I have tried using both geodata packs provided here - One, Two, doesnt make a difference.
My geodata config settings are normal...
Code: Select all
# ---------------------------------------------------------------------------
# GeoData
# ---------------------------------------------------------------------------
# Pathfinding options:
# 0 = Disabled
# 1 = Enabled using path node files
# 2 = Enabled using geodata cells at runtime
# Default: 0
PathFinding = 2
# Pathnode directory
# Default: data/pathnode
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.
# 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
# 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=false
# True: Region is required for the server to startup
# False: Region is not considered to be loaded
I made a video, if you look at the first and especially the last monster I kill - https://youtu.be/a2M9YZwIgpA
My server is live, and I'm kind of embarrassed using L2j.. that these problems exist after so long, I've used L2j last year and years before that and never had so many geodata problems.. some help or guidance would be appreciated.