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  • Skinned mobs do not despawn...


    Xenithar
    • Status: Completed
      Main Category: Database
      Sub-Category: Looting
      Version: 0.20(currentmasterbranch) Milestone: 21 Priority: Low
      Implemented Version: 21.0

    Skin them, they hang around!

    The title says it all. I am running a build from last night I finally managed to get working. Seems fine, but right away I noticed that when I skinned a mob (in this case the lashtails outside Grom'Gol) the corpse would not despawn after I looted the leather. It stayed and was selectable and all. It should despawn once skinned and the leather has been looted. I am leaving this at unconfirmed until somebody else tests it. This is with a fresh configuration and all, so everything is at default values as far as configs go.


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    Chucksta

    Posted

    Confirmed. I went on Cosmic Ray and tried it out on the mobs in Durotar, and they failed to despawn after skinning and looting the hide.

    cabfever

    Posted

    That got fixed on Rel20 here: [url]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/url]

    At least it worked for me (I'm not on the latest build though).

    Chucksta

    Posted

    I just tried this out on my local server, which is Rel20, and cloned yesterday, and I am afraid I had this issue. Skinned and looted and the corpse did not despawn.
    This was on wolves in Goldshire.

    I do recall that fix being discussed, and the proof is in the above link. Very odd.

    [B]EDIT:[/B] I just checked the creature.cpp file, and that fix has not been applied. It is still the faulty code.
    So, either the merge has not occurred yet, or I am losing the plot... don't answer that! :D

    [B][SIZE=3]So, the above linked commit not merged with Rel20 core, as yet ?[/SIZE][/B]

    cabfever

    Posted

    This is bugged again somehow.
    Got this commit [url]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/url] somehow lost?

    Checked the mangos.conf (this got changed too in the commit above)...
    I had to change the "Rate.Corpse.Decay.Looted" manually from 0.0 to 0.5.
    So some commits might get into Rel20. After I changed the value to 0.5, the corpses didnt despawn either.

    Something is really broken here.

    I think something got broken with this merge: [url]https://github.com/mangoszero/server/commit/928a5ec9a0a73f7ec083295d3fb73f1d4bbdbe48[/url]

    Foereaper

    Posted

    It would seem some commits were magically lost when applying the new build system. I'll go through and apply a bulk commit later tonight.

    Edit:

    Seems to only be 3 affected commits. Have been reapplied now. Please have a look and let me know if there's anything else missing.

    [url]https://github.com/mangoszero/server/commit/31ae82785cfb2576579eaba88b0313a0c6474aad[/url]

    Xenithar

    Posted

    Alright, now you cannot skin. They're back to fading out the second you loot them.

    cabfever

    Posted

    The mangosd.conf has a trigger called rate.corpse.decay.looted or something like that. This should be at 0.5 rather than 0.0.
    With the latest clone it should be set to 0.5 automatically.

    Or maybe you just copied your old mangosd.conf and there the decay for looted creatures is still set to 0.0

    gambit2312

    Posted

    Hi there,........... yes i can confirm that im also running mangos zero server, when u skin them they do not vanish sadley, but i also want to make a remark that the people here are making good progress, i was running a sever back in the early days 2006 or so, and allot of thing did not work properly, and on zero server things are much better, not to say good, because here and there it needs some tweaks, for example when ur in a group, loot doesnt work as it should..............but keep up the good work guys ur doing great...........
    greets Marcel

    Foereaper

    Posted

    Both skinning and group loot should work much better with the commit I pushed yesterday :)

    Xenithar

    Posted

    Decay can be set to 0 and a default is chosen based on spawn time if I recall correctly. If 0 is not working, then that is either a bug, or we need to change the comments in the config file about using 0.

    Evildead

    Posted

    Config file was already updated
    [url]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/url]
    but for some reason some commits got lost.

    Need to check if
    [url]https://github.com/Evildead666/server/commit/05a117817e94f2df434a3dcf252f148372868a00[/url]
    [url]https://github.com/Evildead666/server/commit/cb823346b23b5ac79cef7bc6445d1474d31ce5ab[/url]
    got lost too

    Foereaper

    Posted

    [quote=Evildead]Config file was already updated
    [URL]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/URL]
    but for some reason some commits got lost.

    Need to check if
    [URL]https://github.com/Evildead666/server/commit/05a117817e94f2df434a3dcf252f148372868a00[/URL]
    [URL]https://github.com/Evildead666/server/commit/cb823346b23b5ac79cef7bc6445d1474d31ce5ab[/URL]
    got lost too[/quote]

    Already checked, the above commits are present :) Reason a few commits were not applied was due to the folder restructure being done on a separate branch. The said commits were then pushed in between the core structure being changed and then pushed to the separate branch. As far as I could tell and have checked, this only affected three commits listed here:

    [url]https://github.com/mangoszero/server/commit/31ae82785cfb2576579eaba88b0313a0c6474aad[/url]

    Xenithar

    Posted

    So the configuration file explicitly states that 0 no longer works? Alright then, but this gives me another concern. If 0.5 is the default, is that enough time when in a group and somebody loots while still in combat? I seem to recall corpses laying around for several minutes on official.

    Foereaper

    Posted

    [url]http://gaming.stackexchange.com/questions/78923/how-long-do-corpses-remain[/url]

    The above link might hold some valuable information, specifically the 2nd post.

    Xenithar

    Posted

    Great info there, and that coincides with my (sometimes foggy) memory. Are we using something along those lines for defaults now?

    Evildead

    Posted

    I think we should hardcode this values to the server.
    Do someone remember if there was an increased timer for boss mobs?

    Xenithar

    Posted

    I agree. If we know the correct times, why not simple make it a definition and then use that definition instead of a variable?

    Foereaper

    Posted

    I'd say keep it as a variable in the config options for those wanting to edit it. I know several custom servers like to decrease the decay rates, don't see why we'd necessarily would want to remove them when we already have them added as a config variable.

    Xenithar

    Posted

    Then we need to verify that they work AND that the defaults are what Blizzard used.

    Foereaper

    Posted

    Tested by setting Rate.Corpse.Decay.Looted to 0.5 as stated above, and it worked as intended. By that I mean the corpse didn't automatically despawn. 0.0 caused instant decay. I suggest we look into the math the core does with the provided variables, then change the variables to the correct values stated in one of my above posts.

    For now, I will push 0.5 to be the default value. This fixes the decay issue allowing people to skin mobs, at least temporarily until we can check and fix the correct values and math.

    Edit:

    Seems this was already changed by Evil on the 21st of Sept.

    [url]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/url]

    Thus everything should now work as intended, if not, update your config files :)

    Evildead

    Posted

    Ok unlooted corpses stay 5 minutes, bossmobs and rares probably longer but we have the possibility to change that in the config.
    Looted mobs should stay 2 Minutes, the only question is does this apply to all including boss mobs?
    I am pretty sure it did because i remember pictures of our first Ragnaros kill with glittering in the background.



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