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Enterance

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  1. Error in console: Loaded ./data/geodata/23_26.l2j Loaded ./data/geodata/24_10.l2j Failed to load geodata driver! java.lang.reflect.InvocationTargetException at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method) at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62) at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45) at java.lang.reflect.Constructor.newInstance(Constructor.java:423) at net.sf.l2j.gameserver.GeoData.<init>(GeoData.java:79) at net.sf.l2j.gameserver.GeoData.getInstance(GeoData.java:58) at net.sf.l2j.gameserver.GameServer.<init>(GameServer.java:369) at net.sf.l2j.gameserver.GameServer.main(GameServer.java:782) Caused by: java.lang.IllegalArgumentException at java.nio.Buffer.position(Buffer.java:244) at com.l2j.geodriver.blocks.ComplexBlock.<init>(ComplexBlock.java:44) at com.l2j.geodriver.regions.NonNullRegion.<init>(NonNullRegion.java:54) at com.l2j.geodriver.GeoDriver._loadGeoFile(GeoDriver.java:148) at com.l2j.geodriver.GeoDriver.<init>(GeoDriver.java:112) ... 8 more GeoDriver.properties: # Geodata files folder geodataPath = ./data/geodata # True: Try to load regions not specified below(won't disturb server startup when file does not exist) # False: Don't load any regions other than the ones specified with True below tryLoadUnspecifiedRegions = True # List of regions to be required to load # eg.: # Both regions required # 22_22=True # 19_20=true # Exclude region from loading # 25_26=true # True: Region is required for the server to startup # False: Region is not considered to be loaded Option.properties: # ================================================================= # GeoData & PathNode # ================================================================= # 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. # 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode # 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 = 2 # GeoData driver to use # Default: com.l2j.geodriver.GeoDriver GeoDataDriver = com.l2j.geodriver.GeoDriver # 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 = False # Pathnode directory folder PathnodeDirectory = ./data/pathnode # Pathfinding array buffers configuration PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Weight for nodes without obstacles far from walls LowWeight = 0.5 # Weight for nodes near walls MediumWeight = 2 # Weight for nodes with obstacles HighWeight = 3 # Angle paths will be more "smart", but in cost of higher CPU utilization AdvancedDiagonalStrategy = True # Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True # Default: LowWeight * sqrt(2) DiagonalWeight = 0.707 # Maximum number of LOS postfilter passes, 0 will disable postfilter. # Default: 3 MaxPostfilterPasses = 3 # Path debug function. # Nodes known to pathfinder will be displayed as adena, constructed path as antidots. # Number of the items show node cost * 10 # Potions display path after first stage filter # Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter # This function FOR DEBUG PURPOSES ONLY, never use it on the live server! DebugPath = False #[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 = -1 Added Geodata & Pathnode.
  2. Ok i found one IL geo, now just need to try it. Thank you for your answer, SweeTs.
  3. Are you sure, mate? Then maybe you can offer one for me?
  4. Hello dear friends! Looking for C4 ( Scions of Destiny ) geodata for l2j server.
  5. Good luck with project, buddy!
  6. You can find this tables you in server files sql.
  7. Why you not using newest? I'm talking about 367,368 - already shared.
  8. When you gonna run C3 server on test mode, let me know!
  9. I'm for no craft x50. Because for today we have a lot of x50 craft servers.
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