Jump to content

Question

8 answers to this question

Recommended Posts

  • 0
Posted

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.

Guest
This topic is now closed to further replies.
×
×
  • Create New...