Jump to content
  • 0

[Help]Geodata type


Question

Posted

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

Recommended Posts

  • 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).

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • LIVE VERIFICATION? SUMSUB? “IMPOSSIBLE”? ▪ Spoiler: it is possible — if you know who to work with. A client came in with a task to pass **live verification** on **WantToPay**, a Telegram virtual card service. On the platform side — **Sumsub**: liveness check, SMS, manual review. “Fast” and “by eye” simply don’t work here. › What was done: → analyzed the verification scenario and Sumsub requirements → built the correct flow: phone number, email, timing → **completed live verification remotely, without account handover** → handled SMS and confirmation codes → brought the process to final approval ▪ Result: → verification passed → access granted → no flags or repeat requests ▪ Live verification is not luck. It’s scenario-based preparation — not hope. › TG: @mustang_service ( https:// t.me/ mustang_service ) › Channel: Mustang Service ( https:// t.me/ +6RAKokIn5ItmYjEx ) *All data is published with the client’s consent.* #verification #sumsub #livecheck #kyc #case
    • IMPORTANT INFO: In a few days, I will switch to completely new code, written from scratch with a new download system, patch building and management system. The Updater will become true 2026 code with "foolproof systems". I'm going to create a Discord server for customers to request new ideas and features. FIRST CUSTOMERS ARE ALREADY USING THE NEW UPDATER ON LIVE SERVERS! Watch this topic for upcoming info because the new updater is around the corner! Yes, you can still use self-update on the previous updater! No, the new updater won't be compatible with the old patch system! A new build is required, but players who already have game files won't have to download the entire patch again! New templates and updates to existing templates are coming soon! Sneak peek:  
    • i used guytis IL project and source. i found in his project there are 3 Client version source... 1,CliExt_H5   --->this one cant be compiled in VS2005,i did know why..is it for H5 client? 2,CliExtNew  --->this one is IL version ,but when i compiled it and use it.player cant login game,MD5Checksum wrong.i check the source code,but not found any hints. 3,L2Server    --->this one for HB client?im not sure...   so my question is what are the differences between these three versions of cliext.dll?how can i fix the issue of the MD5Checksum not matching problem?   01/29/2026 21:04:11.366, [CCliExt::HandleCheckSum] Invalid Checksum[1130415144] vs [-721420287] packet[dd] len[29] sum[2698] key[30] HWID[] Account[]! 01/29/2026 21:04:11.366, SocketLimiter::UserSocketBadunknownprotocol 11111111111 01/29/2026 21:04:11.366, [usersocket]unknown protocol from ip[113.137.149.115]!      
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..