MeVsYou Posted September 30, 2009 Posted September 30, 2009 Hello guys. Recently i add geodata and pathnod. to my gracia final pack. My problem is that when i target some mobs and i hit them for example in hellbound areas,the mobs are glitching or go under the surface or dissapear. Lol what is the problem?And how i can fix it? :/ Here is my config file : # --------------------------------------------------------------------------- # 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 = -1 Quote
0 MeVsYou Posted September 30, 2009 Author Posted September 30, 2009 oo thx you very much.... Wtf you call this an answer??????? Give me a solution or dont answer at all... Come on man....be serious. I am not a kid,i just try to find a solution.If you dont know how to help me plz don't answer. Quote
0 ExTrEmEDwarf Posted September 30, 2009 Posted September 30, 2009 just download other geodata..u should get the point from his post ;p Quote
0 MeVsYou Posted September 30, 2009 Author Posted September 30, 2009 I use l2geodata sychronizer which connect with official and update the geodata...i didnt find any better one. Do you have to post here any better geodata and pathnod.for gracia final?? Quote
0 Nik Posted October 1, 2009 Posted October 1, 2009 Only at hellbound? I remember a friend had the same problem on hellbound, players/mobs glitching... The file for hellbound geodata is probably not finished... remove it or add finished one. Quote
0 Intrepid Posted October 1, 2009 Posted October 1, 2009 search for a better geodata OR delete the file of the bugged regions Quote
0 MeVsYou Posted October 1, 2009 Author Posted October 1, 2009 and how to know which is the exactly part of hellbound. I mean for example ,geodata is full of file like this : 16_23.l2j etc etc. Which is for hellbound areas...Because only hellbounds areas have problems. And after all,do you have any link for good geodata? Quote
0 Intrepid Posted October 1, 2009 Posted October 1, 2009 and how to know which is the exactly part of hellbound. I mean for example ,geodata is full of file like this : 16_23.l2j etc etc. Which is for hellbound areas...Because only hellbounds areas have problems. And after all,do you have any link for good geodata? search for a geo map on the internet it will show you which file contains the region you need Quote
0 Nik Posted October 1, 2009 Posted October 1, 2009 http://l2j-geodata.sourceforge.net/index.php?p=2 thats REALLLY OUTDATED!!! but it will still help you to find the desired files... Quote
0 MeVsYou Posted October 1, 2009 Author Posted October 1, 2009 Damn it i use an other geodata and i have still the same problem..in hellbound areas mobs are glitching :( and i dont know which are the hellbound files to delete them :/ *Sry for reposting but i cant modify my mesgs. Quote
0 MeVsYou Posted October 23, 2009 Author Posted October 23, 2009 shit geodata lol spam ??? :D Well the problem is figured out. I found a better geodata. You can close the topic. Quote
0 werlex Posted November 1, 2009 Posted November 1, 2009 look in geodata folder just put these files yea? or need do put text file in that folder with other fileS? Quote
Question
MeVsYou
Hello guys.
Recently i add geodata and pathnod. to my gracia final pack.
My problem is that when i target some mobs and i hit them for example in hellbound areas,the mobs are glitching or go under the surface or dissapear.
Lol what is the problem?And how i can fix it? :/
Here is my config file :
# ---------------------------------------------------------------------------
# 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 = -1
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