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Auntie Mangos

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Everything posted by Auntie Mangos

  1. your guide is compleetly different!!!!!!!!! I am at PART 11 - EXTRACTING MAPS AND DBC FILES I am not doing everthing.. for example I have done the ad.exe part that I dont have to do again... but many stages are... anyway.. will update if I get a problem.. its just fitting the databace or maybe just everything is done wrong I am trying to do step: PART 5 - CONFIGURING GIT but when it finishes, I do not get the mangosd.exe and realmd.exe!! any1 have that problem ? anyway, its such a good tut u have there thanks for everything
  2. @belfedia You do reset from clean mangos (source code) to commit: 8994, but then it will not be possible to pull vehicle branch, because Tasssadar/Valhalla (branch vehicle) is updated to commit: 9390 edit: For old commits, maybe you should look in the original topic: http://getmangos.eu/community/showthread.php?7952-[Help]-Implementing-Vehicles
  3. Yes there is a limit and yes it was discused before here's the link: -Stats-On-Higher-Levels"]http://getmangos.eu/community/showthread.php?10289-[Help]-Stats-On-Higher-Levels
  4. Please refer to #20 and #21 in this thread: http://getmangos.eu/community/viewtopic.php?id=8512&p=76555 That solution might get your problem fixed.
  5. thx :-[ and 1 question: i have already downloaded sources of 7301 build, how i am can update this sources from git?
  6. the way of generating doc: http://getmangos.eu/community/viewtopic.php?id=4570
  7. What bug does this fix? http://getmangos.eu/community/viewtopic.php?id=24788 Warsong Gluch game objects are not spawned What rev is this for? 5759 not 100% sure if this is the correct way to fix this but it works and every seems fine. Index: . =================================================================== --- . (revision 5759) +++ . (working copy) @@ -852,6 +852,7 @@ data.spawntimesecs = spawntime; data.animprogress = 100; data.go_state = 1; + data.spawnMask = 1; objmgr.AddGameobjectToGrid(guid, &data); m_BgObjects[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT);
  8. Did you pull the sniffs from 3.3.5a or would they be from the current retail version? I believe Xfurry was working on a similar patch. Check it out here [Patch] Implement "On Creature Summoned" for instance scripts in the Under Review section. Maybe it will give you some more ideas to help you and Xfurry
  9. In characters database I have 2 tables: armory_character_stats, character_feed_log Core patch applied (exluded crashy game_chart patch), but I get these errors and no character doesnt show :-/: Armory revision: 413 DB Version: armory_r398 Configuration values are: ArmoryConfig['settings']['configVersion'] = 708201001 ArmoryConfig['settings']['useCache'] = false ArmoryConfig['settings']['cache_lifetime'] = 86400 ArmoryConfig['settings']['minlevel'] = 10 ArmoryConfig['settings']['minGmLevelToShow'] = 3 ArmoryConfig['settings']['defaultLocale'] = en_gb ArmoryConfig['settings']['useDebug'] = true ArmoryConfig['settings']['logLevel'] = 1 Mulitrealm info: Realm ID: 1, name: Test, type: trinity Log: ERROR [07-11-2010 18:24:37]: Achievements::InitAchievements : wrong player guid (0), ignore. ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 54 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 54 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 57 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 57 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 58 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 58 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 59 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 59 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 60 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 60 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 62 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 62 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 63 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 63 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 311 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 311 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 315 ERROR [07-11-2010 18:24:38]: Achievements::CalculateAchievementPoints : unable to find any completed achievement for player 315 When I look at table armory_character_stats there are datas for character, which I try show. EDIT: Everything is OK now, look at comment http://getmangos.eu/community/viewtopic.php?pid=127875#p127875
  10. patch here http://getmangos.eu/community/showthread.php?14301-fix-applying-bonus-damage-from-spell-power-to-Drain-Soul
  11. Detour creates the maximum number of tiles possible right from the start (in dtNavMesh::init) It then uses those blank tiles as a pool, and that pool behaves like a stack backed by m_tiles[m_maxTiles] m_nextFree is the stack pointer. when you add a tile, Detour pops the stack and uses that tile when you remove a tile, Detour clears the data in it, then pushes it on top of the stack So we aren't dealing with a dynamic number of tiles. We're stuck with the 12bit tileID if we use 4096 tiles, unless we re-write all of the code that uses salt. Do we really need 10bits for salt? (question in the back of my mind is do we really need salt at all?) edit: I don't think it would be a major re-write to reduce salt to 5 bits or something. Maybe just change one line in init! And even if we didn't have these limitations, I'm sure there would be problems with not being able to load all tiles simultaneously. Grids staying in memory permanently because of mangosd.conf GridUnload = 0 People may even have a lot of ram and prefer to pre-load all grids + tiles, as in -New-Map-Terrain-Management-System"][Map/Grid] New Map/Terrain Management System
  12. a fix for AoE-s visual size : http://getmangos.eu/community/showthread.php?12628-[fix]-dynamic-object-size-scaling-%28PA-auras%29
  13. What bug does the patch fix? What features does the patch add? Fixed spell "Life Drain" For which repository revision was the patch created? 9113 Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/showthread.php?10537 Who has been writing this patch? Please include either forum user names or email addresses. Nihilus diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index a0cb925..bd5c82a 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1331,6 +1331,9 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni case 38794: // Murmur's Touch (h) unMaxTargets = 1; break; + case 28542: // Life Drain + unMaxTargets = 2; + break; case 28796: // Poison Bolt Volley case 29213: // Curse of the Plaguebringer case 31298: // Sleep @@ -1338,6 +1341,7 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni break; case 30843: // Enfeeble case 42005: // Bloodboil TODO: need to be 5 targets(players) furthest away from caster + case 55665: // Life Drain (h) unMaxTargets = 5; break; case 54098: // Poison Bolt Volley (h)
  14. On load 2009-09-29 23:11:50 Loading Guilds... 2009-09-29 23:11:50 ERROR:Player (GUID: 46567) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 31276) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 31795) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 4380) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 33051) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 43526) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 34059) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 30750) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 46794) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 22740) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 47269) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 51741) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 53894) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 33504) has broken zone-data 2009-09-29 23:11:50 ERROR:Player (GUID: 45085) has broken zone-data These players stay near flight master in Dalaran (it's a bugged duel area - players location shown as Unknown) Program terminated with signal 11, Segmentation fault. #0 0x08492cbd in Guild::LoadBankRightsFromDB (this=0xec71338, guildBankTabRightsResult=0xd799350) at ../../../src/game/../shared/Database/Field.h:54 54 uint32 GetUInt32() const { return mValue ? static_cast<uint32>(a tol(mValue)) : uint32(0); } (gdb) bt #0 0x08492cbd in Guild::LoadBankRightsFromDB (this=0xec71338, guildBankTabRightsResult=0xd799350) at ../../../src/game/../shared/Database/Field.h:54 #1 0x082a6d3f in ObjectMgr::LoadGuilds (this=0x90c0cf8) at ../../../src/game/ObjectMgr.cpp:2910 #2 0x0842f7ca in World::SetInitialWorldSettings (this=0x90bfc38) at ../../../src/game/World.cpp:1398 #3 0x0813394d in Master::Run (this=0x90965d0) at ../../../src/mangosd/Master.cpp:221 #4 0x08133293 in main (argc=1, argv=0xbfb5a204) at ../../../src/mangosd/Main.cpp:172 more info at http://getmangos.eu/community/viewtopic.php?id=10209
  15. What bug does the patch fix? What features does the patch add? Just a quick fix to remove an obsolete and not completely working version of Seal of Righteousness and replace it with the correct one. 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=5960&highlight=righteousness Who has been writing this patch? Please include either forum user names or email addresses. Myself DELETE FROM `playercreateinfo_spell` WHERE `spell` = 20154; INSERT INTO `playercreateinfo_spell` VALUES (1,2,21084,'Seal of Righteousness'), (3,2,21084,'Seal of Righteousness'); 20154, compared to 21084.
  16. Thank you very much for all involved Mikko,Gotisch,Lynx3d,Faramir118 and aspecialy to Schmoozerd for finally pushing this wagon few last steps! Thanks to all the testers, namely Undergarun for adopting early and sticking with us; providing invaluable benchmarks/test results. PS: just posting something silly so it wont get forgotten; follow the comments : https://github.com/faramir118/mangos/commit/53ed5f371e887039902547ea680a1375219232e4 and https://gist.github.com/1678609 Edit by Schmoo: Also worth to not forget: - http://getmangos.eu/community/post/141107/#p141107 - http://getmangos.eu/community/post/141028/#p141028
  17. What bug does the patch fix? What features does the patch add? Fixes 8 issues with spells replacing each other: Nature's Grace <=> Wrath of Elune Druid Feral-T4 (2)Bonus <=> Omen of Clarity Stamina (from the Scrolls) <=> Leader of the Pack Defensive Stance <=> Scroll of Protection Impr. Concussive Shot <=> Concussive Shot Detect Invisibility <=> Mana Shield Bloodlust <=> Bloodthirst Fire Resistance Aura <=> Combustion For which SubVersion revision was the patch created? <strike>r6028</strike> <strike>r6031</strike> r6036 Is there a thread in the bug report section? If yes, please add a link to the thread. none to the ItemSet-part Leader of the pack Nature's Grace Who has been writing this patch? Please include either forum user names or email addresses. Sarjuuk notes: <strike>The check for LotP and Stamina is working, but its a rather cruel way to do it. I had no idea how to do the check working both ways round, if one spell is generic and the other one druid. So it's consisting of two parts in the switch. One set in case: SPELLFAMILY_GENERIC and one in case SPELLFAMILY_DRUID</strike> Fire Resistance Aura <=> Combustion: please note, that this conflict didn't replace the triggered spell (Combustion), that gives 10% crit, rather the aura, that controls the triggered spells, thus giving the posibility to get permanent 100% crit-Rate on Fire for the Mage. --------------------------------- End Line final: pastebin
  18. see http://getmangos.eu/community/viewtopic.php?id=15460 for Death Grip visual effect
  19. What bug does the patch fix? What features does the patch add? Allows DK to use Rune strike; allows DK to use Rune strike only after dodge or parry. For which repository revision was the patch created? 8505 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=9197 And on russian forum: http://getmangos.org/forum/showthread.php?t=21451 Who has been writing this patch? Please include either forum user names or email addresses. Lightguard , me(second part) INSERT INTO spell_learn_spell () VALUES (56815, 56816, 0); -- (56816) Rune Strike () DELETE FROM `spell_proc_event` WHERE `entry` IN (56816); INSERT INTO `spell_proc_event` VALUES (56816, 0x00000000, 0, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000030, 0.000000, 0.000000, 0);
  20. This patch implements the dummy effect of the priest's talent "Improved Flash Heal" (http://www.wowhead.com/?spell=63504). http://github.com/pasdVn/mangos/commit/689d077b6ff9e4a7bd25328416ef70164202130d I'm don't know why healing spells are not loaded with a unit target currently in Spell::DoAllEffectOnTarget. I posted a simliar fix some month ago ( http://getmangos.eu/community/viewtopic.php?id=6040) and there wasn't this problem. So I don't know if anybody removed this intendedly or if this is a typo when recoding/apllying coding style, whatever (I don't see a reason for this). Anyway some other effects won't work without this change (Renewed Hope, Sacred Shield). pasdVn
  21. ??? This patch not change way for stacking. It _not_ allow stacking in some cases. You can check without patch spell 19742 and rabks casted by 2 casters at same target. Without patch you will have 2 auars, with patch 1 with highest rank.
  22. this patch is allmost identical to this patch I created more then a year ago: http://getmangos.eu/community/viewtopic.php?id=293 and now all the sudden it gets added and someone else gets the credit. way to go mangos!
  23. @Wowka321 -> http://getmangos.eu/community/viewtopic.php?id=14582&p=122220&viewfull=1#post122220
  24. shadez check my post above http://getmangos.eu/community/viewtopic.php?id=12096&p=122581&viewfull=1#post122581
  25. i remeber there was some thread about this, just search. if i finde first i will post link ------------------------------------------OK---------------------------------------------------- http://getmangos.eu/community/showthread.php?4391-Spell-Disable and hehe go down page and look at others links
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