Addition of diagonal GeoEngine.
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67
L2J_Mobius_C6_Interlude/dist/game/config/main/GeoEngine.ini
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67
L2J_Mobius_C6_Interlude/dist/game/config/main/GeoEngine.ini
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# =================================================================
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# Geodata
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# =================================================================
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# Because of real-time performance we are using geodata files only in
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# diagonal L2D format now (using filename e.g. 22_16.l2d).
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# L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata.
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# Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion.
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# Specifies the path to geodata files. For example, when using geodata files located
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# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/
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GeoDataPath = ./data/geodata/
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# Player coordinates synchronization, default: 2
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# 1 - partial synchronization Client --> Server ; don't use it with geodata
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# 2 - partial synchronization Server --> Client ; use this setting with geodata
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# -1 - Old system: will synchronize Z only
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CoordSynchronize = 2
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# =================================================================
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# Path checking
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# =================================================================
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# Line of sight start at X percent of the character height, default: 75
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PartOfCharacterHeight = 75
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# Maximum height of an obstacle, which can exceed the line of sight, default: 32
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MaxObstacleHeight = 32
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# =================================================================
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# Path finding
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# =================================================================
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# When line of movement check fails, the pathfinding algoritm is performed to look for
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# an alternative path (e.g. walk around obstacle), default: true
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PathFinding = true
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# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Base path weight, when moving from one node to another on axis direction, default: 10
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BaseWeight = 10
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# Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14
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DiagonalWeight = 14
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# When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier.
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# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10
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ObstacleMultiplier = 10
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# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20
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# For proper function must be higher than BaseWeight and/or DiagonalWeight.
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HeuristicWeight = 20
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# Maximum number of generated nodes per one path-finding process, default 3500
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MaxIterations = 3500
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# =================================================================
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# Other
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# =================================================================
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# When a character falls, he takes damages.
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# Default: True
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FallDamage = True
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# The zones with water are enabled.
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# Default: True
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AllowWater = True
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# ---------------------------------------------------------------------------
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# GeoData
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# ---------------------------------------------------------------------------
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# Pathfinding options:
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# 0 = Disabled
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# 1 = Enabled using path node files
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# 2 = Enabled using geodata cells at runtime
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# Default: 0
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PathFinding = 2
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# Pathfinding array buffers configuration
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Weight for nodes without obstacles far from walls
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LowWeight = 0.5
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# Weight for nodes near walls
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MediumWeight = 2
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# Weight for nodes with obstacles
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HighWeight = 3
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# Angle paths will be more "smart", but in cost of higher CPU utilization
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AdvancedDiagonalStrategy = True
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# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
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# Default: LowWeight * sqrt(2)
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DiagonalWeight = 0.707
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# Maximum number of LOS postfilter passes, 0 will disable postfilter.
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# Default: 3
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MaxPostfilterPasses = 3
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# Path debug function.
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# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
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# Number of the items show node cost * 10
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# Potions display path after first stage filter
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# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
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# This function FOR DEBUG PURPOSES ONLY, never use it on the live server !
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DebugPath = False
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# True = Loads GeoData buffer's content into physical memory.
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# False = Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
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# Default: True
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ForceGeoData = True
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# This setting controls Client <--> Server Player coordinates synchronization:
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# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
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# 1 - Synchronization Client --> Server only. Using this option (without geodata) makes it more difficult for players to bypass obstacles.
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# 2 - Intended for geodata (at least with cell-level pathfinding, otherwise can you try -1).
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# Server sends validation packet if client goes too far from server calculated coordinates.
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# Default: -1
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CoordSynchronize = -1
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# Default: False
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AcceptGeoeditorConn = False
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GeoEditorPort = 9011
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# When a character falls, he takes damages.
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# Default: True
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FallDamage = True
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# The zones with water are enabled.
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# Default: True
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AllowWater = True
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# Geodata files folder
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GeoDataPath = ./data/geodata
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# Pathnode directory
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# Default: data/pathnode
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PathnodeDirectory = data/pathnode
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# True: Try to load regions not specified below(won't disturb server startup when file does not exist)
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# False: Don't load any regions other than the ones specified with True below
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TryLoadUnspecifiedRegions = True
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# List of regions to be required to load
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# eg.:
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# Both regions required
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# 22_22 = True
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# 19_20 = True
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# Exclude region from loading
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# 25_26 = False
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# True: Region is required for the server to startup
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# False: Region is not considered to be loaded
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