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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Confirmed, The server crashes upon changing spec. It only works the first time (when changing to an 'empty' spec). Using rev 9671 + http://getmangos.eu/community/showthread.php?8580-[9661]-Dual-Talent-Specializations&p=109928&viewfull=1#post109928
  2. Thanks a lot! I had more than 5 gb of memory, there CS server)) Thanks
  3. More hunter bugs - kill command not working (on 2.4.3 at least). http://getmangos.eu/community/showthread.php?12542-%5BBUG%5D-2-4-3-Kill-Command-not-working&p=103803
  4. What bug does the patch fix? What features does the patch add? fixes bug when periodic auras were still modifying target health when target is not alive For which repository revision was the patch created? 9266 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?12119-[bUG]-Lifestone 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 2361d5e..d6827a6 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -6832,6 +6832,10 @@ void Aura::PeriodicTick() Unit *pCaster = GetCaster(); if(!pCaster) return; + + // don't heal target if not alive + if (!m_target->isAlive()) + return; // heal for caster damage (must be alive) if(m_target != pCaster && GetSpellProto()->SpellVisual[0] == 163 && !pCaster->isAlive()) @@ -7082,7 +7086,10 @@ void Aura::PeriodicTick() break; } case SPELL_AURA_MOD_REGEN: - { + { + if (!m_target->isAlive()) + return; + int32 gain = m_target->ModifyHealth(m_modifier.m_amount); if (Unit *caster = GetCaster()) m_target->getHostileRefManager().threatAssist(caster, float(gain) * 0.5f, GetSpellProto()); maybe "if (!target->isAlive())" in first diff can be replaced by "if (m_target == pCaster && !pCaster->isAlive())" but I don't know which one is better
  5. Morphau, try this. It will certainly help you
  6. Yes, PowerPC uses Macho... And there's no other source code except that was posted ealier in post 83 and it works only on windows...
  7. Hello, I have used the code from http://getmangos.eu/community/topic/15446/request-double-xp-donner-player/ however I cannot get it to work in-game. I have created the command, it updates the database but that's about it. It has no effect on the XP gained in-game. My aim is to have a player command so that I can choose my own level rate. Can anyone help? Thanks.
  8. The integration of patches into the main repository mainly depends on the involvement of the community. The more testing, co-development, etc. the community provides, the higher the chance for a patch to become part of the main source tree. With the recent changes to our repository structure, we now also support three separate branches of MaNGOS for WoW 1.12.1, 2.4.3, and 3.3.5a, and most bigger patches get ported back to older versions, too. As you may have noticed, currently patches focussing on the inner workings, or improving the overall performance do have priority. Help with testing these, and submit feedback on these, and enjoy a better core for everyone. To name a few, mmaps redux by faramir118, or the Warden patch by Neo2003. Despite the looks of things, there are ground-breaking changes going on right under your nose, and many of these are features wanted by the community for a very long time, and unique to MaNGOS, too.
  9. Actually with the chnages i made and config options i have here --> http://getmangos.eu/community/showthread.php?12411-High-Performance-Tips/page2 it runs smoothly for i dont know how many hours. Population around 30 PCs.
  10. Sorry for the double post but I am always getting the error: Even when all that packages are installed along with the openssl_0.9.8k upgrade. I did what balrok said here: http://getmangos.eu/community/showthread.php?p=92551#post92551 but I already had that installed and I can't get past this error even with reinstalls.
  11. I'm sorry, but I'm getting even more confused. The thing here is that you can't compare command names (and anything else) with SVN, so checkout is something little different, revert as well, ... The simpliest example (using your local master branch for your development) would be like git clone <url here> cd mangos/ <set up your name+email using git-config> <make some changes> git add . git commit <see what was changed, errors, typos, ..> git diff HEAD^ <make some other changes> git add . git commit <now you want to push them> git push origin Since you're using only one branch all the time, your changes remain in your working tree all the time. To get out of confusion, you might want to read some manuals (which is more important than anything) .. You may read some of my articles here in http://getmangos.eu/community/viewforum.php?id=27 (chapter 1-4) so you can get the basic idea of remotes and some links on manpages/user manuals/other articles .. PS: I don't know what OS do you use, but git came from the *nix world where things often work after reading some docs and manpages, so don't be lazy and read some, it will help you more than asking here for a specific question and realizing some other problem when you want to do something similar later.
  12. I think this is related to: http://getmangos.eu/community/viewtopic.php?id=15078
  13. The search feature is a wonderful tool. Death Grip - http://getmangos.eu/community/viewtopic.php?id=14060&highlight=death+grip DK ghoul is fubar as far as I know. I have DK's disabled on my server as it's just too much hassle, as I can't seem to get almost anything working..lol Mage Mirror Image is discussed here - http://getmangos.eu/community/viewtopic.php?id=10361&highlight=mirror - I have it working following that thread. Lock 'n' Load works on my server and I've used no patches for it. All of my hunter traps work fine too. What rev of mangos are you using? What SD2 rev and did you compile SD2 AFTER mangos? What DB are you using and what rev? I hope I've helped.
  14. What bug does the patch fix? What features does the patch add? Increase the Duration from Thorns (Rank 1) - Thorns (Rank 8) with Glyph of Thorns Increase the Duration from Blessing of Might (Rank 1) - Blessing of Might (Rank 10) with Glyph of Blessing of Might Increase the Duration from Blessing of Wisdom (Rank 1) - Blessing of Wisdom (Rank 9) with Glyph of Blessing of Wisdom For which repository revision was the patch created? 10051 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. https://mangos.lighthouseapp.com/projects/18208/tickets/504 https://mangos.lighthouseapp.com/projects/18208/tickets/503 Who has been writing this patch? Please include either forum user names or email addresses. me and kyle1 [bUG + FIX] Glyph of Thorns http://paste2.org/p/879791<- the alteration of the source code Thanks at kyle1 How patched Glyph of Shadow Protection? pls test and comment
  15. What bug does the patch fix? What features does the patch add? 1. Fixed Seal of Corruption to work like Seal of Vengeance. 2. Fixed hacky Judgement of Blood/the Martyr 3. Fixed hacky (and incorrect) Judgement of Command dummy. -And some minor code cleanup For which repository revision was the patch created? 8232 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=7964 http://getmangos.eu/community/viewtopic.php?id=6388 http://getmangos.eu/community/viewtopic.php?id=6463 http://getmangos.eu/community/viewtopic.php?id=7059 and tons more Who has been writing this patch? Please include either forum user names or email addresses. Myself Patch 1. Seal of Corruption: just copied the code of Seal of Vengeance, changing the triggered spellId and making it so Judgement of Corruption counted stacks of Blood corruption. 2. Judgement of Blood/of the Martyr: Moved the trigger that inflicts the backlash damage to EffectWeaponDmg rather than check every time damage is dealt. 3. Judgement of Command: Moved code that checks crit to isSpellCrit. - For judgement of command, if melee dmg * .24 is 0, judgement does 0 damage regardless of spell power. Unrelated bug? - The spell_bonus_data for judgement of command's spell power doesn't work as advertised. I got 0.7695 through trial and error, but it matches what the client displays (when untalented and only using +ap and +sp buffs). Also, not sure what causes the high miss chance for judgements Edit: This is the sql data I used: DELETE FROM `spell_bonus_data` where entry in (20424, 20467, 42463, 53739, 31803, 53742, 31804, 53733, 31893, 32221, 32220, 31898, 53719, 53718, 53725, 53726); INSERT INTO `spell_bonus_data` VALUES (20424, 0, 0, 0, "Paladin - Seal of Command Proc"), (20467, 0.25, 0, 0.16, "Paladin - Judgement of Command"), (42463, 0, 0.00156, 0.003, "Paladin - Seal of Vengeance (full stack proc)"), (53739, 0, 0.00156, 0.003, "Paladin - Seal of Corruption (full stack proc)"), (31803, 0, 0.0156, 0.03, "Paladin - Holy Vengeance"), (53742, 0, 0.0156, 0.03, "Paladin - Blood Corruption"), (31804, 0, 0, 0, "Paladin - Judgement of Vengeance"), (53733, 0, 0, 0, "Paladin - Judgement of Corruption"), (31893, 0, 0, 0, "Paladin - Seal of Blood Proc Enemy"), (32221, 0, 0, 0, "Paladin - Seal of Blood Proc Self"), (31898, 0.18, 0, 0.11, "Paladin - Judgement of Blood Enemy"), (32220, 0.0594, 0, 0.0363, "Paladin - Judgement of Blood Self"), (53719, 0, 0, 0, "Paladin - Seal of the Martyr Proc Enemy"), (53718, 0, 0, 0, "Paladin - Seal of the Martyr Proc Self"), (53726, 0.18, 0, 0.11, "Paladin - Judgement of the Martyr Enemy"), (53725, 0.0594, 0, 0.0363, "Paladin - Judgement of the Martyr Self"); DELETE FROM `spell_proc_event` WHERE `entry` IN (31801, 53736); Edit 1: Small correction: Seal of Blood backlash id was wrong Edit 2: Misread Seal of Blood description, reverted back to using old code that was in EffectDummyProc until I can test again. Edit 3: Fixed typo in SQL, thanks KAPATEJIb Edit 4: Update SQL to 3.1.x. No need for spell_proc_event data for seal of vengeance/corruption now since they are no longer on the PPM system and now have a 100% chance to proc.
  16. post database content at your database authors forum. NOT here. In future, if you have a question regarading a deleted/closed post, please use the resolution centre (http://getmangos.eu/community/viewforum.php?id=24), this question has nothing to do with core modification!
  17. I've created a branch on github, which contains very simple warden implementation for mangos (unrelated to Neo2003 implementation) developed by zhenya and me in March, 2010. It uses only one module and can run on any platform.
  18. Another similar topic, but also with no replies: link Could somebody please help a bit? I have no retail experience, so I'm not sure if I'm doing something wrong or if it's just bugged.
  19. Revision of MaNGOS: 9851 Link to bug reports: http://getmangos.eu/community/showthread.php?13853-Shield-Slam What does it fix? Currently in MaNGOS we have multiplicative percent modifier system only. But as You can read in bug reports, warriors' Shield Block Value should be calculated in additive system, so currently the warrior class profits too much BV from their modifiers (talents, gems, skills). I'm not sure how this problem should be fixed, but I came up with an idea of implementing the additive system next to the existing multiplicative one. It basically doesn't change anything in the existing one, it's used whenever needed (in my patch for SBV only: for every percent modification of shield block value). Patch: http://pastebin.com/6JYngkiA Seperate patch for Shield Block Value(1): http://pastebin.com/SbHaCBxb Seperate patch for Shield Block Value(2): http://pastebin.com/6tkiQJE4 I divided the patch so it would be more readable. First SBV patch is for all percentage modifiers (AFAIK all pct mods are additive in SBV case), so it is optimal. Second one is for handling every modifier aura separately. If not every modifier is additive, then this should be implemented and later extended for more auras. Unfortunatelly I don't have much wisdom about any other classes in WoW, so I can't say if they should use additive system in any cases as well. AFAIK paladins' SBV has the cap for additional damage from SBV - similiar to warriors' one - so probably their SBV should be calculated in the same way. Patch was tested by me and gave positive results. Please test as well and share Your opinion.
  20. Did you tried it on last rev's ? I got crashes, you can read my -Camera-system&p=112737&viewfull=1#post112737"]post Here is my crashdump: http://pastebin.com/4Lv0dtGj
  21. Need more information... What exactly were you trying? I don't understand what you mean by "mangos freeze runable delete this stack when i'll try to see it with gdb". In any case, don't expect the stack trace at some random time after a freeze to point you to the actual cause. Unless it's a deadlock (all threads blocked) there is permanently code execution going on, and you need to step through with the debugger and find the outer-most function that causes the infinite looping. Then you need to examine the data it uses in order to find out why it does not terminate, and after that, you probably need to find out why it gets fed this data in the first place... Yes this can easily take a whole afternoon...i've gone through that for a reproducable freeze i found: http://getmangos.eu/community/showthread.php?11280-[freze]-ObjectPosSelector-bugged&highlight=objectposselector i think you can prevent that particular freeze by disabling "DetectPosCollision" in mangosd.conf, but a real solution is still pening...
  22. Simple mode diff --git a/src/game/Level3.cpp b/src/game/Level3.cpp index 2da8326..0d6bb37 100644 --- a/src/game/Level3.cpp +++ b/src/game/Level3.cpp @@ -5383,9 +5383,15 @@ bool ChatHandler::HandleBanHelper(BanMode mode, const char* args) { case BAN_SUCCESS: if(atoi(duration)>0) + { PSendSysMessage(LANG_BAN_YOUBANNED,nameOrIP.c_str(),secsToTimeString(TimeStringToSecs(duration),true).c_str(),reason); + sWorld.SendWorldText(408,nameOrIP.c_str(),secsToTimeString(TimeStringToSecs(duration),true).c_str(),reason); + } else + { PSendSysMessage(LANG_BAN_YOUPERMBANNED,nameOrIP.c_str(),reason); + sWorld.SendWorldText(409,nameOrIP.c_str(),reason); + } break; case BAN_SYNTAX_ERROR: return false; Color mode + two channels for that http://getmangos.eu/community/viewtopic.php?id=7953&highlight=ban+announce
  23. This patch would fix the bug that mutilate still requires the caster to be behind the target. rev. 7226 Bug thread: http://getmangos.eu/community/viewtopic.php?id=5996 patch: http://paste2.org/p/142193
  24. Great info.. I'm still kind of confused though just due to my lack of experience here.. What is the difference between v9 and v8? (other than the obvious that I can see from the initialization.. which is that they're back to back 128*128 and 129*129 in the map file) I'm not sure what they represent, other than 'triangles' in general.. how exactly? and how does it become '2 yard' resolution? (based on what yard dimensions of the map tile, 533.3333~?) I understand that once the v9/v8 are triangles, the layout of the data already IS the x,y values on the map tile.. I'm not sure why translating to 0,0 helps though? As for rendering the terrain in the client, I just have the entire terrain model, load it into a mesh structure in directx and render it.. is that bad? But yes, I am snapping the character to the height value using intersection.. as you say, that sucks. But you said you already know which triangle of the terrain it will intersect with, how so? I understand from the data layout you already somehow have the x,y range that the triangles cover (though if you could answer what exactly the v9/v8 represent that would clarify it) but that resolution of 2 yards isn't enough to render the character models exactly at the right height based on the higher resolution terrain of the model? also, @Lynx3d thanks for that info... kd-tree, terms i don't know =) If either of you guys also would recommend any books or online sources for dealing with this sort of thing, I'd be very interested.. my way of going about things is making stuff very slow
  25. http://getmangos.eu/community/viewtopic.php?id=84
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