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Gouki

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Posts posted by Gouki

  1. 16 minutes ago, Royr said:

    Make sure you do the:

    
    @reloadbattleconf

    To reload the changes being modified.

    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 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?

  4. 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!

  5. 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.,

  6. 1 hour ago, sader1992 said:

    if your pickup_log is too big (+1gig)

    I recommend that you rename it and make a new one , you will still have the old logs , however it's much easier for your server to deal with anew  clean one.

    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?

  7. 14 minutes ago, EIysium said:

    Picklog burns your cpu usage, because record everything.

    mine was 99% because the size of picklog was 5gb lol.

    i recommend clean picklog file every 15 days or configure log_athena.conf to usefull logs like trades only.

    you can just drop all data on picklog right? yea i was thinking to just enable trade logs

  8. 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)
    image.png.b751ccad4d30c5342dba7f95e9527b3f.png

    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?
     

  9. 39 minutes ago, Vy Low said:

    it depends on how you set your proxy, there are alot of ways to do the proxy, but you should configure your proxy to have a maxconnection of atleast 2000 and a higher timeout between client and server just to avoid disconnection

    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?

  10. 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?

  11. 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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