The_Game_Master
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Posts posted by The_Game_Master
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Why not? Everybody seems to think this, and yet nobody had the courage to speak up. It's just the truth and nothing else.
Besides, the hundreds of mangos clones you can find on github just makes me even agryer, there are alot of users that build up their very own repo just becouse the lastest one is unplayable. Offcourse there are tons of hacks and crappy patches but atleast 50% of them could go into the main repo ... if it was stable enough.
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Oh yea, pardon me for staring behind the glass. If somebody would say to you that a stick is a banana and you have to put in your mouth and eat it, would you be stupid enough to do it?
I think you can read behind the lines and find the real purpose.
P.S. You're wayyyy offtopic here. And not invited as well.
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Go bark with this development story on another door, it's old my frend. The "development purpose only" is for legal cover, nobody with enough free time would code more then a few months for a open source project just becouse they "want to learn". But this is another subject and i sugest to use the search button as it was allready discussed.
BTW, is your name Laise somehow or are my eyes getting too old for this shit?
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If you're gonna add a few changes every few months and 90% of those changes will be crap, then please PLEASE for the love of god PLEASE do us all a favor a quit beeing a mangos dev.
You're shitty aura system is still crashing after ~300 revisions later. Atleast fix the f*cking crashes before moving on to the next crappy fix. Or don't add a major change before gooing on vacation.
"Oh no, another frustrated guy that dosen't appreciace our work."
You damn right i'm frustrated. After trying to fix you're stupid mistakes for more then 1 month anybody would be frustrated. And no, i don't apreciate lazy asses.
With respect and frustration,
TGM
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I got the same shit, you're using a clean core?
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Is this still needed? Fixed here by any chance? http://github.com/mangos/mangos/commit/b2b9a8741d044fc2fde14e85cd569d303ebb76e2
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Included project files in it http://pastebin.com/R1gBHrJe
Works good on the first sight, will test more and reply back.
gcc generated some errors
./src/game/Camera.cpp In file included from ../../../src/game/GridNotifiers.h:26, from ../../../src/game/GridNotifiersImpl.h:22, from ../../../src/game/Camera.cpp:2: ../../../src/game/Corpse.h:50: error: expected class-name before '{' token In file included from ../../../src/game/GridNotifiers.h:29, from ../../../src/game/GridNotifiersImpl.h:22, from ../../../src/game/Camera.cpp:2: ../../../src/game/GameObject.h:580: error: expected class-name before '{' token
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Just a quick question, should instances have individual (raids/dungeons) reset time anyway?
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Good catch. Proper patch generated here. http://gist.github.com/556860
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I made some experiements a few month ago, you can use mine, tweak it for your own use.
Trinity 9001 to MaNGOS 10267 character converter http://pastebin.com/QYLWbNz8
Enjoy!
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Try to enable log level 3 and trace the last actions before crash, it's preutty hard to fix it without a reproduction method. Maybe make a thread and make your users post theyr last actions before the crash, du no. Just a few ideas.
Edit: Care to list all your custom changes?
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What core revision and patches are you using?
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Like ... ?
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Until then, it's not a bad ideea to add this to get rid of a couple of warnings.
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Is now safe to update to [10374] ?
Can somebody post a couple of uptimes just to make sure the core dosen't crash anymore?
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Where is everybody? :-s
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Cannot reproduce any of the remaining reproduction methods. I'll come back with a new backtrace as soon as possible.
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Confirmed HC's have 5 days cooldowns.
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The final version is
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 08aed8a..92179f9 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -2432,6 +2432,9 @@ void Player::GiveXP(uint32 xp, Unit* victim) if(level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) return; + if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_XP_USER_DISABLED)) + return; + if(victim) { // handle SPELL_AURA_MOD_KILL_XP_PCT auras
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Should i update the remaining problems or open a new subject?
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A reply with, not good enough, needs more work should do as well.
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If anybody want to use a dirty hack as a temp solution, you can use this. But the pointer is lost way before this function. I haven't been able to find it, but looks like you guys made some real progress.
+ // SpellEntry const* aurSpellInfo = (*iter)->GetSpellProto(); + SpellEntry const* aurSpellInfo; + if (aurSpellInfo = (*iter)->GetSpellProto()) + break;
Exploit to void cool down time
in OldBug reports
Posted
There is one more exploit that still works.
/cast Arcane Shot
/cast Feign Death
=> GCD is now removed.
Alternative
/cast Aimed Shot
/cast Feign Death
=> GCD is now removed.
This exploit is working from as far as i know and should still work.