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Gouki

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Everything posted by Gouki

  1. I actually did, I even restarted the server. on guild_vs1 the trap is visible same as in town or everywhere else. the current where I cant see the traps are guild_vs2 and guild_vs3.. could there be a mapflag to disable the visibility of traps? what only shows is like theres a white circle on the cell withouth the texture of the trap. with regards to the setting, //traps_setting: 0 Should be right? on older versions i remember this is not commented out. not sure why it is now on latest rAthena traps_setting: 0
  2. // Traps visibility setting (trap with UF_HIDDEN_TRAP flag): // 0 = Always visible // 1 = Enable invisibility in versus maps (GVG/PVP/BG) // 2 = Enable invisibility in all maps // Default on official servers: 0 for Pre-renewal, 2 for Renewal //traps_setting: 0 Just wondering, this setting is commented out natively. to use this setting do you need to remove the "//" or stay it as is and change the value? I'm currently running pre-renewal settings on renewal src, however I am not able to see traps on guild_vs3, does it have to do with this setting or its a something else? I can see traps on other maps, though. I also tried removing the "//" and value 0, but still the same. should I recompile?
  3. Hi all, Land mine's dmg is currently fixed even with Thara Frog Card. How can you add resistance to land mine trap? or make reduction to demi-human effect once hit by Land Mine Trap?
  4. Is there a fix to this or just remove it? if we remove what would happen, party members with the same mission wont get the kills at all even on same map?
  5. Hi guys! Does this happen to your partymembers as well? Release/mission_board_r2.6.txt at master · AnnieRuru/Release · GitHub Issue: Party member with the same mission gets the monster kill count of another member even if the player is on different maps. Player 1 - kills a monster on a field. Player 2 - gets the kill count as well even if he is on a Town. Both players took the same mission at the same time. Is this a bug or there's a setting to turn this off?
  6. Is it possible for anyone to share the direct fix?
  7. Hi All! just wanted to know how could I fix this quest information? I am already using Chris' questid2display.txt under pre-renewal>data folder as I am running in pre-renewal.
  8. Hi all, Main issue - Map-Serve inspected on htop goes up to 60% - 90% in CPU Usage. not always but when the cpu usage spikes up to those percentage it results to a slight slide / character turns around for a second, backtracks a few cells. I've been dealing with this issue for 1 week now, initially the server is hosted on OVH's vps plan then transferred to OVH Dedicated Server. Transferring to the Dedicated server greatly reduced the chance of the cpu usage to hit the 60% mark, actually for a week after transferring to the dedicated server it hit the 60%-90% cpu usage last night. At normal it sits at 35%-50% on the dedicated server. I'm not sure if this is normal or too high already. More info: Dedicated Server CPU - i7 7700 4c/8t 4.2 to 4.5 ghz RAM - 32GB rAthena - Dec - Jan version (item.yml) already Client - 20180621a From my understanding rAthena emulator only uses 1 core, but checking htop the distribution of usage sometimes jumps from 1 core to another, is that normal? What could be the cause of the issue? Dedicated serer still not lacks power to run the server? Does faulty npc or script could possibly take resources? does it take CPU instead of RAM? Does Client and GRF can possibly add to mapserver CPU Usage? Could it be a faulty SRC? I only have whosell / gepard on it. Could it be Gepard? Have you experienced this issue? how did you happen to overcome? I checked the forums and there are few topics similar to this but it ended 2014 and some links has died already for reference. Hopefully someone could enlighten me for my next move. thank you!
  9. I checked cp vote log and its accountID on the right most. checked the .vp and its set to getchar3 as well. did you happen to change something on the sql query command on the npc script?
  10. Hi all, how can you run, or what's the correct way to recompile both? ./configure --with-maxconn=4096 ./configure --enable-packetver=20180621 at the same time? the maxconn gets overwritten by the packetver whenever I recompile. whats happening if I run only with maxconn, my players can login but can't move.
  11. What else could increase your cpu usage of mapserver? could be just a faulty vps? or the vps itself cant take too much load? I no longer have much of npcs and disabled picklogs. I just notices this massive increase in CPU Usage when characters are in magma_dun02 for about 50 people in it.,
  12. yup I do still plan to back it up, but mainly you can just drop all items in picklog and have no problems with account/characters right?
  13. you can just drop all data on picklog right? yea i was thinking to just enable trade logs
  14. This is map taking up cpu usage. what im thinking is that whenever logging of files takes too much traffic and this is what happens? could that be possible?
  15. Hi, Just wondering if turning on some logs can burn cpu usage? at some time my cpu usage doesn't go up more than 20%. at peak times it goes beyond 60% which causes delay in movements. Could picklog be an issue? flooding of traffic in saving?
  16. Having the same issue, I was able to vote for the first time, but after the cooldown when they vote it doesn't increase anymore. were you able to fix it? @kitty14 / @JulioFortunato
  17. Hi Everyone, Just wanted to get enlightened with my current situation. I currently have OVH's Elite Package, 8v cores, 8gb ram However, when we hit at a certain amount of people connected, the usage of the v core gets up to the red limit (Represented here via htop) Could this be the reason why the players are like back sliding at a certain time? the players doesnt experience lag, just the slides. what could be the problem? VPS' vCore can't keep up and needs a dedicated server? I have different ports used, could this be the issue?
  18. Would this be the way on how you repaired the tables?
  19. yum install firewalld systemctl enable firewalld systemctl start firewalld firewall-cmd --state firewall-cmd --get-default-zone firewall-cmd --zone=public --list-all firewall-cmd --zone=public --add-masquerade --permanent firewall-cmd --zone="public" --add-forward-port=port=6900:proto=tcp:toport=6925:toaddr=IP ADDRESS --permanent firewall-cmd --zone="public" --add-forward-port=port=6121:proto=tcp:toport=6125:toaddr=IP ADDRESS --permanent firewall-cmd --zone="public" --add-forward-port=port=5121:proto=tcp:toport=5125:toaddr=IP ADDRESS --permanent firewall-cmd --zone=public --add-port=6900/tcp --permanent firewall-cmd --zone=public --add-port=6121/tcp --permanent firewall-cmd --zone=public --add-port=5121/tcp --permanent firewall-cmd --reload Here's how I set up the proxy, would there be a better way?
  20. I have 2 proxies from OVH and at some point they get disconnected from server. should there be any other setting to allow them to connect at the same time?
  21. Hi! I have 3 proxies on my server, and all of them gets disconnected prompts if there are alot of connections happening. avg population 500 is this the place where you adjust it? or this is only for account creation? // Account registration flood protection system // allowed_regs is the number of registrations allowed in time_allowed (in seconds) allowed_regs: 1 time_allowed: 10 is it even possible? is this a server side issue or hosting issue?
  22. Ohh this is perfect! alright will give it a try, hopefully the array of words would work. Like "GM","F*CK","dll"
  23. Hi all, I was wondering if there is a feature that prohibits char name creation if the name consists of a word that is listed from a pool. This is the closest sample code from Emistry but made back in 2013, but I'd like to have multiple words to prohibit not just the GM, and have the player rename rather than banning them. OnPCLoginEvent: if( !getgmlevel() && compare( strcharinfo(0),"GM " ) ){ mes "You cant use 'GM' in your name."; sleep2 3000; atcommand "@ban "+strcharinfo(0); } end; And this is Technokens script in 2017 that asks the player rename and kicks them after - script namelengthchk -1,{ OnPCLoginEvent: OnPCStatCalcEvent: OnRetry: .@charname$ = strcharinfo(0); if( getstrlen(.@charname$) > 4 )end; mes "Please rename your character,"; mes "Enter new name:"; input .@newname$; if( getstrlen(.@newname$) < 4 || getstrlen(.@newname$) > 23 ){ mes "You cannot enter less than minimum of 4 and greater than maximum of 23 characters."; goto OnRetry; } .@gid = getcharid(2); if( .@GID ){ mes "Please leave your guild first before you change name."; goto OnRetry; } query_sql "SELECT `name` FROM `char` WHERE `name` = '"+.@newname$+"'",.@existing$; if( .@newname$ == .@existing$){ mes "Name already exists."; goto OnRetry; } query_sql("UPDATE `name` FROM `char` SET `name`='"+.@newname$+"' WHERE `name`='"+strcharinfo(0)+"'"); next; mes "Please relog for the changes to be applied."; mes "signing out...."; sleep2 3000; atcommand "@kick " +strcharinfo(0); end; } Maybe someone could help merge the two, specially with the name detection part. This script will mainly be used on players who names their characters inappropriately.
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