vmlinuz Posted February 25, 2011 Posted February 25, 2011 Hello ppl of mxc Few days now i cannot find somthing about the type of geodata on live server Can someone help me about that? Im using latest files of Stazis for G.E geodata with pathnodes... Quote
0 Tryskell Posted February 26, 2011 Posted February 26, 2011 Type of geodata ? What's that supposed to mean ? There is only one type of geodata, but 2 types of pathnodes ways : CellPathFinding or GeoPathFinding. Basically you put 2 and 2 on CoordSynchronize / Geodata options, and you let CellPathFinding on False if you got pathnodes. Others options are related to CellPathFinding = True. GeoPathFinding is used by default if CellPathFinding is set to False. I think that's all you need to know o_o. Quote
0 vmlinuz Posted February 26, 2011 Author Posted February 26, 2011 Z-Type-NSWE-LoS-PoS 5 diferent types? # --------------------------------------------------------------------------- # Geodata # --------------------------------------------------------------------------- # GeoData options: # 0 = GeoData and PathFinding OFF (default) # 1 = GeoData is used to check Line Of Sight (LOS) targeting and # L2Playable movement. You need to download files for data/geodata folder. # Monsters can pass walls but not aggro (no line of sight) 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. # Default: 0 GeoData = 2 # 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 number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster. # Default: False CellPathFinding = True # 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. # Default: True ForceGeodata = True # This setting controls 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) makes it more difficult for players to bypass obstacles. # 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1). # Server sends validation packet if client goes too far from server calculated coordinates. # Default: -1 CoordSynchronize = 2 # Whether movement using keyboard should be disabled DisableCursorKeyMovement = False # ============================================================# # Check if there's a LoS wile casting # # ============================================================# #interval in ms, 0 means disabled LoSCastCheckInterval = 333 Here is my configs..! Im using Geodata and pathnode files [C:\server\gameserver\data(location)] Quote
0 Tryskell Posted February 27, 2011 Posted February 27, 2011 Others options are related to CellPathFinding = True. For what you say : LoS = Line of Sight. NSWE = cardinals points Z Type = "depth" or whatever you call if for that. You calcule falling damage on it for exemple. PoS = no clue what is it. But all you ask have nothing to do with geodata types. It's effectively geodata concerning values, but they're a part of a "all". Geodata itself got 2 values = 0 (no geodata) or 2 (geodata activated). 1 is pretty broken, or not as usefull as 2 others. Quote
0 vmlinuz Posted February 28, 2011 Author Posted February 28, 2011 From configs im ok Maybe the latest Geodata is Fake...! Some on have somthing good? Its about Gracia epilogue! Quote
0 vmlinuz Posted March 1, 2011 Author Posted March 1, 2011 Im so cunfused with geodata.... >:( Im works now allmost 15 hours but i can find somthing interest... :o Some one can helps me? ;D :) Quote
0 Tryskell Posted March 1, 2011 Posted March 1, 2011 Try to find Stazis geodata. On L2J forum, I saw it shared (gracia epilogue). By "latest", what do you mean ? I fear you misunderstood something... Geodata is EXTERNAL of L2J project. You have to search one or to build your own geodata (explained on L2J forum aswell). Geodata / GeoEngine in L2J project is only classes to "use" those datas. Nothing more, nothing less. Imagine a document .doc and Windows Office. The .doc = geodata && Windows Office = L2J. So, once again, L2J haven't geodata by itself. Search one or build your (L2J forum, section geodata). Quote
Question
vmlinuz
Hello ppl of mxc
Few days now i cannot find somthing about the type of geodata on live server
Can someone help me about that?
Im using latest files of Stazis for G.E geodata with pathnodes...
7 answers to this question
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