi Language)
Test Scenario
Code:
Single-Stream (1 concurrent):
- Throughput: 10–15 MB/s (HTTP/1.1)
- Time for 1 GB: 70–100 seconds
- CPU Usage: 5–10%
- Memory Usage: 50–60mb
4-Stream (Default)
- Throughput: 35–45 MB/s
- Time for 1 GB: 25–30 seconds
- CPU Usage: 15–20%
- Memory Usage: 80–100mb
- Best for balanced speed and resource usage
8-Stream (High Speed)
- Throughput: 60–80 MB/s (Server dependent)
- Time for 1 GB: 15–18 seconds
- CPU Usage: 25–35%
- Memory Usage: 120–150 MB
- Best for high speed
Code:
[
{
"fileName": "Metin2.exe.zst",
"size": 4965376,
"hash": "7dd4b4ce7e10891cb09aed11d889d15ff35071c3c1e84490ef09882b5d9cc5ec"
},
{
"fileName": "pack/locale.eix.zst",
"size": 54112,
"hash": "44f6c454a134bba3c71550e51b7158fa586f3b38b5d6fde28fc608e879e5f46c"
},
{
"fileName": "pack/locale.epk.zst",
"size": 15969507,
"hash": "2b71a8fb1694f4a7cff15a316ee5e50bc2749faff1e84e499ea2390768d80a18"
}
]
Code:
{
"binaryName": "Metin2.exe",
"configName": "config.exe",
"launchParameters": [],
"maxConcurrentDownloads": 4,
"serverName": "Metin2 Private Server",
"discordUrl": "https://discord.gg/invite",
"enableDiscordButton": true,
"enableSlider": true,
"patchSliderUrl": "https://patch.metin2.com/slider.json",
"patchVersion": "1.0.4",
"showPatchVersion": false,
"enableLogging": true,
"deleteFiles": [
"Metin2_101.exe",
"bdvid32.dll"
],
"maintenance": false,
"maintenanceMessage": "The server is currently under maintenance...",
"navLinks": [
{ "label": "Register", "url": "https://metin2.com/register" },
{ "label": "Support", "url": "https://metin2.com/tickets" },
{ "label": "Forum", "url": "https://metin2.com/forum" }
]
}
Code:
{
"slides": [
{
"image": "https://patch.metin2.com/images/easter.jpg",
"url": "https://metin2.com/events/easter",
"title": {
"en": "Easter Event",
"de": "Oster-Event",
"tr": "Paskalya Etkinliği",
"ro": "Evenimentul de Paște",
"es": "Evento de Pascua",
"pt": "Evento de Páscoa",
"it": "Evento di Pasqua",
"pl": "Wydarzenie Wielkanocne",
"hu": "Húsvéti Esemény",
"cz": "Velikonoční Událost"
},
"text": {
"en": "Celebrate Easter with exclusive rewards and limited-time quests!",
"de": "Feiere Ostern mit exklusiven Belohnungen und zeitlich begrenzten Quests!",
"tr": "Özel ödüller ve sınırlı süreli görevlerle Paskalyayı kutlayın!",
"ro": "Sărbătorește Paștele cu recompense exclusive și misiuni limitate!",
"es": "¡Celebra la Pascua con recompensas exclusivas y misiones por tiempo limitado!",
"pt": "Celebre a Páscoa com recompensas exclusivas e missões por tempo limitado!",
"it": "Festeggia la Pasqua con ricompense esclusive e missioni a tempo limitato!",
"pl": "Świętuj Wielkanoc z ekskluzywnymi nagrodami i ograniczonymi czasowo zadaniami!",
"hu": "Ünnepeld a Húsvétot exkluzív jutalmakkal és időkorlátos küldetésekkel!",
"cz": "Oslavte Velikonoce s exkluzivními odměnami a časově omezenými úkoly!"
}
}
],
"sideBanner": {
"image": "https://patch.metin2.com/images/changelog.jpg",
"url": "https://metin2.com/forum/changelog516",
"title": {
"en": "Changelogs",
"de": "Änderungen",
"tr": "Değişiklikler",
"ro": "Modificări",
"es": "Cambios",
"pt": "Alterações",
"it": "Novità",
"pl": "Zmiany",
"hu": "Változások",
"cz": "Změny"
},
"text": {
"en": "See what's new in the latest update",
"de": "Sieh dir die neuesten Updates an",
"tr": "Son güncellemedeki yeniliklere bakın",
"ro": "Vezi ce e nou în ultima actualizare",
"es": "Mira las novedades de la última actualización",
"pt": "Veja as novidades da última atualização",
"it": "Scopri le novità dell'ultimo aggiornamento",
"pl": "Zobacz co nowego w ostatniej aktualizacji",
"hu": "Nézd meg a legújabb frissítés újdonságait",
"cz": "Podívejte se na novinky v poslední aktualizaci"
}
}
}
![[Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 5 [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 5](https://i.vgy.me/fYWK8u.png)
![[Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 6 [Servicii] Levites.dev Service | Innovative & Clean Code & Systems - Mesaj 1 - Imagine 6](https://i.vgy.me/19SgBA.png)
Price: 125,00 EUR (Custom features +50€)
One time setup included, with custom design adaptation according to your preferences.
I do not offer design service and source code are not included!
Future support and fixes are included
I do not work via AnyDesk/Rust. If you want to work with me, I require access to the code or the affected files to be sent for maintenance.
For bug fixes, sanitizers or general logs are highly beneficial to quickly identify the issue.
What can you expect from me?
Clean and innovative code is extremely important to me and that is exactly what I deliver.
With a custom system built from scratch you can expect this level of quality consistently.
However when integrating features into existing systems (especially from external developers) the result always depends on the current codebase.
Payment methods: Crypto, CC
Delivery time: Depends on what you need.
Discord: levites.dev

