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Everything posted by Auntie Mangos
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Hi Cartman87, Please follow this thread; http://getmangos.eu/community/topic/15508/is-client-40x-supported-yet/ If you would like to follow the cata progression, thank you.
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Stickied to this section is this: http://getmangos.eu/community/viewtopic.php?id=8517
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[Fix][8693] Glyph of Life Tap , but I did not notice its action
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Just saying, but ... here's the vellums thread Basically, the 9280 patch is incomplete without the rest of the vellum functionnality, which was pointed by Moandor
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What bug does the patch fix? What features does the patch add? Fixed for spell http://www.wowhead.com/?spell=58875 For which repository revision was the patch created? 9071 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 Who has been writing this patch? Please include either forum user names or email addresses. Me diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 5498286..6a32c6c 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -4216,13 +4216,16 @@ void Aura::HandleModTaunt(bool apply, bool Real) /*********************************************************/ /*** MODIFY SPEED ***/ /*********************************************************/ -void Aura::HandleAuraModIncreaseSpeed(bool /*apply*/, bool Real) +void Aura::HandleAuraModIncreaseSpeed(bool apply, bool Real) { // all applied/removed only at real aura add/remove if(!Real) return; m_target->UpdateSpeed(MOVE_RUN, true); + + if (apply && GetSpellProto()->Id == 58875) + m_target->CastSpell(m_target, 58876, true); } void Aura::HandleAuraModIncreaseMountedSpeed(bool apply, bool Real)
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http://getmangos.eu/community/viewtopic.php?pid=126466#p126466 did already answer this. Short: no. Long: not yet.
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What about this and this bugs?
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Again: this quest doest not need vehicles, its mind-control spell on eye!
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Don't sweat it, you'd be surprised how easy it is to miss one line. It's getting to be a pretty big readme, but that just shows how much you can do with playerbot (which == awesome). I'll give all the help I can, although honestly I'm still sorting out git myself. As for playerbot, I'm working on talentspecs (almost halfway which is when I'll start sharing), but work is crazy right now and for some reason personal life's chosen the previous and current weeks as well to go crazy. Someone up there does not want me to finish the talentspecs but darn it I will! Anyway, I've found it to be a very friendly and helpful community here. Take some effort to find what you need first (something I need to work on now and again), after that feel free to ask. (pertaining to bots being invisible in instances) I was browsing the forums the other day... Just out of curiosity, would you perchance be talking about this bug?
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http://getmangos.eu/community/topic/6299/bug-druid-thorns/ now in 10400 and still bug. dr.damage indicates damage of 370 points with the talent brambles, thorns only does with the talent brambles 125 points of damage. without the talent just makes wretched 73 points this ability is Moonkin's impresindible really nerf The bonus damage given to Thorns is 13% of the spell damage. any solution?
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Hi, Sorry it's my fault. When you asked me about 'path-finding' and 'mmap' I thought you meant 'minimaps' on the client :blink: Yes I know, I should try to follow other relevant projects, but I don't have enough time. Since you and UnkleNuke mentioned mmap, I found faramir118's github and I can now see what all the buzz is about, particularly with the various utube video demos. The improvements in the way NPCs navigate will be a definite advantage. It's visually annoying to see NPCs walking through walls and floor boards of buildings. I'm sure when they have perfected it, playerbot will also benefit. I tried to extract a set of 'mmaps', but the extractor hangs and complains that my map files are the wrong version. Does 'mmap' work with the latest maps/vmaps ? I am sure everyone will be interested to see the changes you have made B) Cheers
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UPDATED on 01-Dec-2010 Revision of MaNGOS: 10759 with some custom changes, so the diff file may be "tainted" by them ;P Fix for talent Honored Among Thieves. When anyone in the Rogue's group deals critical damage/heal, also periodic - the rogue gains a combo point for his current victim. Works with >1 rogue in the group with this talent. Cooldown is 1s per rogue with the talent. Talent rank 1: http://www.wowhead.com/spell=51698 Proc spell: http://www.wowhead.com/spell=52916 Spell adding combo point: http://www.wowhead.com/spell=51699 Patch: http://pastebin.com/Gr6LgKpN SQL proc event: -- Honor Among Thieves DELETE FROM `spell_chain` WHERE `spell_id` IN (51698, 51700, 51701); INSERT INTO `spell_chain` VALUES (51698, 0, 51698, 1, 0), (51700, 51698, 51698, 2, 0), (51701, 51700, 51698, 3, 0); DELETE FROM `spell_proc_event` WHERE `entry` IN (51698); INSERT INTO `spell_proc_event` VALUES (51698, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0x0054110, 0x0040002, 0, 0, 1); Tested in a group of 2 rogues and a druid, works with melee/spell/healing criticals, also DoT crits and it worked all time, so hunter's ranged crits shouldnt be an exception ;p Also 1sec. cooldown works, when there's a lot of spamming crits rogue gains only 1 cb point per second as intended. thanks to przemratajczak for help
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[Patch] Auto Announcer(With Next ID)
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Please continue the discussion at http://getmangos.eu/community/showthread.php?10618-Auto-Announcer-with-NextID-and-MangChat-support -
Yes they do, and I think the same flag as here is used to determine which spells they use (all spells with that flag won't be cast by a controlled player).
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What bug does the patch fix? What features does the patch add? * Move default coefficient calculation (when no spell_bonus_data entry is used) to its own method in SpellMgr, CalculateDefaultCoefficient. This default coefficient calculation is basically the block of code that Unit::SpellHealingBonus and Unit::SpellDamageBonus had in common. * Calculate coefficients for spells in loading spell_bonus_data using CalculateDefaultCoefficient and compare it with what the entry in spell_bonus_data is. When the difference is small, output a DB error (maybe an outDebug could be used instead of outErrorDb, but I just wanted a fast way to copy and paste the output ). I chose the threshold of 0.02f(2%) arbitrarily, not sure if there is a better number to use here or a different method of determining which entries are more needed than others. * Do not add coefficient to healing part of life drain effects/auras, it is already considered when calculating the damage * Moved the CastingTime declaration uint32 CastingTime = !IsChanneledSpell(spellProto) ? GetSpellCastTime(spellProto) : GetSpellDuration(spellProto); from Bonus calculations to GetCastingTimeForBonus. * Subtract 5% from coefficients per "additional effect" as stated, instead of doing CastingTime -= 175 (which is only correct when the spell has a cast time of 3.5). * Minor changes: * The comment that reads "// Pet damage" is actually used for non-pet creatures * Typo: Bonusess -> Bonuses For which repository revision was the patch created? 8284 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=6733 <- Not really a bug report, but I'm hoping this will make checking fixes like these easier. Who has been writing this patch? Please include either forum user names or email addresses. Myself One thing that confused me were the lines introduced in this commit: // Not apply this to creature casted spells with casttime==0 if(CastingTime==0 && GetTypeId()==TYPEID_UNIT && !((Creature*)this)->isPet()) return 3500; Is there a reason why 3500 is returned for instant cast spells but not others? My assumption was that it was supposed to make creatures get a coefficient 1.0f when they had "pseudo" spell power from auras, but this fact seems to have been lost in the commit that introduced spell_bonus_data. I removed these lines in my patch (and replaced them with a default coeff of 1.0f), but if someone could affirm (or disprove) my assumption, that would be nice. Patch If calculating and comparing the coefficients on load is seen as unnecessary work, here are the entries that were printed out so that perhaps a one-time SQL patch can be used. These are all the spells with a difference less than two percent of the calculated value, or spells that don't even match the wiki. Entry DamageType DB Value CalcValue Difference 2912 `direct_bonus` 1.000000 1.000000 0.000000 139 `dot_bonus` 0.376000 0.376000 0.000000 603 `dot_bonus` 2.000000 2.000000 0.000000 30451 `direct_bonus` 0.714300 0.714286 0.000014 29722 `direct_bonus` 0.714300 0.714286 0.000014 2136 `direct_bonus` 0.428600 0.428571 0.000029 2948 `direct_bonus` 0.428600 0.428571 0.000029 25912 `direct_bonus` 0.428600 0.428571 0.000029 51505 `direct_bonus` 0.571400 0.571429 0.000029 5676 `direct_bonus` 0.428600 0.428571 0.000029 17877 `direct_bonus` 0.428600 0.428571 0.000029 774 `dot_bonus` 0.376040 0.376000 0.000040 689 `dot_bonus` 0.142800 0.142857 0.000057 ^-- Values above here definitely do not need spell_bonus_data 5570 `dot_bonus` 0.127000 0.126667 0.000333 <-- Both wrong , Insect Swarm should should have 20% dot bonus 11426 `direct_bonus` 0.805300 0.805714 0.000414 34861 `direct_bonus` 0.402000 0.402857 0.000857 8092 `direct_bonus` 0.429600 0.428571 0.001029 32379 `direct_bonus` 0.429600 0.428571 0.001029 32546 `direct_bonus` 0.806800 0.805714 0.001086 19236 `direct_bonus` 0.806800 0.805714 0.001086 2061 `direct_bonus` 0.806800 0.805714 0.001086 17 `direct_bonus` 0.806800 0.805714 0.001086 33110 `direct_bonus` 0.806800 0.805714 0.001086 421 ` direct_bonus` 0.570000 0.571429 0.001429 <-- Wiki seems to have rounded this value 1449 `direct_bonus` 0.212800 0.214286 0.001486 2060 `direct_bonus` 1.613500 1.611429 0.002071 8004 `direct_bonus` 0.808200 0.805714 0.002486 1064 `direct_bonus` 1.340000 1.342857 0.002857 <-- Wiki seems to have rounded this value 596 `direct_bonus` 0.808600 0.805714 0.002886 <-- Typo? 6789 `direct_bonus` 0.220000 0.214286 0.005714 <-- My calculated value is closer to wiki value than spell_bonus_data's 14914 `dot_bonus` 0.024000 0.029962 0.005962 26573 `dot_bonus` 0.040000 0.033333 0.006667 44457 `direct_bonus` 0.400000 0.407143 0.007143 348 `direct_bonus` 0.200000 0.207714 0.007714 30283 `direct_bonus` 0.195000 0.203429 0.008429 44457 `dot_bonus` 0.200000 0.190000 0.010000 8921 `dot_bonus` 0.130000 0.116629 0.013371 589 `dot_bonus` 0.182900 0.200000 0.017100 30108 `dot_bonus` 0.240000 0.200000 0.040000 <-- Duration has been decreased from 18 to 15 172 `dot_bonus` 0.300000 0.200000 0.100000 <-- My calculated value is closer to wiki value than spell_bonus_data's (exact same in fact) 42208 `direct_bonus` 0.095200 0.214286 0.119086 <-- Both incorrect (calculation doesn't know that this is a spell triggered from a channeled spell). This is an example of something that strictly *needs* an entry. EDIT: I just noticed that the coefficient calculation for DoT/hybrid spells seems a bit off. EDIT2: Ok, fixed a typo in DoT calculation and made the effects counter less generic; it was penalizing DoTs for very weird effects, like Rejuvenation's mod rating effect which doesn't actually do anything. EDIT3: I think there is a more accurate method of calculating coefficient penalties for AoE spells with "additional effects." I note that Shadow Fury, Dragon's Brath, Frost nova, Typhoon seem to take *(0.95^2) penalty to coefficients, while Cone of Cold only has a *0.95 penalty. EDIT4: Small update to this patch to correctly cover the aforementioned spells... Basically make the calculation less generic and more correct . I didn't update the above table, however, because it's still pretty much the same spells that either need changes or need to be removed.
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What bug does the patch fix? What features does the patch add? This patch provides a system for handling nonstacking aura effects and implements AuraModResistanceExclusive as an example of it (AuraModResistanceExclusive effects should never stack). For which repository revision was the patch created? 8237 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=2838&highlight=exclusive+resistance Who has been writing this patch? Please include either forum user names or email addresses. Myself Patch Here First off, let me state that this is a different issue from entire spells not stacking, like when one paladin casts a blessing on a target, then a different blessing on the same target, and the old spell gets completely removed. The issue addressed by this patch are the individual aura effects of buffs. For example, when a unit has Mark of the Wild, and then Shadow Protection is cast, the shadow resistance they provide shouldn't stack. Of course, Shadow Protection shouldn't remove Mark of the Wild just because it provides more of that resistance, and when Shadow Protection is removed, Mark of the Wild's shadow resistance should kick in again. So with this patch, I added new categories of UnitModifierTypes, NONSTACKING_VALUE and NONSTACKING_PCT. This is to make it easier to find what the highest value for the nonstacking aura is, and whether one aura should replace another. Additionally, these fields can be used for auras other than AuraModResistanceExclusive. For example, Horn of Winter should not stack with Totem of Strength of Earth, Unleashed Rage should not stack with Abomination's Strength or Trueshot Aura, etc (a more extensive list here). I added a flag in Auras (m_stacking) because I don't think a method for determining which of these buffs should stack exists in code (not all are as simple as AuraModResistanceExclusive ), so they may have to be implemented via hack in the future. Note: You will still see multiple buffs of the same spell with different ranks. For example, with two hunters in a party, you can have Aspect of the Wild ranks 4 and 3; this is a different issue, but still only one Aspect has any function. Thoughts, criticisms, comments, advice? Not too hacky I hope? All appreciated. Edit: Replaced GetAuras with GetAurasByType Edit2: Rebased diff on 8077 Edit3: Added more auras, 8140 Edit4: Updated to 8237 (small Unit.h change after 8236)
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Hi, first, i'm sorry for wrong using search function and if there is a tutorial who explain that I answer... This is because i'm french with rough english and there is complicated to understand ! My question is easy (not for me but I hope for you...) I wan't to apply in my DB, a patch with TortoiseGIT, but I don't know how to do this, and there is ANY explanation in french I can found. So, please, can anyone explain this to me ? Don't care to use difficults terms, I can use the magic-translator-of-death :lol. PS : The patch I wan't to apply gives to me on this post : http://getmangos.eu/community/showt...1542#post61542 Khamul~
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Hi Guys, I was asked to describe how to merge playerbot & movemaps with MaNGOS Zero, similar to the instructions previously posted for MaNGOS here Please bear with me on this, because these scripts and patches wouldn't work when posted to PM. Specifying the display type for code tags as cyberium suggested is pretty to read, but a nightmare when you try to copy/paste. So I will post these in raw format. 1. Run the 'follow/movemaps' > MaNGOS Zero bash script #!/bin/bash -x mkdir portal cd portal git init git pull git://github.com/mangos-zero/server.git feature/movemaps:master git pull git://github.com/mangos-zero/server.git # # Apply merge_mmap_into_core.patch to fix conflicts # Then it is most important to do the following within the portal folder <source root> # git commit -a # # save the file to finalize the merge # check that the merge has taken by viewing the commit history 'git log' Then from the portal directory, fix the merge conflicts with this patch (Note: ignore the binary conflicts. All binaries should be re-built to be compatible with your system) (remove the --check option to actually apply patch) diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h index 45aecec..851fc31 100644 --- a/src/game/CreatureAI.h +++ b/src/game/CreatureAI.h @@ -103,16 +103,11 @@ class MANGOS_DLL_SPEC CreatureAI */ virtual void JustReachedHome() {} -<<<<<<< HEAD - // Called at any heal cast/item used (call non implemented) - // virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {} -======= /** * Called at any heal cast/item used * @param healer Unit* who healed the creature */ virtual void HealBy(Unit* healer, uint32 amount_healed) {} ->>>>>>> 182b8438135d5e5a2c1cd404b005706ad788f262 /** * Called at any Damage to any victim (before damage apply) diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index b8328ea..fdb40f1 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -3521,17 +3521,6 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx) return; } case 28560: // Summon Blizzard -<<<<<<< HEAD - { - if (!unitTarget) - return; - - m_caster->SummonCreature(16474, unitTarget->GetPositionX(), unitTarget->GetPositionY(), unitTarget->GetPositionZ(), 0.0f, TEMPSUMMON_TIMED_DESPAWN, 30000); - return; - } - case 30918: // Improved Sprint -======= ->>>>>>> 182b8438135d5e5a2c1cd404b005706ad788f262 { m_caster->CastSpell(m_caster, 28561, true); return; diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 6db1602..d57f534 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -7255,15 +7255,9 @@ void Unit::IncrDiminishing(DiminishingGroup group) m_Diminishing.push_back(DiminishingReturn(group,WorldTimer::getMSTime(),DIMINISHING_LEVEL_2)); } -<<<<<<< HEAD -void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster,DiminishingLevels Level, bool isReflected) -{ - if(duration == -1 || group == DIMINISHING_NONE || (!isReflected && caster->IsFriendlyTo(this)) ) -======= void Unit::ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration, Unit* caster, DiminishingLevels Level, bool isReflected) { if (duration == -1 || group == DIMINISHING_NONE || (!isReflected && caster->IsFriendlyTo(this))) ->>>>>>> 182b8438135d5e5a2c1cd404b005706ad788f262 return; float mod = 1.0f; diff --git a/src/game/Unit.h b/src/game/Unit.h index 171f276..816d9f3 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -990,11 +990,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject DiminishingLevels GetDiminishing(DiminishingGroup group); void IncrDiminishing(DiminishingGroup group); -<<<<<<< HEAD - void ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster, DiminishingLevels Level, bool isReflected); -======= void ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration, Unit* caster, DiminishingLevels Level, bool isReflected); ->>>>>>> 182b8438135d5e5a2c1cd404b005706ad788f262 void ApplyDiminishingAura(DiminishingGroup group, bool apply); void ClearDiminishings() { m_Diminishing.clear(); } diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 888957d..4e00ba6 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,8 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ -<<<<<<< HEAD - #define REVISION_NR "1789" -======= #define REVISION_NR "1809" ->>>>>>> 182b8438135d5e5a2c1cd404b005706ad788f262 #endif // __REVISION_NR_H__ Then you need to finalize the merge by This will open the default text editor to allow you to change the merge header. Just save the file and exit. You can check that the merge has taken by 2. Next you will be merging the playerbot code (zeronew-ai branch) into your previous merge (1.). Run this script from the portal parent directory. #!/bin/bash -x cd portal git pull git://github.com/blueboy/portalzero.git zeronew-ai:zeronew-ai # # Apply merge_pbot.patch to fix conflict # Then it is most important to do the following within the portal folder <source root> # git add win/VC100/game.vcxproj.filters # git commit -a # # save file to finalize merge # check that the merge has taken by viewing the commit history 'git log' copy the following patch to portal and apply it to fix merge conflicts. diff --git a/win/VC100/game.vcxproj.filters b/win/VC100/game.vcxproj.filters index 2d2e52d..fbe2d09 100644 --- a/win/VC100/game.vcxproj.filters +++ b/win/VC100/game.vcxproj.filters @@ -836,12 +836,6 @@ <ClInclude Include="..\\..\\src\\game\\Camera.h"> <Filter>Object</Filter> </ClInclude> -<<<<<<< HEAD - <ClInclude Include="..\\..\\src\\game\\MoveMap.h"> - <Filter>World/Handlers</Filter> - </ClInclude> - <ClInclude Include="..\\..\\src\\game\\MoveMapSharedDefines.h"> -======= <ClInclude Include="..\\..\\src\\game\\playerbot\\PlayerbotAI.h"> <Filter>World/Handlers</Filter> </ClInclude> @@ -876,7 +870,12 @@ <Filter>World/Handlers</Filter> </ClInclude> <ClInclude Include="..\\..\\src\\game\\playerbot\\PlayerbotWarriorAI.h"> ->>>>>>> 25635d12680da625b0a297e535a6d2c4c9d4c553 + <Filter>World/Handlers</Filter> + </ClInclude> + <ClInclude Include="..\\..\\src\\game\\MoveMap.h"> + <Filter>World/Handlers</Filter> + </ClInclude> + <ClInclude Include="..\\..\\src\\game\\MoveMapSharedDefines.h"> <Filter>World/Handlers</Filter> </ClInclude> <ClInclude Include="..\\..\\src\\game\\vmap\\BIH.h"> again finalize the merge (git commit -a) and save. The code is now ready to build. @EDIT I have found the problem. You need to change the file format from PC to Unix. If you have a text editor that does this fine, if not I have found a link to a utility that convert CR/LF line endings into LF line endings to prepare files edited under windows for use on unix machines that does. Hope this helps
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I would recommend to actually copy and paste the error output somewhere. This is probably not specific enough for helping you. It might be the same issue like in this topic.
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HI everyone. Got huge trouble with compiling not-builtin ACE. Simply It doesn't want to compile. OS - Ubuntu 9.04 Mangos - 10618(clear and not) ACE versions - from 5.7.6 till 5.8.2(noone helped) Used this one guide http://getmangos.eu/community/viewtopic.php?id=12411&p=1 Seems that thisone very old commit created such problem: http://github.com/mangos/mangos/commit/6fa7fbe5d18115cb0d81708bfa2f697c154d3112 make[5]: Leaving directory `/root/mangos/1/src/shared' make[4]: Leaving directory `/root/mangos/1/src/shared' make[3]: Leaving directory `/root/mangos/1/src/shared' Making all in realmd make[3]: Entering directory `/root/mangos/1/src/realmd' CXX AuthSocket.o CXX BufferedSocket.o CXX Main.o CXX PatchHandler.o CXX RealmList.o CXXLD mangos-realmd Main.o: In function `ACE_Acceptor<AuthSocket, ACE_SOCK_Acceptor>::accept_svc_handler(AuthSocket*)': /usr/local/include/ace/Acceptor.cpp:301: undefined reference to `ACE_SOCK_Acceptor::accept(ACE_SOCK_Stream&, ACE_Addr*, ACE_Time_Value*, bool, bool) const' PatchHandler.o: In function `ACE_Singleton<PatchCache, ACE_Thread_Mutex>::cleanup(void*)': PatchHandler.cpp:(.text._ZN13ACE_SingletonI10PatchCache16ACE_Thread_MutexE7cleanupEPv[ACE_Singleton<PatchCache, ACE_Thread_Mutex>::cleanup(void*)]+0x10): undefined reference to `ACE_Object_Manager::remove_at_exit_i(void*)' PatchHandler.o: In function `ACE_Singleton<PatchCache, ACE_Thread_Mutex>::instance()': PatchHandler.cpp:(.text._ZN13ACE_SingletonI10PatchCache16ACE_Thread_MutexE8instanceEv[ACE_Singleton<PatchCache, ACE_Thread_Mutex>::instance()]+0x122): undefined reference to `ACE_Object_Manager::at_exit_i(void*, void (*)(void*, void*), void*, char const*)' ../shared/libmangosshared.a(Threading.o): In function `ACE_Time_Value::set(long, long)': /usr/local/include/ace/Time_Value.inl:81: undefined reference to `ACE_Time_Value::normalize(bool)' collect2: ld returned 1 exit status Please don't tell me "use builtin ACE". I can't use it due to some reasons
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This is very common (especially when pointers go out of bound). Repeat the procedure I previously posted and this time click 'Break' and it will take you to where the error occurred in the source code, then copy/paste the section of code when it crashed (include which file also!) and make a thread regarding it in the Bug Reports forum here
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MaNGOS switch to support 3.3.3a (11723)
Auntie Mangos replied to Auntie Mangos's topic in OldAnnouncements & news
Just go check here http://getmangos.eu/community/showthread.php?192-[guide]-Compiling-Mangos-For-Windows on how to compile and here http://getmangos.eu/community/showthread.php?7318-[Guide]-Mangos-Windows-Setup for installation. -
Regardless of which client version you use, working with the server source code still follows the same basic steps. It will only differ in where you get the needed sources and additional patches, like Playerbot. If you're unfamiliar with using Git, faramir and I just helped Xenithar with patching and compiling his Zero server. If you have any issues with using Git or patching your source code, have a read through this thread, starting at around post #14....Odd NPC behavior. The branch names have changed in the Zero repository, from master to develop, so take that into account when reading my guide in post #18. Also, please read through blueboy's posts on merging Playerbot's source with MaNGOS if you're also using movemaps with it, that information is in post #509: Merging Playerbot with MaNGOS and Movemaps Good luck!
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should be important, for me i have another similar issues that post already here http://getmangos.eu/community/viewtopic.php?id=14700
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