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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Teach me how to report crash on linux ? This info: http://getmangos.eu/community/viewtopic.php?id=24859 give me nothing.. a several months ago i use different emulator, after crash he dump memory in a file (text: Core dupmed), and i can use: gdb to get crash report.. But how to get crash report in MaNGOS ?
  2. As explained here: http://getmangos.eu/community/viewtopic.php?id=25332 effect mechanic is not checked for bleeds when reducing physical DoTs by armor Index: game/SpellAuras.cpp =================================================================== --- game/SpellAuras.cpp (revision 6099) +++ game/SpellAuras.cpp (working copy) @@ -5295,7 +5295,9 @@ pdamage = amount; //Calculate armor mitigation if it is a physical spell - if (GetSpellSchoolMask(GetSpellProto()) & SPELL_SCHOOL_MASK_NORMAL && GetSpellProto()->Mechanic != MECHANIC_BLEED) + if (GetSpellSchoolMask(GetSpellProto()) & SPELL_SCHOOL_MASK_NORMAL && + GetSpellProto()->Mechanic != MECHANIC_BLEED && + GetSpellProto()->EffectMechanic[GetEffIndex()] != MECHANIC_BLEED ) { uint32 pdamageReductedArmor = pCaster->CalcArmorReducedDamage(m_target, pdamage); cleanDamage.damage += pdamage - pdamageReductedArmor;
  3. That was discussed already here: http://getmangos.eu/community/viewtopic.php?id=10247&highlight=oracle Dunno if arguments have to be updated :-) Regards Skirnir
  4. the warning is printed every time someone dupes items, but crash occure only when server tries to save player into DB, so you don't need to lookup only entries seconds before crash. You can do it randomly (for example ctrl+F slot or ctrl + bag). If someone is duping you will for sure find it. take a look at http://getmangos.eu/community/showthread.php?11041-anti-WPE&highlight=slot
  5. Tryed to make Master Posion work. http://getmangos.eu/community/showthread.php?12495-%5Bpatch%5D-Master-Poisoner-Rank-1-2-3&p=103450#post103450
  6. I rewrote the system quite seriously, and am actually rather happy with it: see http://getmangos.eu/community/topic/15909/in-dev-creature-linking-via-database/ the original version can be found in a branch on my github repo github.com/Schmoozerd
  7. Yes, but I have no choice but to leave the instance and reform the group. I said I can entirely close the client to resolve the 'Unknown' issue, but I want to find another more convenient way to fix it, and try to find out the reason to fix it in the code. So I tried reforming the group, but always fatality. Since you questioned, I also think it might be a cache issue, so I'm not sure if it's fixable in your code. Hi, I agree that this issue needs to be addressed, but I do not think it is caused by playerbot. Did you get chance to look at the link I gave in my previous post. I believe the pet name issue is linked to the issue your having http://getmangos.eu/community/viewtopic.php?id=14049 You might try /reload (or /console reloadui) next time this issue occurs on your system. It may work and avoid the need for you to leave the raid group and exit the instance. Hope this helps
  8. Could you recheck this, if your server is up more than, let's say, 6-7 days straight? I once made a long thread(lost ) with not unbinding of heroic instances + raids after long uptime. Problem was confirmed by many. It also gave duplicate slq-entries and the instance reset time ingame shown was '" . " too. Revision then was 8104 and up. Clearing the mentioned tables did indeed fix the problem, but only shortly: after long uptime, problems returned. Servers that have less uptime won't notice it quickly since restart server always does a "Cleaning up instances...". Pitty i can't link the thread anymore and have no idea if this is in any way related, but it shure looks a lot like the same problem. See aswell: http://getmangos.eu/community/viewtopic.php?id=10241&pagenumber= (point 2) http://getmangos.eu/community/viewtopic.php?id=12727&page=1 http://getmangos.eu/community/viewtopic.php?id=14700&pagenumber=
  9. I don't speak your language, but i'l assume i know what you are asking about see the bottom few posts on this thread for a workaround that works well. http://getmangos.eu/community/viewtopic.php?id=14101
  10. bug connected to this one: http://getmangos.eu/community/showthread.php?13984-Shield-Block-Value-calculation&p=114955#post114955 my fix for SSlam Cap: http://getmangos.eu/community/showthread.php?13874-fix-Shield-Slam-additional-damage-cap&p=114179#post114179 my fix for correct SBV calculation: http://getmangos.eu/community/showthread.php?13983-Additive-Percent-Modifier-Calculation-System&p=114954#post114954
  11. @ upper post http://getmangos.eu/community/viewtopic.php?id=11569
  12. That's really easy to fix, just search the entire source for the following. http://getmangos.eu/community/viewtopic.php?id=10982 Just do a search and replace and replace everything on the left with everything on the right and it will work again.
  13. Mnn i never used together :huh: , I assume that it isn't any doubt about you nerver have to use it together... sorry again if my english is a lillte crapy. To GriffonHeart , in my experience, right now, there isn't should be any noticiable difference about one or the other (I tested openmp mtmaps but long time ago when raczman post it)...but altnernative you can try this patch http://getmangos.eu/community/showpost.php?p=90117&postcount=49 posted by balrok or infinty patch... Balrok's, should not crash in ... our crash.. even with multithreaded player updates (this should bring us ,a lot of less load in main thread), but when I tested map threads start in 6X% of cpu ussage by thread making mangos consume 500% of cpu (8 cores) with 1 character ON :confused:...But for balrok it works fine...so meaby it's a problem with my OS, so if you test it please let me know how it works for you. Infinty's patch, i will test it a soon i got free time to do it.
  14. What bug does the patch fix? What features does the patch add? It fixes the stacking effect for Wound Poison in mangos-0.12. Currently you can have all 5 stacks and it does not reduce healing effects by 10% each stack. This patch will add the correct 10% reduce amount for each stack on the target. This does not fix the dis-spell issue with poisons, that's a little unrelated to Wound Poison's stacking effect though. For which Git revision was the patch created? 4a5de9b8819039aeed835500183ba6e22ac4332a Is there a thread in the bug report section? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=1655 Who has been writing this patch? Please include either forum user names or email addresses. I did not write it, but some friend that goes by the alias "Subway" did for me. I can edit his email address in here later. Pasted: http://paste2.org/p/356505
  15. What bug does the patch fix? What features does the patch add? Fixes infinity loop that cause a crash with proc Reflective Shield damage return vs Molten Armor or Retribution aura (or some other with same mechanic spells). Also cleanup code For which repository revision was the patch created? 8063 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=8531 Who has been writing this patch? Please include either forum user names or email addresses. SeT diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 74905c8..729ddd8 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -1637,6 +1637,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe // Reflect damage spells (not cast any damage spell in aura lookup) uint32 reflectSpell = 0; int32 reflectDamage = 0; + Aura* triggeredby = NULL; // Death Prevention Aura SpellEntry const* preventDeathSpell = NULL; int32 preventDeathAmount = 0; @@ -1700,6 +1701,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe else reflectDamage = currentAbsorb / 2; reflectSpell = 33619; + triggeredby = *i; break; } if (spellProto->Id == 39228 || // Argussian Compass @@ -1764,13 +1766,13 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe { case 5065: // Rank 1 case 5064: // Rank 2 - case 5063: // Rank 3 { if(RemainingDamage >= currentAbsorb) reflectDamage = (*k)->GetModifier()->m_amount * currentAbsorb/100; else reflectDamage = (*k)->GetModifier()->m_amount * RemainingDamage/100; reflectSpell = 33619; + triggeredby = *i; } break; default: break; } @@ -1871,7 +1873,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim,SpellSchoolMask schoolMask, DamageEffe // Cast back reflect damage spell if (reflectSpell) - pVictim->CastCustomSpell(this, reflectSpell, &reflectDamage, NULL, NULL, true); + pVictim->CastCustomSpell(this, reflectSpell, &reflectDamage, NULL, NULL, true, NULL, triggeredby); // absorb by mana cost AuraList const& vManaShield = pVictim->GetAurasByType(SPELL_AURA_MANA_SHIELD); Cherry picked from http://github.com/narma/mangos/commit/e52f1f4e530a435edb156de5083e39b2ef23bbb5
  16. What bug does the patch fix? What features does the patch add? This patch would fix warlock glyph of corruption http://www.wowhead.com/?item=42455 For which repository revision was the patch created? 7648 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=6861 Who has been writing this patch? Please include either forum user names or email addresses. Me (Corfen) patch: diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 66b18d0..9fa28dc 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -5004,8 +5004,10 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu switch(dummySpell->Id) { // Nightfall + // 56218 proc from glyph of corruption case 18094: case 18095: + case 56218: { target = this; triggered_spell_id = 17941; patch file
  17. http://getmangos.eu/community/showpost.php?p=59764&postcount=18 http://filebeam.com/8aa8895b8643be83856ac807d09911f6 to fix that instead of editing source u can: ./mangos-worldd -m /path_to_etc/mangchat.conf i havent been able to test yet why its not getting correct path from @sysconfdir@, when i do i will try to fix that, ofc other ppl are welcome to fix that @ Shinzon whenever i learn how to commit to a repo that isnt my i will try to help
  18. Well I personally don't know if something like that exist, manpage of git-apply doesn't seem to refer to such feature, could be a nice feature request, current git-apply is just a bit enhanced and modified version of GNU patch. The common way to solve this is to create a branch with a commit the diff was made against, apply it there and then cherry-pick the commit / merge the branch .. Perhaps git-am has something, but people would have to make patches instead of diffs (and they seem to refuse to accept the fact).
  19. What bug does the patch fix? What features does the patch add? apply armor calculation for Physical flatdamage For which SubVersion revision was the patch created? 5824 Who has been writing this patch? Please include either forum user names or email addresses. me and kamir86 link bug report http://getmangos.eu/community/viewtopic.php?id=25072 Index: src/game/Unit.cpp =================================================================== --- src/game/Unit.cpp (revision 5824) +++ src/game/Unit.cpp (working copy) @@ -1004,7 +1004,7 @@ VictimState victimState = VICTIMSTATE_NORMAL; // Physical Damage - if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_NORMAL ) + if ( GetSpellSchoolMask(spellInfo) & SPELL_SCHOOL_MASK_NORMAL ) { uint32 modDamage=*damage;
  20. It looks like my trouble (http://getmangos.eu/community/topic/15884/troubles-during-compilation-on-mac-os-x/) Anyone could help us? Thanks.
  21. * What bug does the patch fix? What features does the patch add? Implements database stored threat multipliers for spells e.g. Death and Decay should generate 1,9*damage as threat. So adding the spell entry 49938 and multiplier 1,9 to column `Threat_multiplier` in table `spell_threat` will provide the wanted effect. I also added this to threat calculation in ThreatManager::addThreat(...) void ThreatManager::addThreat(Unit* pVictim, float pThreat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *pThreatSpell) { [...] MANGOS_ASSERT(getOwner()->GetTypeId()== TYPEID_UNIT); float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, crit, schoolMask, pThreatSpell); threat *= 100.0f; // change is here if (threat > 0.0f) { [..] Of course that doesn't move the whole threat calculation from float to integer, but it's a quick way to provide more "accurate" values in player's point of view. (Damage-Threat is 1-to-1, without modifiers. Just have a look at the Omen Threat Meter addon.) But this is not part of this patch. * For which repository revision was the patch created? 10944 * 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=15271 * Who has been writing this patch? Please include either forum user names or email addresses. Me. Thanks to anybody who contributed to the bug discussion, linked above Link to the patch file: http://paste2.org/p/1172466 Link to table structure changes: http://paste2.org/p/1172464 UPDATED: 1st Jan. 2011
  22. on core 9948 not working the spell Fingers of Frost for mages
  23. PATCH: http://pastebin.com/pzPnMtJ4 - What bug does the patch fix? What features does the patch add? - it adds two caps for additional dmg provided by player's shield block value. basic cap: 34.5 * players_level, extended cap is after using Shield Block, which doubles the BV and the cap. - For which repository revision was the patch created? - 9763 - 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?13853-Shield-Slam - Who has been writing this patch? Please include either forum user names or email addresses. - only me It's my first patch so dont be harsh on me, pls ;p i dont even know if i've posted in the right place... :rolleyes: EDIT: small correction in code, it should be fine now.
  24. Check Part #10 and #15 http://getmangos.eu/community/showthread.php?13121-World-of-Warcraft-Server-for-Windows-Installation-Guide&p=108010#post108010 to make sur you have the right version When you extract your maps from your World of Warcraft Client, they must be extract from a client that has the same version has your Mangos does support.... If you've extracted the file from a 3.2 version and now you've upgraded your mangos to 3.3 ....not gonna work, need to extract again the maps from your client
  25. What bug does the patch fix? What features does the patch add? Apply haste to channeled spells For which repository revision was the patch created? 9798 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?11665-Bug-haste-on-channelled-spells for example Who has been writing this patch? Please include either forum user names or email addresses. Me Diff: V1d: http://pastebin.com/k7LsAHZ2 V1c: http://pastebin.ca/1795313 V1b: http://pastebin.ca/1770596 V1a: http://pastebin.ca/1769835 V1: http://pastebin.ca/1769325 I didnt see any patch for this, so I wrote one by myself, feel free to comment.
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