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Everything posted by Auntie Mangos
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So: http://getmangos.eu/community/showthread.php?12132-error-compiling-9212
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use this http://getmangos.eu/community/showpost.php?p=88335&postcount=25
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what about the coefficient of the bloom... now just heal what the power say ,but it should have a bonus equal 64.6% of your spell power and ti can crit... i make a topic explaining the bug http://getmangos.eu/community/viewtopic.php?id=8802&highlight=lifebloom can you take a look pliz, is just a number you need to chance
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[sql fix][9007] Engineering Trinkets' PPM
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
It's official, Proc chance and most proc flags are from DBC now. Check this topic with dev comments -> http://getmangos.eu/community/viewtopic.php?id=6210 -
[spell_threat, SQL][9019] Warrior abilities
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
Sorry nope, highest level paladin i have is like 10lvl. -
When in doubt, read the manual . "git help branch", "git help pull". As you can see from those, the "git branch" command doesn't switch to the mangos012 local branch that you made. Use the form of the checkout command from the 303 announcement which not only creates a new branch, but also switches to it, and make it a "tracking branch". You don't need to use the SHA of the commit when it's the same as a branch name (like origin/mangos-0.12).
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http://getmangos.eu/community/viewtopic.php?id=18939
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[one] correct wrong backport [s1261] of commit [11543]
Auntie Mangos replied to Auntie Mangos's topic in ... rejectedOld
Rejected due to causing action bar problem. See http://getmangos.eu/community/topic/16928/fix-actionbar-problems-with-shapeshifting/ . Thanks nonetheless -
First, you have already asked me Second, it depends on your configuration I have NEVER see a crash in my mangos, tho im not stresstesting it really () If you got a powerful CPU (Rather have high frequency then many cores, until mangos is fully multithreaded) Yes you can hold many players, if you got a badass machine you could even implent pathfinding and it wont lag, im running (only me) on ~3% with mmaps and vmaps. And there aint really any specifications to brag about on that hardware Read this topic: http://getmangos.eu/community/topic/12411/high-performance-tips/ EDIT: You wanted to use everything exept mangos when i talked to you, even arcemu! - LilleCarl
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Kich0 It's interesting. I think write something like this =) But i can't understand how select player for fake user? What happen if anybody write message fake player?
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But with this in lv 80 the feral spirits have too much damage, it can dmg 3000 in crit with the glyph. Is there any fix for this? or could it possible to put a rev of mangos?
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is this fix secure? thanks
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What bug does the patch fix? What features does the patch add? Implemented new (from 3.2.2a patch) feature with min required players to start bg. Also fixed a bug with wrong triggered bg premature timer. For which repository revision was the patch created? 9765 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/showthread.php?13613 Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/BattleGroundHandler.cpp b/src/game/BattleGroundHandler.cpp index 5ff28cd..cfe7f55 100644 --- a/src/game/BattleGroundHandler.cpp +++ b/src/game/BattleGroundHandler.cpp @@ -150,7 +150,7 @@ void WorldSession::HandleBattlemasterJoinOpcode( WorldPacket & recv_data ) if(grp->GetLeaderGUID() != _player->GetGUID()) return; err = grp->CanJoinBattleGroundQueue(bg, bgQueueTypeId, 0, bg->GetMaxPlayersPerTeam(), false, 0); - isPremade = (grp->GetMembersCount() >= bg->GetMinPlayersPerTeam()); + isPremade = (grp->GetMembersCount() >= bg->GetMaxPlayersPerTeam()); } // if we're here, then the conditions to join a bg are met. We can proceed in joining. diff --git a/src/game/BattleGroundMgr.cpp b/src/game/BattleGroundMgr.cpp index 84ae236..f372072 100644 --- a/src/game/BattleGroundMgr.cpp +++ b/src/game/BattleGroundMgr.cpp @@ -585,7 +585,7 @@ void BattleGroundQueue::FillPlayersToBG(BattleGround* bg, BattleGroundBracketId // this method checks if premade versus premade battleground is possible // then after 30 mins (default) in queue it moves premade group to normal queue // it tries to invite as much players as it can - to MaxPlayersPerTeam, because premade groups have more than MinPlayersPerTeam players -bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam) +bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MaxPlayersPerTeam) { //check match if (!m_QueuedGroups[bracket_id][bG_QUEUE_PREMADE_ALLIANCE].empty() && !m_QueuedGroups[bracket_id][bG_QUEUE_PREMADE_HORDE].empty()) @@ -630,7 +630,7 @@ bool BattleGroundQueue::CheckPremadeMatch(BattleGroundBracketId bracket_id, uint if (!m_QueuedGroups[bracket_id][bG_QUEUE_PREMADE_ALLIANCE + i].empty()) { GroupsQueueType::iterator itr = m_QueuedGroups[bracket_id][bG_QUEUE_PREMADE_ALLIANCE + i].begin(); - if (!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MinPlayersPerTeam)) + if (!(*itr)->IsInvitedToBGInstanceGUID && ((*itr)->JoinTime < time_before || (*itr)->Players.size() < MaxPlayersPerTeam)) { //we must insert group to normal queue and erase pointer from premade queue m_QueuedGroups[bracket_id][bG_QUEUE_NORMAL_ALLIANCE + i].push_front((*itr)); @@ -851,7 +851,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketI if (bg_template->isBattleGround()) { //check if there is premade against premade match - if (CheckPremadeMatch(bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam)) + if (CheckPremadeMatch(bracket_id, MaxPlayersPerTeam)) { //create new battleground BattleGround * bg2 = sBattleGroundMgr.CreateNewBattleGround(bgTypeId, bracketEntry, 0, false); @@ -876,7 +876,7 @@ void BattleGroundQueue::Update(BattleGroundTypeId bgTypeId, BattleGroundBracketI if (!isRated) { // if there are enough players in pools, start new battleground or non rated arena - if (CheckNormalMatch(bg_template, bracket_id, MinPlayersPerTeam, MaxPlayersPerTeam) + if (CheckNormalMatch(bg_template, bracket_id, sBattleGroundMgr.isTesting() ? 1 : MaxPlayersPerTeam, MaxPlayersPerTeam) || (bg_template->isArena() && CheckSkirmishForSameFaction(bracket_id, MinPlayersPerTeam)) ) { // we successfully created a pool diff --git a/src/game/BattleGroundMgr.h b/src/game/BattleGroundMgr.h index 7378625..e54247c 100644 --- a/src/game/BattleGroundMgr.h +++ b/src/game/BattleGroundMgr.h @@ -79,7 +79,7 @@ class BattleGroundQueue void Update(BattleGroundTypeId bgTypeId, BattleGroundBracketId bracket_id, uint8 arenaType = 0, bool isRated = false, uint32 minRating = 0); void FillPlayersToBG(BattleGround* bg, BattleGroundBracketId bracket_id); - bool CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MinPlayersPerTeam, uint32 MaxPlayersPerTeam); + bool CheckPremadeMatch(BattleGroundBracketId bracket_id, uint32 MaxPlayersPerTeam); bool CheckNormalMatch(BattleGround* bg_template, BattleGroundBracketId bracket_id, uint32 minPlayers, uint32 maxPlayers); bool CheckSkirmishForSameFaction(BattleGroundBracketId bracket_id, uint32 minPlayersPerTeam); GroupQueueInfo * AddGroup(Player* leader, Group* group, BattleGroundTypeId bgTypeId, PvPDifficultyEntry const* backetEntry, uint8 ArenaType, bool isRated, bool isPremade, uint32 ArenaRating, uint32 ArenaTeamId = 0); UPDATE battleground_template SET MinPlayersPerTeam = 5 WHERE id = 2; UPDATE battleground_template SET MinPlayersPerTeam = 10 WHERE id IN (3,7); UPDATE battleground_template SET MinPlayersPerTeam = 15 WHERE id = 1; patch not tested in game.
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--- a/configure.ac +++ b/configure.ac @@ -276,7 +276,11 @@ AC_CONFIG_FILES([ src/mangosd/Makefile src/mangosd/mangosd.conf.dist src/bindings/Makefile - src/bindings/universal/Makefile + src/bindings/ScriptDev2/Makefile + src/bindings/ScriptDev2/scriptdev2.conf.dist + src/bindings/ScriptDev2/config.h + src/bindings/ScriptDev2/sql/Makefile + src/bindings/ScriptDev2/sql/Updates/Makefile ]) . ## Configure ACE, if needed diff --git a/src/bindings/Makefile.am b/src/bindings/Makefile.am index 2cc0efd..f2dbbc7 100644 --- a/src/bindings/Makefile.am +++ b/src/bindings/Makefile.am @@ -14,4 +14,4 @@ # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA . -SUBDIRS = universal +SUBDIRS = ScriptDev2 diff --git a/src/mangosd/Makefile.am b/src/mangosd/Makefile.am index 3fd4068..076d8d8 100644 --- a/src/mangosd/Makefile.am +++ b/src/mangosd/Makefile.am @@ -34,7 +34,7 @@ mangos_worldd_SOURCES = \\ . ## Link world daemon against the shared library mangos_worldd_LDADD = \\ -<----->../bindings/universal/libmangosscript.la \\ +<----->../bindings/ScriptDev2/libmangosscript.la \\ <----->../game/libmangosgame.a \\ <----->../shared/Database/libmangosdatabase.a \\ <----->../shared/Config/libmangosconfig.a \\ @@ -45,7 +45,7 @@ mangos_worldd_LDADD = \\ <----->../../dep/src/sockets/libmangossockets.a \\ <----->../../dep/src/g3dlite/libg3dlite.a . -mangos_worldd_LDFLAGS = -L../../dep/src/sockets -L../../dep/src/g3dlite -L../bindings/universal/ -L$(libdir) $(MANGOS_LIBS) -export-dynamic +mangos_worldd_LDFLAGS = -L../../dep/src/sockets -L../../dep/src/g3dlite -L../bindings/ScriptDev2/ -L$(libdir) $(MANGOS_LIBS) -export-dynamic . ## Additional files to include when running 'make dist' # Include world daemon configuration --. 1.6.4.msysgit.0 I remove gitignore part and now patch apply ok. Thanks to sd2 dev DasBlub
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This first post will focus on the core implementation. It may need lots of discussion, so other topics can be covered later. I am going to apologize in advance for a post which is simultaneously really long and overly brief or simplistic. [h]Table of Contents[/h] How it Works I want to initially just give an overview how pathfinding has been integrated into the core Read this first, then look at some code before continuing on (a diff between mmaps_rewrite HEAD and cee28237f73a) Pathfinding Control How pathfinding can be configured in the core, and how that impacts different people in the mangos community Future Work any known or outstanding issues [h]How it Works[/h] I won't go into the details of Recast or Detour, those libraries are a bit beyond the scope of this post. If you want to know more about those, I recommend looking at Mikko Mononen's blog. A prerequisite to understanding how mmaps works is knowing how the movement system works currently: SilverIce's move spline system Keep movement-related state and communicate this state to the client. At the risk of over simplifying, there are two entry points: MoveSplineInit::MoveTo builds a straight line, A -> B path MoveSplineInit::MovebyPath takes an arbitrary sequence of points [*]Movement generators The logic engines which determine where to go and how to get there. They sit on top of the move spline system, providing it with a destination point (for MoveTo) or a path to follow (for MovebyPath). mmaps supplements this system with a new class, the PathFinder - as qsa says, it is the real mmaps implementation, and everything which calls it is just usage examples. This class has the following capabilities: Using Detour, generate a new path which 1) avoids obstacles (don't walk through objects/terrain) and 2) follows terrain (don't fly off the ground) Store enough state to determine if a previously-generated path is valid, whether it needs to be updated, or if it needs to be recalculated from scratch. In practice, PathFinder is used in the following ways: MoveSplineInit::MoveTo now internally uses PathFinder to generate a path to the destination. This gives nice looking paths anywhere the spline system is used, and also frees the caller from doing any pathfinding work. MoveSplineInit::MovebyPath can take a path which was generated by PathFinder. This is recommended for when maintaining the path is important, such as a moving destination (see TargetedMovementGenerator). Maintaining PathFinder outside of the move spline system allows you to avoid expensive pathfinding operations which are unnecessary; for example, when the destination moved byt the rest of the path is unchanged If you want more specific details on how PathFinder works, please look at the code first. The constructor and the calculate function are a great starting point, and there are lots of comments in the code. After that, I can answer any questions you may have. [h]Pathfinding Control[/h] Developers have control over the use of pathfinding via two parameters to functions which lead to PathFinder calls: generatePath and forceDest [*]Scripters can use the new unit UnitState UNIT_STAT_IGNORE_PATHFINDING. Creatures with this flag will default to A -> B movement. It would be trivial to implement additional UnitStates for other functionality, such as forceDest [*]DB devs only have the inhabittype mechanism to control pathfinding. If a creature only has land inhabit type, PathFinder will not generate a path through water (except shallow areas, I think it was 1.5 yds for max depth). Some people have requested flags for the database like the new UnitState flags. [*]Admins/GMs can use the mangosd.conf settings to enable/disable server-wide pathfinding and also to disable pathfinding on specific maps. There is also a ".mmap on|off" command to toggle server-wide pathfinding [h]Future Work[/h] mmaps is complete, as far as generating usable paths for units to follow. However, there is some unfinished and unstarted work due to lack of time/motivation, tediousness, or unimplemented dependencies. In some cases, more design/value discussion is needed before committing to a certain feature/implementation. offmesh connections Some of Blizzard's collision meshes erroneously contain small gaps or holes which prevent generating a contiguous navmesh. Offmesh connections fix this by linking two arbitrary navmesh locations to each other. They need to be created manually, and any contributions by the community are welcome. Also, currently they are only added to the navmesh through the generator - a way to add/remove them at server runtime would be nice. Aggro system integration When targets are unreachable they are dropped from the threat list - mangos needs an explicit RemoveFromThreatList function for this, current implementation is a bit 'hacky'. Also, it has been heavily discussed whether monsters should be able to target only creatures that they can reach. Current implementation is a 'lazy' one - rather than generate paths to all creatues in aggro list until a reachable one is found, we generates only one path to one creature in aggro list per update cycle - if that creature is unreachable, we drop the target and repeat the process the next cycle. Evade timer implementation Currently, evasion happens immediately. There are some very specific things that creatures do when they can't reach any targets (complicated behavior, but easy to implement the basics first and build onto it) Better destination A @ XXXXXXXXXXXXXXXXXX X X Z B C# monster = @, player = #, obstacle = X nice path: @ -> A -> B -> C actual path: @ -> A -> B -> Z (code boxes are bugged, so here's a working version) Because the destination Z is found before we call PathFinder, we end up with a path that looks really bad from a player's perspective. It would be better to generate the path directly to #, but stop when we reach C. This will look better, and also eliminate the expensive GetNearPoint call, as B -> C is constrained/clamped to the terrain as part of the pathfinding. Shared paths We might be able to save cpu if one path could be generated for multiple units. Most paths are short, so amount of benefit is questionable (possibly minimal gain after factoring in path copy, validation, and (maybe) modification). Anyway, it would be accomplished most easily via AssistDelayEvent - pass a generated path to the constructor, and during AssistDelayEvent::Execute we copy it to the assistant(s) via overloaded AttackStart. reimplement smooth path While the majority of PathFinder is our original implementation/logic, the piece which builds the actual terrain-clamped point path (the 'smooth path') is not. It works, but the implementation is not very straightforward, and seems at first glance to be inefficient. dynamic mmaps Handling dynamic vmaps presents a lot of challenges, but dynamic mmaps is potentially worse. There are facilities to handle dynamic navmeshes, but picking the right one (then implementing it, and integrating it into mangos) would be a lot of work. generatePath=true enables path finding, but is defaulted to false. false will cause movement to be simple A -> B line. true has been used in the core where it makes sense to do so. forceDest makes reaching the destination guaranteed. Currently, if there isn't a complete path to the destination the resulting path leads to the reachable spot nearest the destination. Some behaviors require that a unit always reach its destination, such as pets following their owner - forceDest=true helps enforce this behavior. It is defaulted to false.
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Warden - The definitive anti-cheat system
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Xfurry: http://getmangos.eu/community/post/134520/#p134520 -
Toinan67, all ok I can't found anything about leak, I havn't this problem =) But I ask for research who has this problem...
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Heya. I'm quite new to this but I've decided to set up a mangos server for 2.4.3 and try to make it as perfect as I can. I'm not really sure how to get started. From what I've read there are actually 4 parts of setting of a mangos server. The Mangos core, the database (UDB or TBCDB ), Scriptdev2 for bosses and mobs and stuff, and ACID (no idea what this is). I've understood that I want a branch of mangos, 0.12, which is for 2.4.3. I don't know how to get a certain revision of it or to even check what revision I got. This is how I get the code for mangos: Am I doing it right? Am I getting the 0.12 mangos code? After getting the above version of Mangos I tried (following this guide: http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup) setting up an UDB database with mangos. However I can't seem to find a place where I can see what version I need of UDB to work with the version of mangos I'm using (as I said before, don't even know what revision of mangos I'm using). So I havn't gotten that to work. I tried using TBCDB aswell but failed with setting that up aswell. I found what I think is the right thing for ScriptDev2 here: http://www.scriptdev2.com/backport-sd2-0-t4411p7.html I downloaded that patch and then I used TortoiseSVN to checkout the latest version of ScriptDev2, then I applied that patch with TortoiseSVN aswell. So far so good. But when I try to compile ScriptDev2 it just fails. I don't really know what to do even if I managed to compile it since the guide I'm following (http://getmangos.eu/community/showthread.php?7318-Guide-Mangos-Windows-Setup) doesn't mention any other ScriptDev2 file than the .conf file. Atlast I don't know if ACID is something I need to know what it is? Following the guide I've mentioned ACID was just a SQL-query that I ran in the Mangos database. Is there any more to it, or is that it? So basicly I just wanna find a nice guide on how to get the code and setup a server for 2.4.3, because this feels a little complicated for me to grasp at this moment.
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How can I fix this ?
Auntie Mangos replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
So you have 9763 but need 9768. Or, read this: http://getmangos.eu/community/showthread.php?13715-[README]-What-if-ERROR-Table-%60db_version%60-have-field-%60required_%28etc%29%60-but-expected -
[patch][8944] Use SummonProperties.dbc and related
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
updated the link - something is messed up with that thread after moving related posts from here, patch is in 9th post. -
Mangos Version: 11927 Custom Patches: https://github.com/antiroot/mangos/commit/bffe7293eb44ca9471f04a80442561f9c0aea13e SD2 Version: 2447 Database Name and Version : UDB 403 How it SHOULD work: Player owned pets shouldn't attack owner/player How it DOES work: Player owned pets DO attack owner/player after owner has taken environment/self damage, however they seem to only do a single attack at most I did a quick search and didn't see a similar bug, but sorry if i'm double posting this I do not know when this started happening, but whenever Warlock player takes environment or self inflicted damage (ie falling or fire) the warlocks pet will attempt to attack for a brief second. So far I've only tested this with warlock and imp, but I assume it affects any pet. How to repeat: go to Ironforge, summon imp (enable imp's fireball autocast), run near a brazier/fire close enough that it does the expected fire trap damage. Imp will target the player, Imp will cast fireball at player, after the fireball hits/misses the player the Imp leaves combat and continues following as expected With the option for displaying combat text on screen is enabled, as soon as the fireball hits/misses the player the text "Entering Combat" and "Leaving Combat" flash on screen with almost no delay between the two messages. There was a bug reported for mangos one http://getmangos.eu/community/post/140851/#p140851, i have not tested Health Funnel yet, but i assume it's the same/similar bug with the master branch. The main difference I see between my bug and the one I linked to seems to be in my case the pet does stop attacking after it realizes it just attacked it's owner
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... how i added the AHBot patch the last time i set up a mangos server. Does it work that way that i can only patch the same mangos rev the AH branch is connected to ? In my case its http://getmangos.eu/community/viewtopic.php?id=13676 I cant patch this into 0-day mangos, right ? So i am stuck to an old version. I tried to search for infos but after 1/2 hour of searching i gave up.
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is it compatible with this: http://getmangos.eu/community/showthread.php?13250-[Map-Grid]-New-Map-Terrain-Management-System ?
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How about mtmaps? @fragfrog I was waching this topic http://getmangos.eu/community/showthread.php?10674-Increasing-Mangos-Stability and somethings look just old, i could not find a mtmaps that works and all those fixes looks like was fixed already in src the only thing that i used was the config settings and the Increase stack size (windows).. Can give us a tip of mtmaps?
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its in the eye of acherus thread in core modifications recently posted (last day or two) http://getmangos.eu/community/showthread.php?9668-Eye-of-Acherus&p=100121&viewfull=1#post100121
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