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yasuno

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Everything posted by yasuno

  1. Anyone..? I have changed the Enums to the new types, and changed how it gets the config values to the new type as well. The code itself does not report an error, but that does. So its obviously linked to how it configs but i cant figure it out considering i updated it to the new type.
  2. Well as nice as the new SOAP does look, we have built our whole site around SQL it really would be easier if i could just know what this 1 error meant >.>
  3. Can someone please try to update this, i have been trying to update it for the latest rev but im getting a error i have no clue how to fix. Ive been able to update is just fine till recently.. Someone please reply and say you know wtf is wrong it it, its the only error i have left for it.
  4. I'm on 9337 Linux, and i haven not had this crash and i have no manual patch applied. I have gotten to 23 hour uptime with 250+ testers. I'm about to update to the latest rev, already have on one of our realms and it has not had the crash error yet.
  5. So this will always happen if a quest is above 140, and the players level is above 140 trying to do the quest?
  6. Due to the recent better checked commits that Vladmir put in for Battlegrounds and Arenas you can no long see the tab past 80. We have 1 realm that is of higher level, and i would like to make it so they can see the tab again, anyone have any suggestions?
  7. LUA is to crashy, and is not checked very well. Like Vladmir said just like ScriptDev2 if someone wants to hook it you can load it externally like you would ScriptDev2, but personally i prefer C++ over any LUA Engine, + like i said LUA Engines are quite unstable in a lot of.. retarded cases. This is most likely why it wasnt even looked into here, you can do loads with C++ already and at least we know C++ is stable as long as who ever writes the code does it right. I agree that LUA is very simple, but simple things have a habit of being unstable and easy to break. ;] Mangos isnt Ez Mode like ArcEmu and in turn, its 100% more stable see the give and takes?
  8. Yes i can confirm, there needs to be a check implemented actually, or you could just rewrite that code i guess. Well a dev i mean
  9. You can log in dead on retail, if they were actually dead not alive then that is normal.
  10. Odd, im on 9288 and im having fine uptime.
  11. If you manage to let off a spell right when you die, especially AOE's like Holy Nova since you can spam it. It counts your attack and forgets that its making you dead lol. Thanks for that patch up there i will try it out, and let you know how it goes. I have a 254 server and it happens so much hard to rez 300 people at a time.
  12. I was wondering, Is there a way to make it send even if there offline i see the code but i do not want to edit the wrong thing. Personally i do not see a safety issue with mailing something even if there offline. It wont really harm anything considering you can mail things to characters offline anyways...
  13. So im confused, is it officially fixed, or it is expected to be fixed all the way in revision 9882 because thats a whileee away.
  14. No you have not done anything wrong, we have about 300 something "testers" under windows, and about 20 revs back it was fine, but now everything is slow and delayed. Im switching to Linux now because of it, and on another note windows + 290 "testers" or more will cause continuous lag spikes, and has been a known problem on windows.
  15. With the changes in item proto type by tomrus of the following below Linux cores or Windows will not compile now. - ITEM_MOD_FERAL_ATTACK_POWER = 40, + //ITEM_MOD_FERAL_ATTACK_POWER = 40, // not in 3.3 ../../../src/game/Player.cpp: In member function 'void Player::_ApplyItemBonuses(const ItemPrototype*, uint8, bool, bool)': ../../../src/game/Player.cpp:6785: error: 'ITEM_MOD_FERAL_ATTACK_POWER' was not declared in this scope ../../../src/game/Player.cpp: In member function 'void Player::ApplyEnchantment(Item*, EnchantmentSlot, bool, bool, bool)': ../../../src/game/Player.cpp:12127: error: 'ITEM_MOD_FERAL_ATTACK_POWER' was not declared in this scope http://paste2.org/p/638095 Now it wont compile the core on Linux OR Windows!
  16. Well as easy as reverting 2 commits is for most of us, why isnt this being looked into by some body, its still on the latest revisions and is hurting uptime horribly. I think this should be fixed instead of the user reverting, its not good to leave bad forgotten code in the core.
  17. There seems to be a "lot" of issues and crashes related to creature movement and things. Because a lot of my crash logs say the same stuff.
  18. I have a question.. How do i make the core use configs in a different dir instead of the same default one.. And, how do i use screens because the link for that video doesn't work so i don't understand how to make it run in a back ground session. Nor do i know how to make it auto restart..
  19. This is still broken and crashes my server some times several times in a row upon a log in. Rapture doesn't ALWAYS crash the server as described above only in certain situations will it crash it. But when you have a lot of "testers" this can be more often than rare. Can someone please look into this issue, or is there a way to disable talents perhaps? Im on rev 9106
  20. Actually on Ascent based servers it does auto reappear after 80 or 81. But for MaNGOS this is not the case it never reappears, i even put in custom level up data for after 80 and it still did not come back, so it must be something else.
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