Any idea how to solve this problem?

Looking up and clicking rapidly it occurs ...
http://youtu.be/pMiPjAXT4no
This occurs anywhere in the map, roofed or open sky, cities, etc.
This happens when I'm clicking next on my name quickly when I'm looking up.
I've tried all possible settings of geodata and the problem continues.
Any idea?

Using pathnode files and geodata settings...
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 = False # 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