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xarly

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Posts posted by xarly

  1. If you entry in the instance while raid is in combat, it take you to Dalaran :S

    I think this is because a custom patch, I had the same problem and I fixed it adding some modifications in MovementHandler.cpp

    diff --git a/src/game/MovementHandler.cpp b/src/game/MovementHandler.cpp
    index 5e42bab..f7f1a39 100644
    --- a/src/game/MovementHandler.cpp
    +++ b/src/game/MovementHandler.cpp
    @@ -43,8 +43,5 @@ void WorldSession::HandleMoveWorldportAckOpcode()
       // ignore unexpected far teleports
       if(!GetPlayer()->IsBeingTeleportedFar())
           return;
    
       // get the teleport destination
    +    float PlayerX = GetPlayer()->GetPositionX();
    +    float PlayerY = GetPlayer()->GetPositionY();
    +    float PlayerZ = GetPlayer()->GetPositionZ();
       uint32 PlayerMap = GetPlayer()->GetMapId();
       WorldLocation &loc = GetPlayer()->GetTeleportDest();
    
    @@ -50,8 +50,5 @@ void WorldSession::HandleMoveWorldportAckOpcode()
    
    // possible errors in the coordinate validity check
       if(!MapManager::IsValidMapCoord(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation))
       {
           sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far to a not valid location. (map:%u, x:%f, y:%f, "
               "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
           // stop teleportation else we would try this again and again in LogoutPlayer...
           GetPlayer()->SetSemaphoreTeleportFar(false);
           // and teleport the player to a valid place
    -        GetPlayer()->TeleportToHomebind();
    +    GetPlayer()->TeleportTo(PlayerMap, PlayerX, PlayerY, PlayerZ, 0, 0);
           return;
       }
    
    @@ -77,8 +77,5 @@ void WorldSession::HandleMoveWorldportAckOpcode()
    
       // the CanEnter checks are done in TeleporTo but conditions may change
       // while the player is in transit, for example the map may get full
       if(!GetPlayer()->GetMap()->Add(GetPlayer()))
       {
           //if player wasn't added to map, reset his map pointer!
           GetPlayer()->ResetMap();
    
           sLog.outError("WorldSession::HandleMoveWorldportAckOpcode: player %s (%d) was teleported far but couldn't be added to map. (map:%u, x:%f, y:%f, "
               "z:%f) We port him to his homebind instead..", GetPlayer()->GetName(), GetPlayer()->GetGUIDLow(), loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z);
           // teleport the player home
    -        GetPlayer()->TeleportToHomebind();
    +    GetPlayer()->TeleportTo(PlayerMap, PlayerX, PlayerY, PlayerZ, 0,  0);
           return;
       }
    

    With this, player is teleported where he was before trying to enter

  2. wtf! xD look at this

    -------------------------------------------------------------------------------

    bool InstanceMap::CanEnter(Player *player)

    {

    if(player->GetMapRef().getTarget() == this)

    {

    sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());

    assert(false);

    return false;

    }

    // cannot enter if the instance is full (player cap), GMs don't count

    uint32 maxPlayers = GetMaxPlayers();

    if (!player->isGameMaster() && GetPlayersCountExceptGMs() >= maxPlayers)

    {

    sLog.outDetail("MAP: Instance '%u' of map '%s' cannot have more than '%u' players. Player '%s' rejected", GetInstanceId(), GetMapName(), maxPlayers, player->GetName());

    player->SendTransferAborted(GetId(), TRANSFER_ABORT_MAX_PLAYERS);

    return false;

    }

    // cannot enter while players in the instance are in combat

    Group *pGroup = player->GetGroup();

    if(pGroup && pGroup->InCombatToInstance(GetInstanceId()) && player->isAlive() && player->GetMapId() != GetId())

    {

    player->SendTransferAborted(GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);

    return false;

    }

    return Map::CanEnter(player);

    }

    ------------------------------------------------------------------------------------

    The function is written, but i think that not in the correct way, maybe player->isAlive() should be removed, beacouse if the player die inside, when he wipes, it's dead outside, and that restriction will never be true.

    And also I would replace return Map::CanEnter(player); by return true;, but i'm not very sure about that

    What do you think?

  3. Instances like TOC has a counter of how many times the raid has wiped, so it's important tha testers cannot enter the instance until the raid is not in combat (all of them have wiped or have defeated the boss). In any other case, testers will always have the best mark, and then, the best loot, that's unfair.

    I wonder if can be implemented in core a system that don't allow testers to enter an instance while the raid is in combat. I think that in offy this system is working.

    Thank you

  4. Sorry for post this here, I know that this forum is for bugs in lastest revision, but i didn't find where to comment this :confused:, also i have looked for this problem many times and nothing similar...

    The problem is that when I go in Trial of Crusade, there is no floor so I fall, but if with a gm go flying to the middle of the coliseum, the floor appears, for example, on this coords

    563.7562 99.0595 394.5703 (near the entrance)

    the floor is missing, but on

    564.0095 114.9868 294.3203 the floor is there

    Also i have seen that the minimap changes when there is no floor, showing the whole coliseum from above, not just the floor

    Please, can you help me?

    Thank you

  5. The logging data that exeeds 2*size_of_lines (two log files) is not stored, an will be lost.

    Maybe i have misunderstood how it works, bu If I am logging with Level 3 and the two logs files are full, Will i be able to see the last line logged?

    I think Aokromes is rigth. the better system would be

    logfile.log 1000 lines

    logfile2.log 1000 lines

    logfile3.log 100 lines

    When the 3rd file is created delete the 1st.

    Thank you anyway

  6. I have the same crash. but I think that is this spell also 20185

    I paste some logs

    llid : 20053, Aura : 79 Duration : 30000 Target : 1 Damage : 3
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell id 20375 (triggered by an attacker's dummy aura of spell 20375)
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell id 31878 (triggered by an attacker's dummy aura of spell 31878)
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell id 53382 (triggered by an attacker's dummy aura of spell 53382)
    2010-01-12 18:23:54 Sending SMSG_SPELL_GO id=61840
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell id 53488 (triggered by an attacker's dummy aura of spell 53488)
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell 53488 (triggered by an attacker's aura of spell 53488)
    2010-01-12 18:23:54 Sending SMSG_SPELL_GO id=59578
    2010-01-12 18:23:54 Spell 59578 Effect0 : 6
    2010-01-12 18:23:54 Spell: Aura is: 108
    2010-01-12 18:23:54 Aura: construct Spellid : 59578, Aura : 108 Duration : 15000 Target : 1 Damage : -100
    2010-01-12 18:23:54 Aura 108 now is in use
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell id[color="Yellow"] 20185[/color] (triggered by a victim's dummy aura of spell 20185)
    2010-01-12 18:23:54 Sending SMSG_SPELL_GO id=[color="Yellow"]20267[/color]
    2010-01-12 18:23:54 Spell 20267 Effect0 : 10
    2010-01-12 18:23:54 ProcDamageAndSpell: casting spell 60063 (triggered by an attacker's aura of spell 60063)

    2010-01-12 18:31:14 Sending SMSG_SPELL_GO id=879
    2010-01-12 18:31:14 Spell 879 Effect0 : 2
    2010-01-12 18:31:14 ProcDamageAndSpell: casting spell id 20185 (triggered by a victim's dummy aura of spell 20185)
    2010-01-12 18:31:14 Sending SMSG_SPELL_GO id=20267
    2010-01-12 18:31:14 Spell 20267 Effect0 : 10
    2010-01-12 18:31:14 deal dmg:125 to health:135 
    2010-01-12 18:31:14 Sending SMSG_SPELL_GO id=20271
    2010-01-12 18:31:14 Spell 20271 Effect0 : 77
    2010-01-12 18:31:14 Spell 20185 Effect0 : 6
    2010-01-12 18:31:14 Spell: Aura is: 4
    2010-01-12 18:31:14 Aura: construct Spellid :[color="Yellow"] 20185[/color], Aura : 4 Duration : 20000 Target : 6 Damage : 2
    2010-01-12 18:31:14 Aura 4 now is remove mode 1
    2010-01-12 18:31:14 Aura 4 now is in use
    2010-01-12 18:31:14 Spell 20425 Effect0 : 3
    2010-01-12 18:31:14 Spell 20467 Effect0 : 58
    2010-01-12 18:31:14 Spell [color="Yellow"]20467[/color] Effect1 : 31
    2010-01-12 18:31:14 ProcDamageAndSpell: casting spell 20375 (triggered by an attacker's aura of spell 20375)
    2010-01-12 18:31:14 WORLD: Sent SMSG_AI_REACTION, type 2.

    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell id 31878 (triggered by an attacker's dummy aura of spell 31878)
    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell id 53382 (triggered by an attacker's dummy aura of spell 53382)
    2010-01-12 18:18:42 Sending SMSG_SPELL_GO id=61840
    2010-01-12 18:18:42 Spell 61840 Effect0 : 6
    2010-01-12 18:18:42 Spell: Aura is: 3
    2010-01-12 18:18:42 Aura: construct Spellid : 61840, Aura : 3 Duration : 8000 Target : 6 Damage : 82
    2010-01-12 18:18:42 Aura 3 now is in use
    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell id 53488 (triggered by an attacker's dummy aura of spell 53488)
    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell 53488 (triggered by an attacker's aura of spell 53488)
    2010-01-12 18:18:42 Sending SMSG_SPELL_GO id=59578
    2010-01-12 18:18:42 Spell 59578 Effect0 : 6
    2010-01-12 18:18:42 Spell: Aura is: 108
    2010-01-12 18:18:42 Aura: construct Spellid : 59578, Aura : 108 Duration : 15000 Target : 1 Damage : -100
    2010-01-12 18:18:42 Aura 108 now is in use
    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell id [color="Yellow"]20185[/color] (triggered by a victim's dummy aura of spell 20185)
    2010-01-12 18:18:42 Sending SMSG_SPELL_GO id=[color="Yellow"]20267[/color]
    2010-01-12 18:18:42 Spell 20267 Effect0 : 10
    2010-01-12 18:18:42 ProcDamageAndSpell: casting spell 60063 (triggered by an attacker's aura of spell 60063)

    2010-01-12 18:09:11 Sending SMSG_SPELL_GO id=61840
    2010-01-12 18:09:11 Spell 61840 Effect0 : 6
    2010-01-12 18:09:11 Spell: Aura is: 3
    2010-01-12 18:09:11 Aura: construct Spellid : 61840, Aura : 3 Duration : 8000 Target : 6 Damage : 99
    2010-01-12 18:09:11 Aura 3 now is in use
    2010-01-12 18:09:11 ProcDamageAndSpell: casting spell id 53488 (triggered by an attacker's dummy aura of spell 53488)
    2010-01-12 18:09:11 ProcDamageAndSpell: casting spell 53488 (triggered by an attacker's aura of spell 53488)
    2010-01-12 18:09:11 Sending SMSG_SPELL_GO id=59578
    2010-01-12 18:09:11 Spell 59578 Effect0 : 6
    2010-01-12 18:09:11 Spell: Aura is: 108
    2010-01-12 18:09:11 Aura: construct Spellid : 59578, Aura : 108 Duration : 15000 Target : 1 Damage : -100
    2010-01-12 18:09:11 Aura 108 now is in use
    2010-01-12 18:09:11 ProcDamageAndSpell: casting spell id [color="Yellow"]20185[/color] (triggered by a victim's dummy aura of spell 20185)
    2010-01-12 18:09:11 Sending SMSG_SPELL_GO id=[color="Yellow"]20267[/color]
    2010-01-12 18:09:11 Spell 20267 Effect0 : 10
    2010-01-12 18:09:11 ProcDamageAndSpell: casting spell 60063 (triggered by an attacker's aura of spell 60063)

  7. Don't know if this is just me but when i use a vehicle and use a spell that causes damage, it will also damage the vehicle. Now this didn't happen on rev9046 so im guessing one of the mangos commits caused it, if i have time tomorrow i will find out what commit caused it.

    Is anyone else having this same problem?

    I have the same problem, this only happen in Salvaged Demolisher with spells Hurl Pyrite Barrel and Hurl Boulder

    As Numnut, i have updated to 9071, I think it may be a commit between 9062 and 9071.

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