Jump to content
  • 0

Teleport Error


Question

Posted
Καλησπερα μαγκες,εχω ανοιξει εναν σερβερ και εχω ενα προβλημα ολοι οι παιχτες τρωνε 2-3 error στα 5 Teleport Που θα κανουν π.χ τι να κανω γτ δεν βρισκω καμια λυση...καμια βοηθεια?? :/

To error einai auto edw.

2014.9.3 21:39:25
OS : Windows Vista 6.1 (Build: 7601)
CPU : AuthenticAMD Unknown processor @ 3517 MHz with 4077MB RAM
Video : AMD Radeon R7 200 Series (1247)
 
General protection fault!
 
History: UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 19_16.ShadowProjector719) <- AActor::Serialize <- TestReach <- (ShadowProjector 19_16.ShadowProjector719) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 19_16.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop


Στα Configs Ειχε Player Protection After Teleport το εβαλα 2 sec's Λετε να φταιει αυτο εκει περα? καποιος μια βοηθεια ...... 

 

5 answers to this question

Recommended Posts

  • 0
Posted

 

 History: UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 19_16.ShadowProjector719) <- AActor::Serialize <- TestReach <- (ShadowProjector 19_16.ShadowProjector719) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 19_16.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 

olo auto pou to leei? kai to spawn protection oxi den exei kamia sxesh me ta errors...spawn protection px (30) = 30 deuterolepta den trwei damage o player pou ekane spawn mexri na kanei kati.

  • 0
Posted
 History: UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- TestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial172) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector 19_16.ShadowProjector719) <- AActor::Serialize <- TestReach <- (ShadowProjector 19_16.ShadowProjector719) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level 19_16.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- TestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- Level_was_loaded <- UGameEngine::L2_Teleport <- UGameEngine::Tick <- UpdateWorld <- MainLoop

olo auto pou to leei? kai to spawn protection oxi den exei kamia sxesh me ta errors...spawn protection px (30) = 30 deuterolepta den trwei damage o player pou ekane spawn mexri na kanei kati.

 

 

Nai 3rw ti einai to spawn protection evala na mn trone dmg alla eipa mhpws exei sxesh auto....3ereis kanoume teleport 5 fores p.x ta 3 9a einai error me auto to error pou s esteila otan s anoigei ena window to critical leei auto ekei pera mesa ti sto diaolo?? pff.....

  • 0
Posted

τι client files έχουν τα παιδιά που το παθαίνουν αυτό?

και τι server files έχεις εσυ?

Interlude Client ρε συ,

 

Interlude και εγω,και εγω errors τρωω χΔ μονο l2.ini ομως εχουμε βαλει και τον φτιαχνουμε

 

L2jfrozen pack.

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]!      
    • ## [1.4.1] - 2026-01-29   ### ✨ New Features - **Short Description**: Server owners can add a short tagline (up to 240 characters) on the server info page, under the "Online" status. It appears in the server list (By Votes) for VIP, Gold VIP, and Pinned servers so players see a brief summary at a glance.   ### 🔄 Improvements - **Server Info Page**: Description field is limited to 3000 characters with a character counter; the textarea is vertically resizable. A second **Save Changes** button was added at the bottom (after the description) for easier saving. - **Server Name**: In My Servers → Edit, the server name is read-only and can no longer be changed (avoids accidental changes and naming conflicts). - **Server Rows (By Votes)**: Short descriptions wrap correctly and no longer affect row height; long text is clipped to two lines so the list stays tidy and consistent.   ---
  • 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..