As shown in the gif - after issuing an attack command the character moves to the target, after reaching the target it sometimes stops for 1-2 seconds before attacking.
It seems to occur far more frequently when attacking monsters that are farther away (e.g. 600+ distance), and happens very rarely when attacking monsters that are close.
Despawning all NPCs on the server, then spawning a single non-moving monster on a hill and the issue still occurs.
Though it was happening on flat ground (constant Z-axis), after reducing the number of calls to moveToPawn() (there were many for some reason), it stopped occurring on flat surfaces. Even still it continues to happen on varying Z-axis surfaces.
updatePosition() continues to be called even after the character has arrived on the client (server still thinks the character has not arrived I guess).
calls to player.calculateDistance3D(_x, _y, _z) in ValidatePosition are returning 150+ throughout the movement.
if (player.calculateDistance3D(_x, _y, _z) > player.getStat().getMoveSpeed())
{
if (player.isBlinkActive())
{
player.setBlinkActive(false);
}
else
{
player.setXYZ(_x, _y, _z);
}
}
changing
if (player.calculateDistance3D(_x, _y, _z) > player.getStat().getMoveSpeed())
to
if (player.calculateDistance3D(_x, _y, _z) > 0)
seems to improve the situation maybe? I imagine there are terrible side-effects to this
I noticed this bug does not exist on ACIS servers, but comparing the two sources (I understand they are drastically different), I cannot seem to understand what may be causing this.
At this point I'm not sure where to look next. I have started looking at geodata/geoEngine from here, but as I'm pretty new to programming and even newer to L2J server development, I have no clue if this is remotely the correct direction.
I'm hoping someone can give me some advice, or a hint, or anything, where I might look next to solve this.
For the odbc you have to run the Instalador.exe and click crear dsn, but you have to rename them so the lin2clancomm.dsn for example becomes l2c4_lin2clancomm but also check if the file inside has as database value the correct file name, about the client i also wanted a clean client because i had a problem with the monsters because the character didn't have collision with the monsters and he was running through them but i fixed it with files from a normal interlude client, also my client is now c3 😛 i changed the maps, staticmeshes, systextures so now i do not have the fortresses at antharas lair for example but i also have the c3 sounds and login screen. Where is @GX-Ext
I really wonder if they launched the server without testing it even once. All players are creating new characters and transferring the level 20 reward to their main ones. It seems banning people is much easier than sending them a direct message in-game. If you can’t do your job properly, get in touch with people who can help you. I made 17 million in 10 minutes on a 1x Adena rate server and got an Icarus weapon. My suggestion to you — as it's written on the character you banned — is to wipe the server and run a proper OBT. Good luck with your time as administrators; although it doesn't look like it will last very long.
Question
MoetsukiDansei
As shown in the gif - after issuing an attack command the character moves to the target, after reaching the target it sometimes stops for 1-2 seconds before attacking.
The pack in the clip is L2J_Mobius_04.0_GrandCrusade, but this issue exists on L2J master branch as well.
It seems to occur far more frequently when attacking monsters that are farther away (e.g. 600+ distance), and happens very rarely when attacking monsters that are close.
Despawning all NPCs on the server, then spawning a single non-moving monster on a hill and the issue still occurs.
Though it was happening on flat ground (constant Z-axis), after reducing the number of calls to moveToPawn() (there were many for some reason), it stopped occurring on flat surfaces. Even still it continues to happen on varying Z-axis surfaces.
updatePosition() continues to be called even after the character has arrived on the client (server still thinks the character has not arrived I guess).
calls to player.calculateDistance3D(_x, _y, _z) in ValidatePosition are returning 150+ throughout the movement.
changing
to
seems to improve the situation maybe? I imagine there are terrible side-effects to this
I noticed this bug does not exist on ACIS servers, but comparing the two sources (I understand they are drastically different), I cannot seem to understand what may be causing this.
At this point I'm not sure where to look next. I have started looking at geodata/geoEngine from here, but as I'm pretty new to programming and even newer to L2J server development, I have no clue if this is remotely the correct direction.
I'm hoping someone can give me some advice, or a hint, or anything, where I might look next to solve this.
19 answers to this question
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