the aggressive monsters, delaying the attack. or no attack

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    lordeze

    Posts : 97
    Join date : 2013-05-07

    the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 16th August 2013, 18:08

    the aggressive monsters, delaying the attack. or no attack
    when you go near them.

    and I have the geo data also active, and pach node and spaw mouster returning to try to pass the walls.

    leave my config for any error in them:

    Code:
    # ================================================= ================
    # Threads configuration - Take care changing this
    # ================================================= ================

    ThreadPoolSizeEffects = 10
    ThreadPoolSizeGeneral = 13

    # Default 2
    UrgentPacketThreadCoreSize = 2
    # Default 4
    GeneralPacketThreadCoreSize = 4
    # Default 4
    GeneralThreadCoreSize = 4

    AiMaxThread = 6

    # Thread pools priority execution
    # Default values ​​are -1,0,1 (low / med / high pools)
    ExecutorPriLow = -1
    ExecutorPriMed = 0
    ExecutorPriHigh = 1

    # Packet LifeTime in milliseconds, 0 - disabled feature
    PacketLifeTime = 0

    # Grid options: Grids Themselves can now turn on and off. This Also Affects
    # The loading and processing of all AI tasks and (in the future) geodata
    # Within this grid.
    # Turn on for a grid with a person in it is immediate, but it then turns on
    # The 8 Neighboring grids based on the specified number of seconds.
    # Turn off for self and neighbors Occurs after the specified number of
    # Seconds have passed During a grid Which have had no players in or in
    # Any of its neighbors.
    # The always on option Allows to ignore all this and let all grids be active
    # At all times (not Suggested)
    GridsAlwaysOn = True
    GridNeighborTurnOnTime = 1
    GridNeighborTurnOffTime = 90

    # GeoData options:
    # 0 = GeoData and PathFinding OFF (default)
    # 1 = GeoData used to check Line Of Sight (LOS) targetting and
    # L2Playable movement. You need to download files for data / geodata folder.
    # Monsters can pass through walls but not aggro them.
    # Files CellPathFinding if not enabled) and all character moves go through
    # Geodata checks (if a mob passes a wall, pathfinding did not find a route
    # But we allow attack and returning home).
    # Recommended minimum server memory 2GB, 3GB rather.
    GeoData = 1

    # Cell-level pathfinding, produces more accurate routes but is (maybe 10x)
    # Heavier to calculate. Recommended for small servers at Least. If False,
    # Pathnode files are used. Uses a max nr of nodes in Which calculation can
    # Be adjusted in the algorithm if it needs to be faster.
    CellPathFinding = True

    # [True] Loads GeoData buffer's content into physical memory.
    # [False] Does Not Necessarily Imply That the GeoData buffer's content is not resident in physical memory.
    ForceGeodata = True

    # This is setting of Client <-> Server Player coordinates synchronization,
    # -1 - Will synchronize only Z from Client -> Server. Default When no geodata.
    # 1 - Synchronization Client -> Server only. Using This option (without geodata) it is more Difficult for players to bypass obstacles
    # 2 - Intended for geodata (at least When cell-level pathfinding, otherwise can try -1 also)!
    # Server sends validation packet if client goes too far from server Calculated coordinates.
    CoordSynchronize = 2

    # Falling Damage
    # ------------------------------------------------- --------------------------
    # Allow characters to receive damage from falling.
    # CoordSynchronize = 2 is recommended.
    # True - enabled.
    # False - disabled.
    # Auto - True if geodata enabled and False if disabled.
    # Default: True
    EnableFallingDamage = True
    geo I use is a 90% repaired. the page is geo www.l2geo.org

    DnR
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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 18th August 2013, 03:43

    Do you meet Config requirements?

    Recommended minimum server memory 2GB, 3GB rather.

    lordeze

    Posts : 97
    Join date : 2013-05-07

    Re: the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 18th August 2013, 04:11

    if these are the server data

    AMD Phenom II X4 3.40GHz
    8GB of ram

    System: win 7 X64...

    DnR
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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 19th August 2013, 17:34

    Revision number?

    lordeze

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    Join date : 2013-05-07

    Re: the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 20th August 2013, 15:47

    that was 424 rev. but now I'm installing the rev 428

    DnR
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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 20th August 2013, 18:47

    lordeze wrote:that was 424 rev. but now I'm installing the rev 428
    Just tested and it's not geo issue, but a core issue.
    I will commit a fix as soon as possible.
    Btw, have players got long auto-attack delay as well?

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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 21st August 2013, 17:09

    I think i misunderstood and fixed the wrong bug. Very Happy
    It' s probably geo issue.
    But could you give me a mob id that does not correspond to aggro status?
    I would like to check aggro system more thoroughly.

    lordeze

    Posts : 97
    Join date : 2013-05-07

    Re: the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 22nd August 2013, 18:36

    sorry my delay in responding.
    I'm testing the delay in Varkas monsters of that are almost all agrresivos. I'm in rev 430
    I see you have to go very close to the bugs to get them to follow you.
    active geo prove it without geo and is the same

    not test autotarget

    Very soon I will put a video of the problem also is more understandable

    DnR
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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 22nd August 2013, 18:50

    I see.
    Keep in mind that mobs don't attack invulnerable players.
    Their aggro range is set to 150 radius, but i compared it and it's correct.

    I'll see what i can do.

    lordeze

    Posts : 97
    Join date : 2013-05-07

    Re: the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 23rd August 2013, 17:10

    All tests were performed with non-GM player (without Invul)
    Today I have some time off and I'll upload the video thanks for your help

    lordeze

    Posts : 97
    Join date : 2013-05-07

    Re: the aggressive monsters, delaying the attack. or no attack

    Post  lordeze on 25th August 2013, 19:08

    hints the videos here

    datapack 430 (cpu 8gb 4 cores)

    http://www.youtube.com/watch?v=7z-dRxWu7Yg



    Here a video to compare

    http://www.youtube.com/watch?v=KF2iTDRfr8g

    DnR
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    Re: the aggressive monsters, delaying the attack. or no attack

    Post  DnR on 27th August 2013, 13:13

    lordeze wrote:hints the videos here

    datapack 430 (cpu 8gb 4 cores)

    http://www.youtube.com/watch?v=7z-dRxWu7Yg



    Here a video to compare

    http://www.youtube.com/watch?v=KF2iTDRfr8g
    True story. L2J AI task is performed once every 1 second, that's why mobs may not attack immediately.
    Also, test revision 436. I fixed a faction id problem and mobs should go and help mobs of the same tribe (e.g Varka Silenos).
    I believe this improves aggro a lot.

    Aggro range might be increased in the future, depending on retail info i get.
    Thanks a lot for your precious information. Smile

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