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What bug does the patch fix? What features does the patch add? Adds cast of absorb shields on totems and on owner with glyph For which repository revision was the patch created? 8946 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/viewtopic.php?id=10539 http://getmangos.eu/community/viewtopic.php?id=10292 Who has been writing this patch? Please include either forum user names or email addresses. Me DB part UPDATE creature_template SET spell1 = 55328 WHERE entry IN (3579); UPDATE creature_template SET spell1 = 55329 WHERE entry IN (3911); UPDATE creature_template SET spell1 = 55330 WHERE entry IN (3912); UPDATE creature_template SET spell1 = 55332 WHERE entry IN (3913); UPDATE creature_template SET spell1 = 55333 WHERE entry IN (7398); UPDATE creature_template SET spell1 = 55335 WHERE entry IN (7399); UPDATE creature_template SET spell1 = 55278 WHERE entry IN (15478); UPDATE creature_template SET spell1 = 58589 WHERE entry IN (31120); UPDATE creature_template SET spell1 = 58590 WHERE entry IN (31121); UPDATE creature_template SET spell1 = 58591 WHERE entry IN (31122); Core part diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index c4d4792..c08e9f2 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -5247,6 +5247,34 @@ void Spell::EffectScriptEffect(uint32 effIndex) } return; } + case 55328: // Stoneclaw Totem I + case 55329: // Stoneclaw Totem II + case 55330: // Stoneclaw Totem III + case 55332: // Stoneclaw Totem IV + case 55333: // Stoneclaw Totem V + case 55335: // Stoneclaw Totem VI + case 55278: // Stoneclaw Totem VII + case 58589: // Stoneclaw Totem VIII + case 58590: // Stoneclaw Totem IX + case 58591: // Stoneclaw Totem X + { + if ( !unitTarget ) // Stoneclaw Totem owner + return; + // Absorb shield for totems + for(int itr = 0; itr < MAX_TOTEM; ++itr) + { + Unit* totem = ObjectAccessor::GetUnit( *unitTarget, unitTarget->m_TotemSlot[itr] ); + if( totem ) + m_caster->CastCustomSpell( totem, 55277, &damage, NULL, NULL, true ); + } + // Glyph of Stoneclaw Totem + if( Aura* auraGlyph = unitTarget->GetAura( 63298,0 ) ) + { + int32 playerAbsorb = damage * auraGlyph->GetModifier()->m_amount; + m_caster->CastCustomSpell( unitTarget, 55277, &playerAbsorb, NULL, NULL, true ); + } + return; + } case 55693: // Remove Collapsing Cave Aura if(!unitTarget) return; diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 785ea9e..2983e96 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2276,6 +2276,37 @@ void Aura::HandleAuraDummy(bool apply, bool Real) if(m_target->GetTypeId() == TYPEID_PLAYER) ((Player*)m_target)->RemoveAmmo(); // not use ammo and not allow use return; + case 55328: // Stoneclaw Totem I + m_target->CastSpell( m_target, 5728, true ); + return; + case 55329: // Stoneclaw Totem II + m_target->CastSpell( m_target, 6397, true ); + return; + case 55330: // Stoneclaw Totem III + m_target->CastSpell( m_target, 6398, true ); + return; + case 55332: // Stoneclaw Totem IV + m_target->CastSpell( m_target, 6399, true ); + return; + case 55333: // Stoneclaw Totem V + m_target->CastSpell( m_target, 10425, true ); + return; + case 55335: // Stoneclaw Totem VI + m_target->CastSpell( m_target, 10426, true ); + return; + case 55278: // Stoneclaw Totem VII + m_target->CastSpell( m_target, 25513, true ); + return; + case 58589: // Stoneclaw Totem VIII + m_target->CastSpell( m_target, 58583, true ); + return; + case 58590: // Stoneclaw Totem IX + m_target->CastSpell( m_target, 58584, true ); + return; + case 58591: // Stoneclaw Totem X + m_target->CastSpell( m_target, 58585, true ); + return; + } switch(m_spellProto->SpellFamilyName)
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* What bug does the patch fix? Allows mangosd to be shutdown by the Service Control Manager when running as a Service in Windows. * For which repository revision was the patch created? 7252 * 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/viewtopic.php?id=5716 * Who has been writing this patch? Please include either forum user names or email addresses. rilexThis feature has been broken for a couple thousand revs, so I'd be really happy to see it work again. diff --git a/src/mangosd/WorldRunnable.cpp b/src/mangosd/WorldRunnable.cpp index 2e97f97..a4c133d 100644 --- a/src/mangosd/WorldRunnable.cpp +++ b/src/mangosd/WorldRunnable.cpp @@ -36,6 +36,11 @@ #define WORLD_SLEEP_CONST 100 //Is this still needed?? [On linux some time ago not working 50ms] #endif +#ifdef WIN32 +#include "ServiceWin32.h" +extern int m_ServiceStatus; +#endif + /// Heartbeat for the World void WorldRunnable::run() { @@ -70,6 +75,11 @@ void WorldRunnable::run() } else prevSleepTime = 0; + + #ifdef WIN32 + if (m_ServiceStatus == 0) World::StopNow(0); + while (m_ServiceStatus == 2) Sleep(1000); + #endif } sWorld.KickAll(); // save and kick all players
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Not work because mangos still not support vehicles.. you need start here http://getmangos.eu/community/showthread.php?11759-[dev]Vehicles Best regards
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IsPositiveEffect() currently does not return the correct value for periodic triggering auras in every cases. The logic used is based on that fact, that normally the dummy aura, that is used in all class spells - using any periodic triggering aura - is the first spell effect (maybe see more here to this issue: http://getmangos.eu/community/viewtopic.php?id=8653). So while iterating over all effects this dummy aura (with a !IsPositiveTarget) is found first and the whole spell is considered as a negative. The problem is that the ordering of the different spelleffects is not always like that (dummy aura at first spell effect). Especially "Mind Flay" (http://www.wowhead.com/?spell=15407). So in the end this causes a bug, that you can not cast a high rank of mind flay on a low level mob because of such an iteration in checkcast(). Here is my suggestion to make it work correct: --old patch removed-- One additional note: IsPositiveTarget() always returns false for TARGET_SINGLE_ENEMY (that is used by those periodic triggered spells), which is not always correct (e.g. "Penance"), but as far as I can evaluate that, it won't cause problems for now at no place in the code (IsPositiveEffect, canReflect). ------------------------------------------------- Edit 30.07.09: As I discovered with the help of nos4r2zod, I understood IsPositiveEffect() the wrong way. Periodic triggering auras are positive, if they are at the caster and cast their spells on the (harmful) target. So the logic used is in fact right besides a typo :-/. The real problem is, that in CheckCast() and SelectAuraRankForPlayerLevel() the client provided unit target is used, to check, if the spells level fits to the targets level. The problem is, that this unit target is not the correct target in every case. For example with those periodic trigggering auras, the triggering aura has TARGET_SELF (EffectImplicitTarget), so it does not have to do anything with the unit target. So we get this "SPELL_FAILED_LOWLEVEL" here if "Mindflay" is casted on a low level target. If there wasn't this above mentioned typo, "Mindflay" would just be downranked in SelectAuraRankForPlayerLevel() bout would work at least^^. Other similar spells like "Arcane Missiles" won't suffer of this problem because they have -whyever- SPELL_ATTR_EX_NEGATIVE, so they are always considere as negative. Maybe it has to do with ordering of the spelleffects, that blizz does not need this flag in it's own code, ... I don't know^^ Anyway, here is a piece of code in witch I tried to seperate witch implicit target types are using the client provided unit target an which don't (and fix the typo, of course). In fact I don't like it to add one more of this helper function to the spellmanager, but this is the most generic way I found for now :-/ From ad16688f1066e96525c97dd8d7fa2eaff86bff04 Mon Sep 17 00:00:00 2001 From: pasdVn <[email protected]> Date: Sun, 26 Jul 2009 12:12:31 +0200 Subject: [PATCH] fix in checkcast * prevent using the client sended unit target for spelleffects using an independent implicit target --- src/game/Spell.cpp | 4 +++- src/game/SpellMgr.cpp | 29 +++++++++++++++++++++++++++-- src/game/SpellMgr.h | 2 ++ 3 files changed, 32 insertions(+), 3 deletions(-) diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index cdd2247..9e98f7c 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -3754,7 +3754,9 @@ SpellCastResult Spell::CheckCast(bool strict) // this case can be triggered if rank not found (too low-level target for first rank) if(m_caster->GetTypeId() == TYPEID_PLAYER && !IsPassiveSpell(m_spellInfo->Id) && !m_CastItem) for(int i=0;i<3;++i) - if(IsPositiveEffect(m_spellInfo->Id, i) && m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA) + if( IsPositiveEffect(m_spellInfo->Id, i) && + IsUnitTargetUsingTarget(m_spellInfo->EffectImplicitTargetA[i], m_spellInfo->EffectImplicitTargetB[i]) && + m_spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA ) if(target->getLevel() + 10 < m_spellInfo->spellLevel) return SPELL_FAILED_LOWLEVEL; } diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp index 86816e5..b0d3080 100644 --- a/src/game/SpellMgr.cpp +++ b/src/game/SpellMgr.cpp @@ -292,6 +292,29 @@ bool IsPositiveTarget(uint32 targetA, uint32 targetB) return true; } +bool IsUnitTargetUsingTarget(uint32 targetA, uint32 targetB) +{ + switch(targetA) + { + case TARGET_CHAIN_DAMAGE: + case TARGET_CHAIN_HEAL: + case TARGET_SINGLE_FRIEND: + case TARGET_SINGLE_FRIEND_2: + case TARGET_SINGLE_PARTY: + case TARGET_NONCOMBAT_PET: + case TARGET_DUELVSPLAYER: + case TARGET_AREAEFFECT_PARTY_AND_CLASS: + case TARGET_CURRENT_ENEMY_COORDINATES: + case TARGET_BEHIND_VICTIM: + return true; + default: + break; + } + if (targetB) + return IsUnitTargetUsingTarget(targetB,0); + return false; +} + bool IsPositiveEffect(uint32 spellId, uint32 effIndex) { SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId); @@ -358,6 +381,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex) case SPELL_AURA_ADD_TARGET_TRIGGER: return true; case SPELL_AURA_PERIODIC_TRIGGER_SPELL: + case SPELL_AURA_PERIODIC_TRIGGER_SPELL_WITH_VALUE: if(spellId != spellproto->EffectTriggerSpell[effIndex]) { uint32 spellTriggeredId = spellproto->EffectTriggerSpell[effIndex]; @@ -370,7 +394,7 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex) { // if non-positive trigger cast targeted to positive target this main cast is non-positive // this will place this spell auras as debuffs - if(IsPositiveTarget(spellTriggeredProto->EffectImplicitTargetA[effIndex],spellTriggeredProto->EffectImplicitTargetB[effIndex]) && !IsPositiveEffect(spellTriggeredId,i)) + if(IsPositiveTarget(spellTriggeredProto->EffectImplicitTargetA[i],spellTriggeredProto->EffectImplicitTargetB[i]) && !IsPositiveEffect(spellTriggeredId,i)) return false; } } @@ -1577,7 +1601,8 @@ SpellEntry const* SpellMgr::SelectAuraRankForPlayerLevel(SpellEntry const* spell bool needRankSelection = false; for(int i=0;i<3;++i) { - if( IsPositiveEffect(spellInfo->Id, i) && ( + if( IsPositiveEffect(spellInfo->Id, i) && + IsUnitTargetUsingTarget(spellInfo->EffectImplicitTargetA[i], spellInfo->EffectImplicitTargetB[i]) && ( spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AURA || spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AREA_AURA_PARTY || spellInfo->Effect[i] == SPELL_EFFECT_APPLY_AREA_AURA_RAID diff --git a/src/game/SpellMgr.h b/src/game/SpellMgr.h index a97515f..3d27b4c 100644 --- a/src/game/SpellMgr.h +++ b/src/game/SpellMgr.h @@ -191,6 +191,8 @@ bool IsPositiveSpell(uint32 spellId); bool IsPositiveEffect(uint32 spellId, uint32 effIndex); bool IsPositiveTarget(uint32 targetA, uint32 targetB); +bool IsUnitTargetUsingTarget(uint32 targetA, uint32 targetB); + bool IsSingleTargetSpell(SpellEntry const *spellInfo); bool IsSingleTargetSpells(SpellEntry const *spellInfo1, SpellEntry const *spellInfo2); -- 1.6.0.2.1172.ga5ed0 Github: http://github.com/pasdVn/mangos/commit/c98e43e12207fe697e2812d211c13aa638535f93.patch Sorry for writing that much to such a small problem. Just tried to make my thougts a bit reproducable
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[7428] New .map file format and some fixes
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
Well Vladimir, i found that ad.exe on the post #67 of this threat. Also i modified the code trying to make it work to get a newest version compiled for me. That doesn't mean that the ad.exe got a modified code on it. It came on the file i downloaded and also that files contains the source code which i tried to compile. Vladi, can you send me your 0004331.map file to see if yours will allow my server to run. -
As promised in the previous reply, I came up with an updated version of this patch. You can follow the development and the sources at this link: https://github.com/xfurry/mangos/tree/world_pvp The DB update file is optimized for UDB and TBCDB. for YTDB it may also work but probably you'll have to change a few queries. If you want to use it on Mangos One / Zero you can backport the full patch and remove the pvp areas you don't need. There may be some issues in some areas because of grid unloading, but overall the scripts should work fine. Please let me know how it works and if you encounter any issue don't hesitate to post it here. As a note for further development of this feature: * This approach of the patch isn't 100% right, so it won't head for the master branch in the way it is. * In order to optimize stuff and make things more easier we require some features which I have already discussed here: http://getmangos.eu/community/topic/17262/feature-request-check-conditions-in-db-script/ * As I have already said in the topic linked just above, most of the pvp scripts should be handled in DB if the core would have the proper tools to handle it.
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Have a look at http://getmangos.eu/community/viewtopic.php?id=7425 (Maybe one of the persons there can re-upload their patch)
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edit: Dalaran Restricted Flight Area Fix //Patch file-> r1 crash found //tested on rev.9626 and failed edit: Patch file-> r2 http://filebeam.com/1f71c512e3966d93255777f58536803f notes: Fixed crash from last rev. tested on rev.9626 edit: Patch file-> r3 http://filebeam.com/e733da84d17b761f1840bba5fae488fb notes: Adds config option in mangos.conf enable/disable - tested on rev.9626 edit: Patch file-> r4 http://filebeam.com/c04c89d7bdfdf3b20587eac108f3bd77 notes: fixed text - tested on rev.9662 edit rev.5 never got uploaded and was lost edit: Patch file-> r6 http://filebeam.com/d3f58f6009be42a8574d95248ffc3176 notes: clean up and fix some bugs with Restricted Flight Area - casting or not casting when it should - (tested on rev.9723) edit: Patch file->r7 http://filebeam.com/65fe71c61b71fcbd183f43a410f464eb notes: Added check for safe zones! + added isGameMaster check - (tested on rev.9723) edit: Patch file->r8 notes: small clean up not uploaded edit: Patch file->r9 http://filebeam.com/f217f455a2148a92955b1c7c1cf54259 notes: more cleaning - (tested on rev.9723) edit: Patch file->r10 http://filebeam.com/3f86506c258131bf6008d303fad3a11a notes: player spam fix - (tested on rev.9730) Rev.10 diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 33875a1..7110508 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -1385,6 +1385,45 @@ void Player::Update( uint32 p_time ) //because we don't want player's ghost teleported from graveyard if(IsHasDelayedTeleport() && isAlive()) TeleportTo(m_teleport_dest, m_teleport_options); + + uint32 DalaranRestrictedFlightArea = sWorld.getConfig(CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA); + + if (DalaranRestrictedFlightArea >= 1) + { + if (GetMapId() == 571 && IsInWorld()) + { + if (GetPositionZ() > 640.0 && GetPositionZ() < 700.0 && GetZoneId() == 4395 && GetAreaId() != 4564 && CanFly() && !isGameMaster()) + { + if (!HasAura(58600) && !HasAura(61243)) // Check for Restricted Flight Area and Parachute Visual + { + if ((DalaranRestrictedFlightArea != 2) || + !((GetPositionX()-5886.80f)*(GetPositionX()-5886.80f)+(GetPositionY()-651.28f)*(GetPositionY()-651.28f) < 29.89 || // The Well by the North Bank + (GetPositionX()-5711.05f)*(GetPositionX()-5711.05f)+(GetPositionY()-646.02f)*(GetPositionY()-646.02f) < 37.70 || // The spinning thing in the middle of The Eventide + (GetPositionX()-5816.89f)*(GetPositionX()-5816.89f)+(GetPositionY()-745.91f)*(GetPositionY()-745.91f) < 548.24 || // The grass by The Violet Citadel + GetAreaId() == 4619)) // The Violet Citadel + { + CastSpell(this, 58600, true); + PlayDirectSound(9417, this); + MonsterWhisper("Warning: You've entered a no-fly zone and are about to be dismounted!", GetGUID(), true); + } + } + } + else if (HasAura(58600)) // Restricted Flight Area + { + RemoveAurasDueToSpell(58600); + } + if (HasAura(61243)) // Parachute Visual + { + float x, y, z; + GetPosition(x, y, z); + float ground_Z = GetMap()->GetHeight(x, y, z, true); + if (fabs(ground_Z - z) < 0.1f) + { + RemoveAurasDueToSpell(61243); + } + } + } + } } void Player::setDeathState(DeathState s) diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 35362de..8c1e83f 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -2509,11 +2509,13 @@ void Aura::HandleAuraDummy(bool apply, bool Real) } case 58600: // Restricted Flight Area { - // Remove Flight Auras - m_target->CastSpell(m_target, 58601, true); - // Parachute - m_target->CastSpell(m_target, 45472, true); + if (GetAuraDuration() == 0) + { + m_target->CastSpell(m_target, 58601, true); // Remove Flight Auras + m_target->CastSpell(m_target, 45472, true); // Parachute Buff + m_target->CastSpell(m_target, 61243, true); // Parachute Visual return; + } } } diff --git a/src/game/World.cpp b/src/game/World.cpp index 30b093a..6fa6960 100644 --- a/src/game/World.cpp +++ b/src/game/World.cpp @@ -592,6 +592,8 @@ void World::LoadConfigSettings(bool reload) setConfig(CONFIG_BOOL_ALL_TAXI_PATHS, "AllFlightPaths", false); + setConfig(CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA, "DalaranRestrictedFlightArea", 0); + setConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL, "Instance.IgnoreLevel", false); setConfig(CONFIG_BOOL_INSTANCE_IGNORE_RAID, "Instance.IgnoreRaid", false); diff --git a/src/game/World.h b/src/game/World.h index a4e4f6f..26909a0 100644 --- a/src/game/World.h +++ b/src/game/World.h @@ -177,6 +177,7 @@ enum eConfigUInt32Values CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL, CONFIG_UINT32_TIMERBAR_FIRE_MAX, CONFIG_UINT32_MIN_LEVEL_STAT_SAVE, + CONFIG_UINT32_DALARAN_RESTRICTED_FLIGHT_AREA, CONFIG_UINT32_VALUE_COUNT }; diff --git a/src/mangosd/mangosd.conf.dist.in b/src/mangosd/mangosd.conf.dist.in index 5d4053f..b7d86f4 100644 --- a/src/mangosd/mangosd.conf.dist.in +++ b/src/mangosd/mangosd.conf.dist.in @@ -506,6 +506,12 @@ LogColors = "" # Default: 0 (false) # 1 (true) # +# DalaranRestrictedFlightArea +# Players that try to fly over Dalaran for more than 10 sec will be dismounted. +# Default 0 (Disabled) +# 1 (Enable.DalaranRestrictedFlightArea) +# 2 (Enable.SafeZones+1) +# # AlwaysMaxSkillForLevel # Players will automatically gain max level dependent (weapon/defense) skill when logging in, leveling up etc. # Default: 0 (false) @@ -687,6 +693,7 @@ StartArenaPoints = 0 InstantLogout = 1 DisableWaterBreath = 4 AllFlightPaths = 0 +DalaranRestrictedFlightArea = 0 AlwaysMaxSkillForLevel = 0 ActivateWeather = 1 CastUnstuck = 1 If you are having problems with the Restricted Flight Area debuff being casted in Krasus' Landing then you might want to look at this. http://getmangos.eu/community/showthread.php?13451-Better-area-detection-for-Krasus-Landing edit: well its not 100% blizzlike but its getting there maybe someone here can help fix some of the things I could not get working so far ----What works so far---- 1.If you are on Krasus' Landing you can mount and fly without being dismounted 2.If you fly into dalaran and you are under 700.0 PositionZ you will be giving Restricted Flight Area debuff and see text and hear sound 3.fly you go back over 700.0 Z || leave dalaran || go to Krasus' Landing - the debuff will be taken off 4.If you don't and the debuff hits 0 you will be dismounted and given a Parachute 5.when you hit the ground the Parachute will taken away ----What does not---- 1.//Text is not sent the way it should edit: - Fixed in r4 ! 2.//Screen should shake when you are given the debuff -- edit: (Does not do this anymore on retail thank you - piroy1337) - It might of never did that but I can't remember lol have not played on retail in over 3-1/2 months 3.There should be places in dalaran where you can land without being dismounted "safe-zones" edit: - Fixed in r7 still needs a little work 4.And some other smaller bugs edit: - most of them have been fixed
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can someone tell me how I add two pacths? http://getmangos.eu/community/viewtopic.php?id=5174&highlight=announce http://getmangos.eu/community/viewtopic.php?id=8386&highlight=house sorry for bad english. ... I'm using the google translator. Des Thanks for now.
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this post ( http://getmangos.eu/community/showthread.php?p=75655#post75655 ) didn't get so much success, so i post here my attempt to fix this spell. in the database i found: Table spell proc event: -row id: 31242 progflag of rank 5: 131072. the bug of this spell is that it proc only if the player cast eviscerate or rupture, but it don't ptoc on other finishing moves like kidney shot. so, is the spell is working, the solution is only to add there other spell.... but how to do it?
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Ehm... I don't post a bug i want to talk about a warrior tank on a mangos server And the screenshot is of my private server and copyright is mine so i can post......... I can't unederstand your action :mad::mad::mad:
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As you know, I tried to support mtmaps part of Derex's ACE patch and made a fork of mangos located here http://github.com/scamp/mangos, mtmaps branch. Some period of time it worked fine, both on linux and win32, see http://getmangos.eu/community/viewtopic.php?id=4461. But now the old mtmaps code does not work since revision 6824 of mangos. The changes done in the way the maps work have broken multithreading. I am not so skillful coder and I do not understand the mangos code structure enough to rewrite the patch. So I' lloking for anybody who can help me with this. I think that a server application must be multithreaded for adequate use if all CPU's present, and to prevent blocking of all process by one part of it, which gives a bit of delay. Apache, MySQL, etc do work in this way. Without this functionality mangos cannot be used in SMP environments and high loads. When main thread is consuming ~99% of single logical CPU, other CPU's are not used, so there is a limit of performance for mangos. For example, a system with Q6600 quad-core Intel CPU can handle about 1000 of users with multithreading, and not more than 250 without multi, and it lags like hell. I was very unhappy when the ACE netcode patch was merged to upstream, but only the network sockets' part. Maybe you can change your decision and will support this part of patch until the new multiprocessing model will be ready?
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Hi, I'd like to know how exactly works command .debug setvalue (or getvalue) . I know about this - Syntax: .debug setvalue #field #value #isInt Set the field #field of the selected creature with value #value. If no creature is selected, set the content of your field. Use a #isInt of value 1 if #value is an integer. But how and where can I find some values for #field and #value? Does somebody know some table of those parameters or anthing? I found here on forums this topic http://getmangos.eu/community/viewtopic.p...+setvalue\\ where is a link to summary of some chart of values, but i guess it's out of date cause it doesn't work for me.. (or, I'm stupid , and then pls someone tell me how to use these commands )
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If you need a guide for Squeeze i created this one: http://getmangos.eu/community/topic/16184/guide-mangos-11235udbacid308playerbotscriptdev2-for-debian-6/ hope this helps to you anyway
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salja, maybe you should stop posting the work of others without giving credits to them? http://getmangos.eu/community/showthread.php?9547-[fix]-demonic-circle/page3&highlight=demonic+circle
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Hi everyone as mentioned here, I was working on implementing SOAP in MaNGOS. So once again, what is it all about? There are several cases, in which an automated interaction with mangosd is desirable, started from sending items to players up to sending ingame announces from a mobile phone. Up to this patch, there was just the RA console, which was quite uncomfortable. You had to write everything in a socket (including authentication) and then wait for a response - but you didn't know when the response was complete. Was it just a one line response? Are there further lines coming? Has the server gone away? Additionally, the RA console only allowed one connection at a time. So if you want to perform automated actions, you might either have luck and got served, or you got that ugly "Server is busy" message. This patch takes care of these issues * Remove only-one-login limitation from RA * Add a gsoap based SOAP service to mangos * A soap example client script (have a look at the contrib folder) * Some minor fixes on the console experience (print that "mangos>" after the command has finished) As a site note, this patches makes polling tables - as suggested for the "send items per mail from extern" problem - superfluous. Thanks to the wide spread implementation of SOAP, solving this problem boils down to $username = 'ADMINISTRATOR'; $password = 'ADMINISTRATOR'; $host = "localhost"; $soapport = 7878; $command = 'send items Playernumberone "Your items" "Hello Playernumberone, here are your items. Have fun." 192'; $client = new SoapClient(NULL, array( "location" => "http://$host:$soapport/", "uri" => "urn:MaNGOS", "style" => SOAP_RPC, 'login' => $username, 'password' => $password )); try { $result = $client->executeCommand(new SoapParam($command, "command")); echo "Command succeeded! Output: \\n"; echo $result; } catch (Exception $e) { echo "Command failed! Reason: \\n"; echo $e->getMessage(); } The patch is now (from my point of view) feature complete and tested on *nix, but untested on windows. You can get it either by pulling my mangossoap branch or by downloading the patch file if you are not that much git enthusiastic. Any feedback, especially concerning running this patch on windows, is welcome
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for eye of acherus need working required vehicles http://getmangos.eu/community/viewtopic.php?id=7952 maybe use
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Screenshot removed - please do not post screenshots of copyrighted material. Thread moved to bug reports. and please read this: http://getmangos.eu/community/viewtopic.php?id=7568
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http://getmangos.eu/community/viewtopic.php?id=21776 now please, can I kill you?
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Hi, This is an old cookie and every so often someone asks the same question. The grep.exe utility in your 'git bash shell' is out-of-date. http://getmangos.eu/community/post/137447/#p137447 The idea around this HASH=`git log --pretty=oneline | grep -m 1 '\\[z1[0-9]\\{3\\}]' | cut -d " " -f 1` is to search for the right commit (HASH) in the commit history. The grep utility looks in the commit header for a string of the type '[z1xxx]'. If you observe, all MaNGOS ZERO core commits (or they should ) are indexed as such. Once it finds the latest core commit, it then records the hash into the variable HASH that is used later in the script. The problem with supporting a project on more than one core, is time. I rarely get any feedback (good or bad) and it is difficult for one person to be monitoring code for two servers at once (I only have one main serrver ). Thanks for the information, I will now take a look at playerbot for MaNGOS ZERO to see whether it is behaving itself. The chances are that you haven't created your full playerbot patch properly. If your having problems with grep.exe then the bash script won't operate properly and the patch will be dirty (i.e. contain core changes as well. Then, when you come to apply the patch the merge will complain bitterly that your trying to overite core files. Download an updated version of grep.exe from GNU and replace the files in the shell (As I remember the grep.exe comes with a couple of 'dll' files as well that also need to be copied across). You need at least version 2.5.4 to recognise the '-m' option. Hope this helps
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Kinda related: http://getmangos.eu/community/topic/16132/cot1-doorways/
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Sometimes I feel like Windows users need help, but that's beyond what MaNGOS Devs can offer [1]Just compile MaNGOS the way you did before cmake. Go to your MaNGOS sources folder and there inside the win folder. Double click mangosdVC80.sln, get a cup of tea. Done. Regards Skirnir [1] http://getmangos.eu/community/post/131661/#p131661
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ChangeLog - 29th November 2010
Auntie Mangos replied to Auntie Mangos's topic in OldSite feedback & help
24th November 2010 Sometimes a little PM can go a long way. Fixes Do I see doubled stuff? Indeed, that was weird. Doubled report links, among other stuff. All gone for good now. Is there more? Roughly 80 culminated issues fixed from reports our users sent it. You might notice a lot of less weird things going on now. House cleaning Can't we have that little private talks again? Yes, you can as some president would say. Look above all things and see PM craving for your attention. Feedback this way, please. -
[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
look at this post. http://getmangos.eu/community/showpost.php?p=95550&postcount=597 bulrok started implementing the outdoorpvp system, but he need some help. -
Could you please showme where is the spell coefficient for the DD part of unstable affliction? i cant find it.
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