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wside420

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Everything posted by wside420

  1. Hi I have 9751 Rev. I Applied all Updates. My Realm flags are set to 4 (Show Build) You can choose which realm you wish to connect fine when first connecting to Server. However when you login to the game. Logout, and click "Change Realm" All the realms show up Grey... Anyone have ideas?
  2. Nothing to worry about. just a feature that isnt supported. Probably introduced in 3.3
  3. I do not get this crash. perhaps DB issue? or maybe dbc's / maps. Update those
  4. I apologize I made the Changes for The Code. However my Exhausted Self Switched the Wrong mangosd.exe to test. I have switched them now and will report back results tomorrow. I apologize for confusion
  5. Well I Reverted that specific Commit. Although The up time has been 12 Hours. I Received the Exact same Crash log. 004ABA81 00000000 Group::CountTheRoll+31 004ABA49 00000000 Group::EndRoll+69 00491C21 00000000 Creature::Update+501 Blah blah... So Looks like This Isn't a fix for the crash.
  6. If there are certain changes from a Commit That I wish To Change While Leaving the Rest of the Code How it was. What command do i use?
  7. Yea I was looking at that. Let me know how that Works. I'll do the same
  8. Was it implemented 3.2.2a?
  9. I guess the main problem is That no one Can use Group Finder. Like when you click Join group it doesnt make sound and doesnt do anything.
  10. Not sure if its related but I noticed the Roll Code Changed on January 9th. Happens every Hour or so. Registers: EAX:00011000 EBX:F33A0A90 ECX:F3008F00 EDX:00000080 ESI:00000000 EDI:008A5FA0 CS:EIP:0023:004ABA81 SS:ESP:002B:0D6625C8 EBP:0D6627D0 DS:002B ES:002B FS:0053 GS:002B Flags:00010206 Call stack: Address Frame Function SourceFile 004ABA81 00000000 Group::CountTheRoll+31 004ABA49 00000000 Group::EndRoll+69 00491C21 00000000 Creature::Update+501 004DCE1F 00000000 MaNGOS::ObjectUpdater::Visit+6F 004DCDA2 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature>+12 004DC320 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > >+10 004DBDB3 00000000 VisitorHelper<MaNGOS::ObjectUpdater,GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > >+23 004DB690 00000000 VisitorHelper<MaNGOS::ObjectUpdater,TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > >+10 004D6F2F 00000000 Map::Visit<MaNGOS::SingleThreaded<ACE_RW_Thread_Mutex>::Lock,MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+FF 004D1386 00000000 Cell::Visit<MaNGOS::SingleThreaded<ACE_RW_Thread_Mutex>::Lock,MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+56 004B899D 00000000 Map::Update+35D 004BEE63 00000000 InstanceMap::Update+13 0083D7FE 00000000 MapInstanced::Update+DE 0067E558 00000000 MapManager::Update+128 0062086E 00000000 World::Update+8BE 0043079E 00000000 WorldRunnable::run+8E 008A5FB9 00000000 ACE_Based::Thread::ThreadTask+19 00B91B84 00000000 __WSAFDIsSet+FFFFFFFFFFFCCB4C 78543433 00000000 _endthreadex+44 785434C7 00000000 _endthreadex+D8 7D4DFE37 00000000 FlsSetValue+13C Call stack: Address Frame Function SourceFile 7D61C846 00000000 NtWaitForSingleObject+15 7D4D8C0D 00000000 WaitForSingleObject+12 00B49C04 00000000 __WSAFDIsSet+FFFFFFFFFFF84BCC 00BB64AA 00000000 __WSAFDIsSet+FFFFFFFFFFFF1472 00BB266F 00000000 __WSAFDIsSet+FFFFFFFFFFFED637 0063847A 00000000 WorldSocketMgr::Wait+4A F35AAC04 FFFFFFFF 0000:00000000 F35AAC04 FFFFFFFF 0000:00000000 6C696146 00000000
  11. Is Dungeon Finder tool working for anyone else using 3.30a When I click Find Group...No sound plays and on server... I get Newest Clean Core and YTDB
  12. Anyone know a solution to Reloading The items which are in Database. I have Lots of Items Daily I would like to reload into the game without restarting the server.
  13. Ok i got it working. just had to use m_session->getPlayer()->Build..... Well Im happy atleast the logic of my code was correct
  14. I made a few Minor Tweaks to the server and it doesnt crash anymore... It can hold 1000+ Easy. It all depends if you can get that many players though.
  15. Hey Just Threw some Money your guys Way. Hope The Donation Will encourage you guys more. I'm Trembling Thinking about the 3.3 Patch...Hopefully you guys can take care of it. On side Note. The Reason I Decided To Donate is Because... I used Ascent/Aspire/Arcemu for 2 Years. They Dont even compare to What Mangos Is right now. I Fixed Another Crash bug on my Server Today and. On My 200 ppl Funserver 8hr Uptime and counting...Thats amazing. Thank you guys for Producing such a well Managed "Not Emulator".
  16. Also Remember you usually get what you pay for. I've Tried cheaper hosts. Never seemed to get The speed they advertise. Also my Server was Victim to Downtime Every few days or week They would have downtime of up to 1-5 Hours. With LiquidWeb 0 Downtime in the last Year. No security problems. Costumer Service is also a lot better as well they help and stuff Dont worry to much about bandwith consumption avg for 50player is < 1000gig Also you should realize that Generally your going to be Running/Doing a lot other stuff On your Server aswell...Compiling, Running web server. If your Compiling code your going to need A Looooooot of ram. I had 12gigs of ram...Then I went to 24gigs. I noticed a big difference. It sounds silly I know. So the more ram the better. The computer has never had a hikup its alllways nice and fast. Right now 200players using 1.3 Gigs..(I Dont unload maps(Less crashing for me)) 400mb when u unload maps.) Also my uptime is 23 Hours so im going to Assume Some memory is leaking...Its also a fun server and because its using 1.3gigs From my expierence does not mean you only need 1.5-2 Gigs. If you use linux...Then probably none of this applies to you
  17. If you want to have user base over 50. I would say 4gigs+ 100mbit connection Windows server 2003, 1000rom hdd, Good CPU, Dedicated server. This is considered decent.
  18. btw Nice fix. It works great. I went through all the code and its really a lot more Simple then It looks.
  19. Please someone help me out on this one. It couldnt be that complicated Its Just sending a message To Everyone on the server... Same as Achievements, Announcements, Notifications ect... I'm just having a really hard time with this one for some reason.
  20. Having exact same problem. It really results in vehicles being useless and more of a problem then anything. I spent like 3 Hours last night Doing some altercations to the code. Im pretty expierenced however had no luck With modifying the system to Function In a way thats not completly bugged. Im sure the mana problem isnt too hard to solve. Theres gotta be a way to rewrite the code so it only allows one passenger per vehicle. This way it doesnt create a problem. I mean You'll go in a vehicle. Then someone else will. It results in them hyjacking the vehicle. They somehow get control of it. Then When u try to leave vehicle movement doesnt work ect... Wouldnt it just be better so only One Person per vehicle? Cause result is much less buggy then how it is. Plus it would be cool to have like PvP battles with vehicles haha.
  21. I applied the patch to newest core. Compiles Good, Everything works with one person. If I spawn two vehicle objects in the game. How come if someone else is already Driving a similar vehicle that when i go to Enter in a different one It spawns me to the vehicle their driving. and it just glitches hardcore from there Ok i think im starting to discover that the player is rellocated to the vehicle on the same map as them. So there can only be one vehicle on one map at a time. Any way to change this so Players can have their own Vehicles
  22. I need help writing a Command to Whisper Everyone on the server with a message. This is what I have so far its not working it does compile fine bool ChatHandler::HandleWhisperAllCommand(const char* args) { std::string str = args; WorldPacket data(SMSG_MESSAGECHAT, (str.size()+1)); BuildPlayerChats(&data, CHAT_MSG_WHISPER, str, LANG_UNIVERSAL); sWorld.SendGlobalMessage(&data); return true; } I created BuildPlayerChats which is an identical Function to BuildPlayerChat Found in Player.cpp I Can't call player::BuildPlayerChat because its not static and has modifiers. I've Succesfully did this with Arcemu.
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