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    question geodata(resolved)

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    lordeze

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    question geodata(resolved)

    Post  lordeze on 18th September 2013, 05:56

    I am having many problems with the geo data and node pach tried several and even got one payment but always I have the same bug with the geo

    2 that more detailed review is geo pendragon of this forum and l2geo.or
     
    I is very striking that the bug is the same, the most notable are in all staircases. and almost always when the PJ speed exceeds 200.
    the most common are the stairs of forbidden Goodar and gateway







    Last edited by lordeze on 11th October 2013, 19:46; edited 1 time in total
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    DnR
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    Re: question geodata(resolved)

    Post  DnR on 20th September 2013, 16:38

    Which Geodata are you using?

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 26th September 2013, 17:44

    I'm using the same happens sometimes pendragon geo whether or not others.probe with a geo also pays to see this error but it is the same and is the same place.

    leave link of currently active geo:
    http://l2jlisvus.great-forum.com/t196-c4-geodata-pathnode

    check geo with no g3editor any bugg

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 26th September 2013, 21:11

    Video stairs





    I found something new checking





    also notice how that does not work as pachnode pj not dodge the stones and others if you have them in front of the point A-to-B if necessary thanks upload more video. -...


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    DnR
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    Re: question geodata(resolved)

    Post  DnR on 30th September 2013, 19:43

    Interesting. I might already know what's wrong with doors.
    About stairs, could you test this with different geodata?
    We have many geo shares. I suggest that you check micr0's geo for a start.

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 30th September 2013, 21:14

    already tested with two geo and the result is the same review the with l2geoeditor and saw no fault and always in the same place.

    I will see the micro geo and I will spend l2editor video

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 1st October 2013, 08:44

    lordeze wrote:already tested with two geo and the result is the same review the with l2geoeditor and saw no fault and always in the same place.

    I will see the micro geo and I will spend l2editor video

    I checked with a micro geo is the same problem with stairs is a video of geo editor found no errors in sight

    used in the three geo I have the same problem.

    anyone else have this problem???


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    DnR
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    Re: question geodata(resolved)

    Post  DnR on 1st October 2013, 17:38

    I'll probably commit some geo changes, but i doubt your problem will be solved.
    What is your CoordSynchronize configuration set to?

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 3rd October 2013, 16:44

    these are the config the check several times


    Code:

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

    #Grid options: Grids can now turn themselves 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 which a grid has 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 = False
    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 walls but not aggro through them.
    #    files if CellPathFinding not enabled) and all character moves go through
    #    geodata checks (if a mob passes a wall, pathfinding didn't find a route
    #    but we allow attack and returning home).
    #    Recommended server memory minimum 2 GB, rather 3 GB.
    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 calculation which 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: Auto
    EnableFallingDamage = Auto
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    DnR
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    Re: question geodata(resolved)

    Post  DnR on 4th October 2013, 19:38

    Set Geodata to 2. It's the only option for full geo. Description for No 2 has accidentally been removed due to constant Geo updates.
    I' m very busy atm checking new changes, so once new revision is released, description will be corrected.
    Please let me know the results.

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 9th October 2013, 09:46

    I have solved many of the errors of the stairs but I still get errors in places with slopes. Select Product locks to another point A to point B

    I will run a test on another datapack. to test if I have the same error with geo probe micro but were worse erroes
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    mystogan64

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    Re: question geodata(resolved)

    Post  mystogan64 on 9th October 2013, 10:10

    After testing all what you've posted above, i haven't any problem and i use this geodata+pathnode http://l2jlisvus.great-forum.com/t196-c4-geodata-pathnode

    lordeze

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    Re: question geodata(resolved)

    Post  lordeze on 10th October 2013, 21:16

    I have problems in all floor boards of all heee tastings and tried many different geos including micro and the pendragon and I still have the same problem I need help., to replace all of the pampering client gets stuck mistake not walk .
    some loc:

    118736 135424 -4864
    118448 137600 -4880

    lordeze

    Posts : 97
    Join date : 2013-05-07

    Re: question geodata(resolved)

    Post  lordeze on 11th October 2013, 19:47

    lordeze wrote:I have problems in all floor boards of all heee tastings and tried many different geos including micro and the pendragon and I still have the same problem I need help., to replace all of the pampering client gets stuck mistake not walk .
    some loc:

    118736 135424 -4864
    118448 137600 -4880


    change the geo, for one interlude in areas it looked affectada deonde my geo

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    Re: question geodata(resolved)

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