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[Mob Bugs] How to fix mob spawn and stuck bug in jangan cave and job temple ?
Discussion on [Mob Bugs] How to fix mob spawn and stuck bug in jangan cave and job temple ? within the SRO Private Server forum part of the Silkroad Online category.
05/10/2017, 07:50
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#1
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[Mob Bugs] How to fix mob spawn and stuck bug in jangan cave and job temple ?
Hi,
Recently I was trying to solve the problem of mob spawn/stuck in jangan cave and job temple, sadly i can't figure out how to solve it, so i'm here asking for help.
For testing purposes i delete all the spawn of one room of the job temple and add only one spawn point (4 dwMaxTotalCount, 100 nRadius, 150nGenerateRadius). I figure out that the 4 monster start running to the door (see pictures below) and i didn't do anything to cause this action.
As you can noticed, when a mob get stucked another one spawn, that's why there is more than 4 mobs in the photo.
Since i already tested every possible combination at tactics, hive and nest, me theory is that is something related to navmesh files or maybe the gameserver itself. What do you think ? I'm using latest navmesh files, the ones that includes arabia garden update.
I hope someone could help
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05/10/2017, 13:16
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#2
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It might be a corrupt navmesh in cooperation with the AI script, which you can also set at those spawn tables.
This might require some source editing, like for the room inside Qin'Chi Tomb, where mobs where constantly spawning, proportionally for each player on the server and ignoring the max limit, and also running into a corner of a room.
Ask the ones with the source code to fix this bug, but don't set your expectations any high, since they cannot handle any ****.
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05/10/2017, 22:58
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#3
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Quote:
Originally Posted by blapanda
It might be a corrupt navmesh in cooperation with the AI script, which you can also set at those spawn tables.
This might require some source editing, like for the room inside Qin'Chi Tomb, where mobs where constantly spawning, proportionally for each player on the server and ignoring the max limit, and also running into a corner of a room.
Ask the ones with the source code to fix this bug, but don't set your expectations any high, since they cannot handle any ****.
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Yeah, I was afraid of that. I think it's a gameserver error like you said.
Btw, if you set both radius extremely high(600/1000 - Original was aprox 150) it reduces the probability of any mob stuck, at least at job temple.
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10/29/2018, 12:36
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#4
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Quote:
Originally Posted by Tazdingo7
Hi,
Recently I was trying to solve the problem of mob spawn/stuck in jangan cave and job temple, sadly i can't figure out how to solve it, so i'm here asking for help.
For testing purposes i delete all the spawn of one room of the job temple and add only one spawn point (4 dwMaxTotalCount, 100 nRadius, 150nGenerateRadius). I figure out that the 4 monster start running to the door (see pictures below) and i didn't do anything to cause this action.
As you can noticed, when a mob get stucked another one spawn, that's why there is more than 4 mobs in the photo.
Since i already tested every possible combination at tactics, hive and nest, me theory is that is something related to navmesh files or maybe the gameserver itself. What do you think ? I'm using latest navmesh files, the ones that includes arabia garden update.
I hope someone could help 
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i remember i fix it before same u
but now i have same problem now
any hint
Today i fix that problem in job temple
i just try to update Tab_RefNest
nRadius = 1000
nGenerateRadius = 100
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02/29/2024, 12:51
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#5
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Quote:
Originally Posted by Dev.L0RdReVaN
i remember i fix it before same u
but now i have same problem now
any hint
Today i fix that problem in job temple
i just try to update Tab_RefNest
nRadius = 1000
nGenerateRadius = 100
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This is not a solution. If you increase this range, the spawning area will expand very much and the players will be disturbed by this situation and there will be no monsters around.
the is not the problem in navmesh
When a monster moves out of range, the game host observes that it is stuck.
and creates a gathering area for each zone
This is an error made by the game server
As I show in the picture, a monster now returns to its spawn point when you remove it from range.
and monster spawn points will no longer be empty
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02/29/2024, 13:37
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#6
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Quote:
Originally Posted by Trapezun
This is not a solution. If you increase this range, the spawning area will expand very much and the players will be disturbed by this situation and there will be no monsters around.
the is not the problem in navmesh
When a monster moves out of range, the game host observes that it is stuck.
and creates a gathering area for each zone
This is an error made by the game server
As I show in the picture, a monster now returns to its spawn point when you remove it from range.
and monster spawn points will no longer be empty
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so what's the solution u found to solve this matter?
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02/29/2024, 14:13
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#7
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Quote:
Originally Posted by Over56
so what's the solution u found to solve this matter?
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So when you cancel the place that causes this problem, it will be fixed. It applies to every point, not just dungeons.
I found this problem after 5 days of research, you can also solve it by spending your time.
But I would like to point out that I do not use vsro files, I use isro files. I had the same problem.
So it is present in all 100 cap files.
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03/03/2024, 00:24
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#8
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Quote:
Originally Posted by Trapezun
So when you cancel the place that causes this problem, it will be fixed. It applies to every point, not just dungeons.
I found this problem after 5 days of research, you can also solve it by spending your time.
But I would like to point out that I do not use vsro files, I use isro files. I had the same problem.
So it is present in all 100 cap files.
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by the way this issue does not exists in isro files jut to let u know that.
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03/03/2024, 18:16
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#9
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Quote:
Originally Posted by Over56
by the way this issue does not exists in isro files jut to let u know that. 
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my files are 2008 files jmx
This problem is present in all other shared files, not only in dungeons but also in other creatures. It does not spawn again after a while.
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03/03/2024, 21:00
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#10
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Quote:
Originally Posted by Trapezun
my files are 2008 files jmx
This problem is present in all other shared files, not only in dungeons but also in other creatures. It does not spawn again after a while.
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aha got it i thought u were using rigid files my bad.
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05/23/2024, 00:11
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#11
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Quote:
Originally Posted by Trapezun
So when you cancel the place that causes this problem, it will be fixed. It applies to every point, not just dungeons.
I found this problem after 5 days of research, you can also solve it by spending your time.
But I would like to point out that I do not use vsro files, I use isro files. I had the same problem.
So it is present in all 100 cap files.
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Is it offset aMakeZone ; "MakeZone"? I was looking for Gameserver with IDA. Base on your article. I searched as Reference, Stuck, Zone, Limit, Max, Position, Spawn etc. I couldnt find exact function or address.
Quote:
Originally Posted by silver1997
Is it offset aMakeZone ; "MakeZone"? I was looking for Gameserver with IDA. Base on your article. I searched as Reference, Stuck, Zone, Limit, Max, Position, Spawn etc. I couldnt find exact function or address.
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.text:00670548 sub_66FF00 push offset aSpawnmonsterSR ; "SpawnMonster[%s]-RegionXZ[%d, %d] Posit"...
.text:0060EF22 sub_60EE10 push offset aCedaObjspawner ; "CEDA_ObjSpawner:: DecideMonsterToSpawn()"...
.text:0060F1B8 sub_60F070 push offset aInvalidMonster ; "invalid monster gen position is designa"...
.text:0060F263 sub_60F070 push offset aInvalidMonster_0 ; "invalid monster move position is design"...
are these correct places to edit or somewhere else?
btw, I found this .rdata:00AE0A04 aGiantmonsterSp db 'GiantMonster_SpawnRatio',0 if anybody interested on giantmonster spawn rate
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05/25/2024, 12:32
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#12
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Quote:
Originally Posted by silver1997
Is it offset aMakeZone ; "MakeZone"? I was looking for Gameserver with IDA. Base on your article. I searched as Reference, Stuck, Zone, Limit, Max, Position, Spawn etc. I couldnt find exact function or address.
.text:00670548 sub_66FF00 push offset aSpawnmonsterSR ; "SpawnMonster[%s]-RegionXZ[%d, %d] Posit"...
.text:0060EF22 sub_60EE10 push offset aCedaObjspawner ; "CEDA_ObjSpawner:: DecideMonsterToSpawn()"...
.text:0060F1B8 sub_60F070 push offset aInvalidMonster ; "invalid monster gen position is designa"...
.text:0060F263 sub_60F070 push offset aInvalidMonster_0 ; "invalid monster move position is design"...
are these correct places to edit or somewhere else?
btw, I found this .rdata:00AE0A04 aGiantmonsterSp db 'GiantMonster_SpawnRatio',0 if anybody interested on giantmonster spawn rate
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i think this one might to be the needed (0060F263) since the monster once moved away from his postion he lost the real postion to get back i will give this one a try.
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05/30/2024, 06:00
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#13
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I saw someone who added Navmesh files that had a solution to this problem, but I couldn't try them because I've seen the post very late, and the download links had expired. Therefore, I couldn't actually determine whether this is a Navmesh files issue or a problem with the GameServer.
This is the link to the thread.

If someone is in contact with the author of the thread, he might have a copy of these files, and we could try them!
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06/03/2024, 15:28
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#14
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Quote:
Originally Posted by ScarOnline
I saw someone who added Navmesh files that had a solution to this problem, but I couldn't try them because I've seen the post very late, and the download links had expired. Therefore, I couldn't actually determine whether this is a Navmesh files issue or a problem with the GameServer.
This is the link to the thread.

If someone is in contact with the author of the thread, he might have a copy of these files, and we could try them!
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I don't know where I have it anymore nor do I have the will to look for it.
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08/24/2024, 08:47
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#15
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Quote:
Originally Posted by Over56
by the way this issue does not exists in isro files jut to let u know that. 
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Rigid files, it does exist
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