L2J Geodata se trata de un open-source, administrado por Maneco2.NOTES:- Before you report any Bug make sure that you are using High Five and also your Geofile!
- L2J not need pathnode (develop and Master).
- All that is done is tested in game.
ISSUES:- Any bug in geodata files High Five you have, please create issue. Updates made are the best that any Geofile found on the web.
- https://bitbucket.org/l2jgeo/l2j_geodata/issues?status=new&status=open
DOWNLOAD:- GIT: https://bitbucket.org/l2jgeo/l2j_geodata
- MEGA: https://mega.nz/#!Os53HapS!pqcAsKoRpgdhDDIQIdfFBaZepn1xnZcMD7k6PDo93Js
- TELEGRAM: https://t.me/c/1113871404/4629
SETTING:Configuracion del archivo Geodata.properties:
# Pathfinding options:
# 0 = Disabled
# 1 = Enabled using path node files
# 2 = Enabled using geodata cells at runtime
# Default: 0
PathFinding = 2
# 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