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(-1)

wow are you just registered 1 hours ago so the answer: no

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I don't know what my account has to do with this, but why won't you add Roblox cookies?

(-1)

i am lazy lol

Well, dear LuckyBlox devoloper, could you please at least patch the recent clients in your launcher so the assets can load from different urls?

if I do this, then you will need to add attachment scripts (and others) to your website url yourself because if you redirect the old roblox client to another link, it will use your attachment scripts and besides, YOU WILL BE CALLED A CLIENT STEALER because you are using someone else's client, changing all the urls for your project

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I think there’s a misunderstanding here. I’m not asking you to redirect the clients to a specific external URL. I am asking for them to be patched to allow to load assets from any url. The real reason I want you to patch the recent clients is so I can load decals and sounds using any URL. That is all I want nothing more. This is a standard technical fix to improve stability, not a matter of 'stealing.

(+1)

That's the point, if you redirect the assets to another url, the entire database, connection scripts, and other things will move with them. Therefore, since this will be your website, the client will be completely under your control Lol

There is clearly a misunderstanding regarding how client patching works. Patching the client so it can only load decals and sounds from other URLs is a specific, isolated function intended solely for media flexibility. It does not grant the user any control over your database, server scripts, or the client’s core architecture. If you believe that allowing the engine to fetch a .png or a .mp3 file provides control over your entire project, then you are fundamentally misunderstanding the architecture of these clients.

The fact is that what you've just described only works on older versions of the game (before 2012). Usually, more modern versions (such as 2016) have trust check protection, which can be bypassed, but it introduces new issues and significant vulnerabilities in the game client's network code, allowing even a seemingly harmless image from the internet to inject malicious scripts into the game server. (really, i am checked)

You have a point, but wouldn't it be possible to try and make it so that if the client detects that an image or audio is trying to load malicious code, the client refuses to load the link? I know it's a bit complicated. Also, I have to tell you something important. If the user ends up being affected because malicious code from an image was executed, then the USER is responsible of his actions, not you. Because the USER decides which servers to join and also decides which assets to load in their game.