Active Member Draveniou1 716 Posted August 17, 2023 Active Member Share Posted August 17, 2023 1) my msm gr2 server_client all ready good working 2) data/client msm/gr2/etc all ready good working i have this bug on 2023 again and again on my pc with anydesk 5 develope from france for see this problem We fixed it (temporarily) My server working BEST without bug mount (temporarily for find an even better fix) 1) OPEN INPUT_MAIN 2) SEARCH: const float fDist = DISTANCE_SQRT ((ch->GetX() - pinfo->lX) / 100, (ch->GetY() - pinfo->lY) / 100); if (((false == ch->IsRiding() && fDist > 750) || fDist > 999) && OXEVENT_MAP_INDEX != ch->GetMapIndex()) { sys_log (0, "MOVE: %s trying to move too far (dist: %.1fm) Riding(%d)", ch->GetName(), fDist, ch->IsRiding()); ch->Show (ch->GetMapIndex(), ch->GetX(), ch->GetY(), ch->GetZ()); ch->Stop(); return; } 3) ADD AFTER if (true == ch->IsRiding()) { ch->UpdateSectree(); } Link to comment Share on other sites More sharing options...
Premium DemOnJR 564 Posted August 18, 2023 Premium Share Posted August 18, 2023 (edited) This also is happening on my server (martysama srcs) on some mounts like Manny, the gr2 and msm client/server have the same values ... but because of the speed of the mount the mobs do not render. Solved Scroll down to see the fix. Edited August 18, 2023 by DemOnJR Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 499 Posted August 18, 2023 Active+ Member Share Posted August 18, 2023 (edited) Don't need to do that.. Just delete everything from "folder" column (from all mounts) -- in mob_proto.txt -- and the lag will be gone. Edited August 18, 2023 by SCOOB Link to comment Share on other sites More sharing options...
Premium DemOnJR 564 Posted August 18, 2023 Premium Share Posted August 18, 2023 (edited) 3 hours ago, SCOOB said: Don't need to do that.. Just delete everything from "folder" column (from all mounts) -- in mob_proto.txt -- and the lag will be gone. I will try that today and i will be back with an edit! Solved scroll down to see the fix. Edited August 18, 2023 by DemOnJR Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 499 Posted August 18, 2023 Active+ Member Share Posted August 18, 2023 (edited) 4 minutes ago, DemOnJR said: I will try that today and i will be back with an edit. You see, I have a mount that is 3x faster than Manny, and the lag is barely noticeable. GIF: https://metin2.download/video/0SGpNc2nRo6Art7xkfMHsy5R1yfsNKM8/.mp4 On Manny for example, the lag is non-existent: GIF: https://metin2.download/video/UzWR1oC4YgauQ5wNcdbl71ilOqlLwawO/.mp4 Edited August 18, 2023 by Metin2 Dev International Core X - External 2 Internal Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2514 Posted August 18, 2023 Forum Moderator Share Posted August 18, 2023 Hello, I am not convinced by any of these fixes. Removing folders and mob_proto data will cause undefined behavior when it comes to server checks and PVE scenario. Calling "UpdateSectree" at every of your movement tick when riding a mount is the best way of making your server use way more resources than it should, for instance, use a ChatPacket to see how often Move() is called, now imagine that for UpdateSectree. I personally got rid of every of my issues like this (and I think it is a good read): And on the one hand, Trial's post is also really interesting and it is a good idea to add his solution as well. Gurgarath coming soon Link to comment Share on other sites More sharing options...
Premium Solution DemOnJR 564 Posted August 18, 2023 Premium Solution Share Posted August 18, 2023 (edited) Solved using @ Gurgarath post https://metin2.dev/topic/5062-lycan-sync-tree-bug/?do=findComment&comment=153909&_rid=20400 Edit: Has nothing to do with the Lycan in my case was the Manny that did not work and i have fiexed it doing the following edits: added the FOLDER location on mob_proto client/server (and oh boyyy there are many more missing...) sync the folders content both from client to the server folders to have same same exact values VNUM FOLDER mannyvnum christmas_2016_mammoth Edited August 19, 2023 by DemOnJR 1 Link to comment Share on other sites More sharing options...
Active Member Draveniou1 716 Posted August 18, 2023 Author Active Member Share Posted August 18, 2023 Sorry i can't test for lycan for me working 100% without bug or problems please check up thanks brothers 4 hours ago, Gurgarath said: Hello, I am not convinced by any of these fixes. Removing folders and mob_proto data will cause undefined behavior when it comes to server checks and PVE scenario. Calling "UpdateSectree" at every of your movement tick when riding a mount is the best way of making your server use way more resources than it should, for instance, use a ChatPacket to see how often Move() is called, now imagine that for UpdateSectree. I personally got rid of every of my issues like this (and I think it is a good read): And on the one hand, Trial's post is also really interesting and it is a good idea to add his solution as well. my server not have lycan i not have test with lycan Link to comment Share on other sites More sharing options...
Premium Syreldar 1875 Posted August 18, 2023 Premium Share Posted August 18, 2023 Place the correct files in the data folder serverside of the monster to fix, take them from the client. Then assign the monster to that folder in the mob_proto, and the problem is gone. There is no need to use c++ or weird workarounds for this. "Nothing's free in this life. Ignorant people have an obligation to make up for their ignorance by paying those who help them. Either you got the brains or cash, if you lack both you're useless." Syreldar Link to comment Share on other sites More sharing options...
Active Member Draveniou1 716 Posted August 18, 2023 Author Active Member Share Posted August 18, 2023 36 minutes ago, Syreldar said: Place the correct files in the data folder serverside of the monster to fix, take them from the client. Then assign the monster to that folder in the mob_proto, and the problem is gone. There is no need to use c++ or weird workarounds for this. I know that but it never worked on my server I tried thousands of times Link to comment Share on other sites More sharing options...
Premium Syreldar 1875 Posted August 18, 2023 Premium Share Posted August 18, 2023 3 minutes ago, Draveniou1 said: I know that but it never worked on my server I tried thousands of times Metin2 is metin2, the code is the same for every person on the planet. You were simply doing it wrong. 1 "Nothing's free in this life. Ignorant people have an obligation to make up for their ignorance by paying those who help them. Either you got the brains or cash, if you lack both you're useless." Syreldar Link to comment Share on other sites More sharing options...
Premium WeedHex 635 Posted August 19, 2023 Premium Share Posted August 19, 2023 (edited) 11 hours ago, Gurgarath said: Hello, I am not convinced by any of these fixes. Removing folders and mob_proto data will cause undefined behavior when it comes to server checks and PVE scenario. Calling "UpdateSectree" at every of your movement tick when riding a mount is the best way of making your server use way more resources than it should, for instance, use a ChatPacket to see how often Move() is called, now imagine that for UpdateSectree. I personally got rid of every of my issues like this (and I think it is a good read): And on the one hand, Trial's post is also really interesting and it is a good idea to add his solution as well. It just return a default value, no "undefined behavior". Edited August 19, 2023 by WeedHex Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2514 Posted August 19, 2023 Forum Moderator Share Posted August 19, 2023 11 hours ago, Draveniou1 said: Sorry i can't test for lycan for me working 100% without bug or problems please check up thanks brothers my server not have lycan i not have test with lycan Understand that it has nothing to do with the Lycan. Check my post and Trial's to see that this is unrelated with Lycan. Syreldar clearly summed up what I said in my post in 3 lines. 4 hours ago, WeedHex said: It just return a default value, no "undefined behavior". The default value on some mounts create this issue with the TP check, and I don't feel comfortable with the server having default values when some monsters have specific accumulation values. It makes every server check mismatching with the client (you see a monster on (X, Y) coordinate while for the server it is at (X-10, Y+20) for example). This is what I meant by "undefined behavior". The game is intended to be populated with data matching the client. 12 hours ago, DemOnJR said: Solved using @ Gurgarath post https://metin2.dev/topic/5062-lycan-sync-tree-bug/?do=findComment&comment=153909&_rid=20400 I am glad it helped 1 Gurgarath coming soon Link to comment Share on other sites More sharing options...
Active Member Draveniou1 716 Posted August 19, 2023 Author Active Member Share Posted August 19, 2023 1 hour ago, Gurgarath said: Understand that it has nothing to do with the Lycan. Check my post and Trial's to see that this is unrelated with Lycan. Syreldar clearly summed up what I said in my post in 3 lines. The default value on some mounts create this issue with the TP check, and I don't feel comfortable with the server having default values when some monsters have specific accumulation values. It makes every server check mismatching with the client (you see a monster on (X, Y) coordinate while for the server it is at (X-10, Y+20) for example). This is what I meant by "undefined behavior". The game is intended to be populated with data matching the client. I am glad it helped My msm gr2 data is working perfect with mob_proto i not see problems... and i have again this problem why? all files are correct Link to comment Share on other sites More sharing options...
Active+ Member HFWhite 499 Posted August 19, 2023 Active+ Member Share Posted August 19, 2023 (edited) 3 hours ago, Gurgarath said: Understand that it has nothing to do with the Lycan. Check my post and Trial's to see that this is unrelated with Lycan. Syreldar clearly summed up what I said in my post in 3 lines. The default value on some mounts create this issue with the TP check, and I don't feel comfortable with the server having default values when some monsters have specific accumulation values. It makes every server check mismatching with the client (you see a monster on (X, Y) coordinate while for the server it is at (X-10, Y+20) for example). This is what I meant by "undefined behavior". The game is intended to be populated with data matching the client. I am glad it helped For me it's working fine without folder in mob proto.. No lag at all (see gifs above) and no other syncing problems. I even tested with /state, everything is updating as it should. But I tried with your way too. If I put in folder, the lag is back.. and oh boy it's noticeable. I made sure that the "npc_folder_name" is both in server and client. And even if it was a difference of (x+5,y+7) between clients, while mounting---when you attack the syncing happens again and it fixes that, just like in the bug with autoattack desync. (this one: https://youtu.be/ddKPxvnR-NI?si=Tb4YRc4gUACBn4-M ) Edited August 19, 2023 by SCOOB Link to comment Share on other sites More sharing options...
Forum Moderator Gurgarath 2514 Posted August 19, 2023 Forum Moderator Share Posted August 19, 2023 1 hour ago, SCOOB said: For me it's working fine without folder in mob proto.. No lag at all (see gifs above) and no other syncing problems. I even tested with /state, everything is updating as it should. But I tried with your way too. If I put in folder, the lag is back.. and oh boy it's noticeable. I made sure that the "npc_folder_name" is both in server and client. And even if it was a difference of (x+5,y+7) between clients, while mounting---when you attack the syncing happens again and it fixes that, just like in the bug with autoattack desync. (this one: https://youtu.be/ddKPxvnR-NI?si=Tb4YRc4gUACBn4-M ) This is really, really weird as "my way" is basically the intended way and the way the game has been running on for years. I myself solved all the sync and lag problems with a properly populated and correct server data, while I had these issues when it wasn't properly populated (empty, inccorect or wrong accumulation data). If having nothing works for you, I guess you are better off this way as this is also less stuff to think about! Gurgarath coming soon Link to comment Share on other sites More sharing options...
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