Enterance Posted August 11, 2017 Posted August 11, 2017 (edited) Hello dear friends! Looking for C4 ( Scions of Destiny ) geodata for l2j server. Edited August 11, 2017 by Enterance
0 Enterance Posted August 11, 2017 Author Posted August 11, 2017 You can use geo from interlude. Are you sure, mate? Then maybe you can offer one for me?
0 Enterance Posted August 11, 2017 Author Posted August 11, 2017 Ok i found one IL geo, now just need to try it. Thank you for your answer, SweeTs.
0 Enterance Posted August 11, 2017 Author Posted August 11, 2017 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.
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Enterance
Hello dear friends! Looking for C4 ( Scions of Destiny ) geodata for l2j server.
Edited by Enterance8 answers to this question
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