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[Help]Geodata type


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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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  • 0
Posted

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.

  • 0
Posted

 

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)]

  • 0
Posted

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.

  • 0
Posted

Im so cunfused with geodata....  >:(

Im works now allmost 15 hours but i can find somthing interest...  :o

Some one can helps me?  ;D

:)

  • 0
Posted

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).

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