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Gouki

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Everything posted by Gouki

  1. I accidentally changed the subnet_athena.conf to another value i just changed it to the default There could be alot of reason for this issue. this is one. // Subnet support file // Format is: // subnet: net-submask:char_ip:map_ip // you can add more than one subnet (max 16) // check is if((net-submask & char_ip ) == (net-submask & servip)) => ok subnet: 255.0.0.0:127.0.0.1:127.0.0.1
  2. check your map-serv what error or debug should be done..
  3. this is an npc script.
  4. Just create a separate npc running this script. this specific script only works for this specific MVP Ladder.
  5. Hi All! Does anyone know how to add the skill used to kill an opponent, I can't search what script to gather that info and use. Something like., [PLAYER A] killed [PLAYER B] using [Meteor Storm] at [guild_vs3] OnPCKillEvent: if( strcharinfo(3) == "guild_vs3" || strcharinfo(3) == "guild_vs2" ) announce strcharinfo(0)+" killed "+rid2name(killedrid)+" at "+strcharinfo(3)+".",0; end;
  6. Actually thats my problem the CPU Usage on htop.. sometimes my CPU Usage on mapserver goes as high as this 80% (Resulting to server lag). thats why im trying to remove load from the mapserver.. maybe you have recommendations? at normal its at 15% - 35%, but when my avg players go 275 - 300+ map serve cpu starts to get high..
  7. Cust my mapserver cpu usage is being unstable and what i'm noticing is that the mapserver stops when the cpu usage is high then suddenly it moves fast, like it gets stuck for a while then gets flushed. could it be hosting hardware issue? Here's my map server looks like full of saves, when your CPU Usage goes up could it be overloading the save process?
  8. Hi, I just want to get more understanding with regards to saving logs. Basically my goal is to take off more load from the map server. EX: 300 players at average Question 1.) Do you recommend increasing auto save time to make saving of files faster or making the auto save time lower than your average players so the map serve will save logs one at a time? Will faster saving time make your map serve breathe more (AUTOSAVE Time > AVG Players) or, Slowing down the save time makes your map server take of more load? (AVG Players > AUTOSAVE Time) Question 2.) minsave_time: Will it be a good setting to increase the interval of saves to release load from the mapserve? // Database autosave time // All characters are saved on this time in seconds (example: // autosave of 60 secs with 60 characters online -> one char is saved every // second) autosave_time: 300 // Min database save intervals (in ms) // Prevent saving characters faster than at this rate (prevents char-server // save-load getting too high as character-count increases) minsave_time: 100
  9. I'm referring to the log-error showing here on the htop, I don't have any errors currently on the map serv. Does "while (1)" script command do infinite loops?
  10. Here's my current htop, and right now I'm experiencing the same lag when cpu usage is reaching 70-80%. there's a log error description under mysql, is that normal?
  11. yes thats exactly the case when the cpu usage reaches 70-80% the server lags, on OVH im currently using the highest dedicated game server that they offer thinking that it would fix the issue. is xeon server better than i7s?
  12. Server update you mean the server files or the system? the system is already running at intel 7700 - 4.5ghz 64ram. and is also dedicated.
  13. Hi all, I'm currently experiencing lags (spiking of cpu usage on mapserv) when connection of people reaches to 300+, are you experiencing the same issue? what have you done so far? Have you encountered server lag in relation to population on your server? what have you done to fix it?
  14. FIXED* Added spr files for each job that was missing on the data.grf.
  15. Hi All, before anything else I believe I have already implemented all recommendations coming from tons of robe guides here on the forum. but apparently still no luck. im just tryna implement the current available robes/garments on data.grf / rdata.grf. item and collection shows up, however still transparent even if already added on the transparentitem.lub, please check the images on where did I miss, thank you! (the .spr files of this item is at the parent folder C_GiantCatBag_JP_BL (data.grf natively), should I make an individual .spr file inside each gender?)
  16. Hi all, Does anyone know how to make freeze of frost diver similar to sg freeze status? apparently when you got mdef build and got hit by SG duration will be less. but if you got frozen by frost diver, freeze status is longer. Seems like frost diver gives the full duration and doesnt apply the mdef calculation.
  17. Does anyone know how to fix this issue? Traps on guild_vs3 only shows at the middle of the map, else its just a gray cell. Traps_Settings: 0 is already set on skill.conf
  18. This is what's happening, does anyone know why? I noticed that the traps are only showing at the middle of this specific map.
  19. I will double check again thank you for checking out
  20. 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
  21. // 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?
  22. 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?
  23. 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?
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