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# ---------------------------------------------------------------------------# 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: 0GeoData = 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: FalseCellPathFinding = True # 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: TrueForceGeodata = 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: -1CoordSynchronize = 2
I have all pathnodes and geodata files but still players can pass walls/doors.
Like coliseum,olympiad arena..
Why?
Yes, -1 is superior to 2 when it comes to not getting through doors, but 2 on the other hand is superior to -1 when it comes to having someone on follow in catacombs for instance... well, everywhere really.
With -1 the following char gets stuck somewhere pretty fast, and it's annoying, and players hate it.
I would suggest the devs fix 2 so that it doesn't let people pass through doors, or -1 so that chars can follow better.
But last time I discussed this, I got battered over the head. The problem doesn't exist is the official point of view here.
_DS_ wrote:If problem exist - fix it (and possibly contribute) or wait until someone else do it.
Well... that's what I'm doing... waiting!
But, since you guys think the problem doesn't exist, it means you're all using -1.
Try 2 and then tell me you don't think it exist.
what about LOS through door ? i check for example Giran Castle doors and i have LOS to doorman with closed door. It's core problem or door table problem (maybe bad coors?) can be debugged in some way ?
gnat wrote:what about LOS through door ? i check for example Giran Castle doors and i have LOS to doorman with closed door. It's core problem or door table problem (maybe bad coors?) can be debugged in some way ?