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Help fixing Geodata Issues - Character falling down


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Posted (edited)

Hello guys, this is my first post here, im starting to learn how to fix geodata issues, now im having the problem, that when I wall through a cliff my toon is going down to the z -XXXXX

as you can see on the image, im standing there and I want to wall to the path , and I end up down there, also I upload geodata file zone there, seems to be no problems, 

 

hope someone could help me to solve this issue

 

Thank you very much!

 

Im ussing L2jFrozen , interlude

geodata1.jpg

Shot00034.jpg

 

video of issue: 

 

Edited by dead-end

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Posted (edited)

Then check your bug on the L2J Server HF. I guess what L2J Frozen too bugged because this sources out of date and never has synchronized with L2J timeline.

Edited by Rootware
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Posted
58 minutes ago, Rootware said:

Then check your bug on the L2J Server HF. I guess what L2J Frozen too bugged because this sources out of date and never has synchronized with L2J timeline.

you mean the geoengine.java from L2J High Five? or where?

like here:
https://bitbucket.org/l2jserver/l2j_server/src/4256a7ec7b66eec6761784575c4378fac6fcb691/src/main/java/com/l2jserver/gameserver/?at=develop

?

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Posted (edited)

I meant full server L2J Server HF with HF client. If this bug can't be reproduced then take geoengine from L2J Server sources. Is not problem because it's the same at 80%. many difference only in AI and packets.

 

As i told before, L2J Frozen very bugged sources. And pointless deep digs for check something.

Edited by Rootware
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Posted

like someone already mentioned, most issues like that are not server related

 

there are two things that can be done in this matter, client side and server side

 

client side - limit your fps to 60 by external software, problem's gone

server side - do position validation check whenever player is falling, to compare Z position, in case of a difference, send validation packet to the player, this will not remove the falling effect though, just fix the client position shortly after sinking occurs

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Posted
58 minutes ago, Syrus said:

like someone already mentioned, most issues like that are not server related

 

there are two things that can be done in this matter, client side and server side

 

client side - limit your fps to 60 by external software, problem's gone

server side - do position validation check whenever player is falling, to compare Z position, in case of a difference, send validation packet to the player, this will not remove the falling effect though, just fix the client position shortly after sinking occurs

 

thats it man you are a genious!

http://www.guru3d.com/files-get/rtss-rivatuner-statistics-server-download,14.html

 

this is a software to run the game with 60 fps, there is a way to run lineage 2 with 60 fps only automatically? so my users wont be needing this software

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Posted

ask me about java - can help you with almost anything, but software/hardware related issues, not really my thing, i know what i can google :P

 

i guess you can set it in your graphics card options, like in nvidia, but thats if you got nvidia, not sure of other graphic cards, also i don't think you can set anything in-game to limit fps, no such setting - unless someone can prove me wrong, not into client editting on that level either

 

so yea, external software or graphics card settings, thats all i can think of myself

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