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Posted

as everyone knows, there is no such thing as 100% in l2j, especially with geodata;; but i have been using this  since janurary and have had 0 complaints (server with 200 daily players). if you have any questions / concerns, fell free to email me at Tasha_Grggera@Hotmail.com, or by PM via MaxCheaters. Later when i get home, ill Upload the Geo_Editor i have been using.

 

Geo_Gracia v1.0 ~ Part 1

Geo_Gracia v1.0 ~ Part 2

Geo_Editor v1.0

 

Have Funn

 

 

"C:/server/gameserver/config/general.properties"

# ---------------------------------------------------------------------------
# Geodata
# ---------------------------------------------------------------------------
# GeoData options:
# 0 = GeoData and PathFinding OFF (default)
# 1 = GeoData is used to check Line Of Sight (LOS) targeting and 
#     L2Playable movement. You need to download files for data/geodata folder.
#     Monsters can pass walls but not aggro (no line of sight) 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.
# Default: 0
GeoData = 2

# 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 number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
# Default: False
CellPathFinding = 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.
# Default: True
ForceGeodata = True

# This setting controls 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) makes it more difficult for players to bypass obstacles.
# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
# Server sends validation packet if client goes too far from server calculated coordinates.
# Default: -1
CoordSynchronize = 2

Posted

Great share , it working perfect on my test server , thanx for your share again . i hope You will keep it up , this is very usefull

Posted

" svn://l2-geodata.com/repo/geodata/ "

 

 

Here you can find anything you want. (You dont have to compile or anything  just when finish checking out copy the files into the geodata folder)

Posted

Nope, excuse me i still don't get it. The files could've contained a virus for all you know, yet before you test it you're shouting great share!111!!. Nice logic mate!

Now would've been the point where you could say 'nice share' and it would actually be usefull.

 

may i add, i use 4Shared.... ( they have virus scann for all filles coming in and out......)

 

lol

just jealous

 

 

Posted

as everyone knows, there is no such thing as 100% in l2j, especially with geodata;; but i have been using this  since janurary and have had 0 complaints (server with 200 daily players). if you have any questions / concerns, fell free to email me at Tasha_Grggera@Hotmail.com, or by PM via MaxCheaters. Later when i get home, ill Upload the Geo_Editor i have been using.

 

Geo_Gracia v1.0 ~ Part 1

Geo_Gracia v1.0 ~ Part 2

Geo_Editor v1.0

 

Have Funn

 

 

"C:/server/gameserver/config/general.properties"

# ---------------------------------------------------------------------------
# Geodata
# ---------------------------------------------------------------------------
# GeoData options:
# 0 = GeoData and PathFinding OFF (default)
# 1 = GeoData is used to check Line Of Sight (LOS) targeting and 
#     L2Playable movement. You need to download files for data/geodata folder.
#     Monsters can pass walls but not aggro (no line of sight) 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.
# Default: 0
GeoData = 2

# 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 number of nodes in calculation which can be adjusted in the algorithm if it needs to be faster.
# Default: False
CellPathFinding = 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.
# Default: True
ForceGeodata = True

# This setting controls 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) makes it more difficult for players to bypass obstacles.
# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
# Server sends validation packet if client goes too far from server calculated coordinates.
# Default: -1
CoordSynchronize = 2

 

Just curious, what source are you using for this? Just the L2J project's? L2JFree's? Or is it a private source that has been worked on beyond what is available right now?

Posted

Just curious, what source are you using for this? Just the L2J project's? L2JFree's? Or is it a private source that has been worked on beyond what is available right now?

 

i have tested personally on L2jserver, and L2emu

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