Geodata problem...
Posted: Mon Nov 08, 2010 3:56 pm
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» Find Revision
L2J Revision 4422:
L2JDP Revision 7669:
Hi all,
after the update to the last release (Freya) i have thi problem with Geodata:
this SEVERE messagge in java.log
and this is my Geodata config..
Someone can help me?
Thx
» Find Revision
L2J Revision 4422:
L2JDP Revision 7669:
Hi all,
after the update to the last release (Freya) i have thi problem with Geodata:
Code: Select all
------------------------------------------------------------------=[ Geodata ] java.lang.NullPointerException at com.l2jserver.gameserver.model.entity.Auction.endAuction(Auction.java:478) at com.l2jserver.gameserver.model.entity.Auction$AutoEndTask.run(Auction.java:132) at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:471) at java.util.concurrent.FutureTask$Sync.innerRun(FutureTask.java:334) at java.util.concurrent.FutureTask.run(FutureTask.java:166) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.access$101(ScheduledThreadPoolExecutor.java:165) at java.util.concurrent.ScheduledThreadPoolExecutor$ScheduledFutureTask.run(ScheduledThreadPoolExecutor.java:266) at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1110) at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:603) at java.lang.Thread.run(Thread.java:636) Geo Engine: - Loading Geodata...Geo Engine: - Loading: ./data/geodata/16_10.l2j -> region offset: 522X: 16 Y: 10Geo Engine: - Max Layers: 2 Size: 459796 Loaded: 459796Geo Engine: - Loading: ./data/geodata/16_12.l2j -> region offset: 524X: 16 Y: 12Geo Engine: - Max Layers: 2 Size: 1338124 Loaded: 1338124Geo Engine: - Loading: ./data/geodata/16_18.l2j -> region offset: 530X: 16 Y: 18Geo Engine: - Max Layers: 0 Size: 275736 Loaded: 275736Geo Engine: - Loading: ./data/geodata/16_19.l2j -> region offset: 531X: 16 Y: 19........
Code: Select all
2010.11.08 05:41:04,406 SEVERE 11 com.l2jserver.gameserver.model.entity.Auction
Code: Select all
# ---------------------------------------------------------------------------# 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 = False # Pathfinding array buffers configurationPathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Weight for nodes without obstacles far from wallsLowWeight = 0.5 # Weight for nodes near wallsMediumWeight = 2 # Weight for nodes with obstaclesHighWeight = 3 # Angle paths will be more "smart", but in cost of higher CPU utilizationAdvancedDiagonalStrategy = 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: 3MaxPostfilterPasses = 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: 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
Thx