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Auntie Mangos

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Everything posted by Auntie Mangos

  1. This is really a interesting thread FragFrog because Stability is in my opinion a target of a MMORPG server. Threads like http://getmangos.eu/community/viewtopic.php?id=10216 , http://getmangos.eu/community/viewtopic.php?id=10642 or http://getmangos.eu/community/viewtopic.php?id=8896 show that a lot of users got "custom patches" or "stability patches" to increase the uptime but most of them aren't sharing the patches here. I personally can only suggest to use a clean Linux system and a dedicated MySQL server (Try to cache most parts of the database). That together with a 1year~ old Mangos (Mtmaps) revision gives you high stability and less lags but it also needs a lot of resources and got tons of exploits. (You can fix a lot manually but that is quite annoying and doesn't supports the project at all) Here seems to be also a hacky fix http://getmangos.eu/community/viewtopic.php?id=10661 (Removing another assert ) I look forward to collect some useful informations here
  2. changed it. thx for the correction. also thx to miebaik for making it as one query. for why its not working correctly for some spells: the bonus ap calculation is completly missing for SchoolDmg Effect. Fix for it wich is also reviewed atm: [patch/dev] bonus damage handling
  3. What bug does the patch fix? What features does the patch add? Elixir and flask issue here: http://getmangos.eu/community/viewtopic.php?id=5381 Who has been writing this patch? Please include either forum user names or email addresses. Turk3y For which repository revision was the patch created? 7041 There is a Typo in spellmgr.cpp Line ~ 2307. statement returns true. Should return 0; [url="http://filebeam.com/7c526e555b75ea2a9532a7fbe118b387"][color=#808080][/color][/url] 2 [/color][/size]2[/color][/size]2 change to: 2 [/color][/size]2[/color][/size]2 patch file: http://filebeam.com/7c526e555b75ea2a9532a7fbe118b387 ~Turk3y
  4. A few alternatives. I hope some of the dev will put any of these ideas soon http://getmangos.eu/community/topic/14555/patch-improve-selectattackingtarget-feature/ http://getmangos.eu/community/topic/14716/patch-implement-attackingtargetplayer/ http://getmangos.eu/community/topic/14658/patch-player-modes-for-selectattackingtarget/
  5. of this Forum (: http://getmangos.eu/community/viewtopic.php?id=7839
  6. here is the solution. It includes a new folder which contains the good version of openssl, you don't need to have it installed then. http://getmangos.eu/community/viewtopic.php?id=14530
  7. Now, when I think about it: You mean the bug, that you can not cast mind flay on low level targets? I already tried this here: http://getmangos.eu/community/showthread.php?9246-[fix]-isPositiveEffect-periodic-triggering-auras (you can at least read about the problem there ) There was also a core patch as you can read. Don't know anymore what it really did one more. Maybe I should investigate that one more. But at least I know the this Problem was quite wired :-/
  8. Fixed it I used this: http://getmangos.eu/community/showthread.php?4276-FAQ-Solutions-to-common-GIT-problems&p=50346&viewfull=1#post50346
  9. topic you linked is wrong... AFAIK miss chance for lvl 83 bosses is from 8% to 15% according to offi
  10. dr.greenthumb: you forgot to add semicolon ( ; ) at the end of first INSERT
  11. Mangos Version: 7739 Custom Patches: None SD2 Version: None Database Name and Version : None How it SHOULD work: Compile without Errors How it DOES work: Compile with Errors Posted this earlier in the Bug section without receving any negative comments. Posting here for review by dev team. Ref: http://getmangos.eu/community/viewtopic.php?id=7742 Command Output for GCC/Kernel [root@localhost ~]# uname -a Linux localhost.localdomain 2.6.29.1-111.fc11.x86_64 #1 SMP Fri Apr 24 10:57:09 EDT 2009 x86_64 x86_64 x86_64 GNU/Linux [root@localhost ~]# yum list | grep ^gcc gcc.x86_64 4.4.0-3 installed gcc-c++.x86_64 4.4.0-3 installed gcc-gfortran.x86_64 4.4.0-3 installed gcc-gnat.x86_64 4.4.0-3 rawhide gcc-java.x86_64 4.4.0-3 rawhide gcc-objc.x86_64 4.4.0-3 rawhide gcc-objc++.x86_64 4.4.0-3 rawhide [root@localhost ~]# gcc -v Using built-in specs. Target: x86_64-redhat-linux Configured with: ../configure --prefix=/usr --mandir=/usr/share/man --infodir=/usr/share/info --with-bugurl=http://bugzilla.redhat.com/bugzilla --enable-bootstrap --enable-shared --enable-threads=posix --enable-checking=release --with-system-zlib --enable-__cxa_atexit --disable-libunwind-exceptions --enable-languages=c,c++,objc,obj-c++,java,fortran,ada --enable-java-awt=gtk --disable-dssi --enable-plugin --with-java-home=/usr/lib/jvm/java-1.5.0-gcj-1.5.0.0/jre --enable-libgcj-multifile --enable-java-maintainer-mode --with-ecj-jar=/usr/share/java/eclipse-ecj.jar --disable-libjava-multilib --with-ppl --with-cloog --with-tune=generic --with-arch_32=i586 --build=x86_64-redhat-linux Thread model: posix gcc version 4.4.0 20090427 (Red Hat 4.4.0-3) (GCC) The patch i created to get mangos to compile from clean git diff --git a/dep/src/sockets/SocketHandler.cpp b/dep/src/sockets/SocketHandler.cpp index 9ec5412..64a0d9f 100644 --- a/dep/src/sockets/SocketHandler.cpp +++ b/dep/src/sockets/SocketHandler.cpp @@ -32,6 +32,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #pragma warning(disable:4786) #endif #endif +#include <cstdio> #include <stdlib.h> #include <errno.h> diff --git a/dep/src/sockets/StdoutLog.cpp b/dep/src/sockets/StdoutLog.cpp index c01d8b8..190c65b 100644 --- a/dep/src/sockets/StdoutLog.cpp +++ b/dep/src/sockets/StdoutLog.cpp @@ -30,6 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #ifdef _MSC_VER #pragma warning(disable:4786) #endif +#include <cstdio> #include "ISocketHandler.h" #include "Socket.h" #include "StdoutLog.h" diff --git a/dep/src/sockets/TcpSocket.cpp b/dep/src/sockets/TcpSocket.cpp index 36df37d..75d307f 100644 --- a/dep/src/sockets/TcpSocket.cpp +++ b/dep/src/sockets/TcpSocket.cpp @@ -35,6 +35,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #else #include <errno.h> #endif +#include <cstdio> #include "ISocketHandler.h" #include <fcntl.h> #include <assert.h> diff --git a/src/shared/vmap/CoordModelMapping.h b/src/shared/vmap/CoordModelMapping.h index 71b5163..32b8b1c 100644 --- a/src/shared/vmap/CoordModelMapping.h +++ b/src/shared/vmap/CoordModelMapping.h @@ -19,6 +19,7 @@ #ifndef _COORDMODELMAPPING_H_ #define _COORDMODELMAPPING_H_ +#include <cstdio> #include <G3D/Table.h> #include <G3D/Array.h> diff --git a/src/shared/vmap/DebugCmdLogger.h b/src/shared/vmap/DebugCmdLogger.h index b9cc05c..6a2bf1e 100644 --- a/src/shared/vmap/DebugCmdLogger.h +++ b/src/shared/vmap/DebugCmdLogger.h @@ -19,6 +19,7 @@ #ifndef _DEBUGCMDLOGGER_H #define _DEBUGCMDLOGGER_H +#include <cstdio> #include <G3D/Vector3.h> #include <G3D/Array.h>
  12. Hello, I have been writing this patch for some days now, but I face a problem I can't debug. How is it supposed to work: * Most humanoid creature will flee to get assistance if any around * Assisting mobs come attack you after 1.5 seconds * Caller stay near point he asked for help for 2 seconds zoning confused * Caller must return to combat walking * Any assistant can do the same 1 time and carry back more mobs. What works: * Creatures flee properly at <15% health and go to nearest same mobs * Assistants are coming back to attack you after 1.5 seconds * Any assistant can also flee for more assistance when < 15% health What works not offlike: * Assistance asker returns to attack (with a hack) running right after calling assistance (should be 2 seconds in Confused mode and return to combat walking). What does not work: * Not called code written: another move generator for the caller that does nothing for the moment except waiting some time before the caller return to combat, but it never return to combat if used (also I use same return hack). Caller just go back to spawnpoint walking. MotionMaster is bugged it seams. The more you add Move Generators one after the others, the less Finalize calls for new Movement Generators work. Here the patch I stop until someone can find the problem, I lost enough time on it myself without success. Edit: Removed since a working patch is now done To select the mobs able to flee to get assistance, I did add flag 256 to flags_extra in creature_template, so you can test this patch by running this query that set this for all humanoids mobs. UPDATE creature_template SET flags_extra=flags_extra | 256 WHERE type=7; About the problems: Instead of the hack Unit *victim = unit.getVictim(); unit.AttackStop(true); unit.Attack(victim, true); This SHOULD work: unit.GetMotionMaster()->MoveChase(unit.getVictim()); Even ((Creature*)&unit)->AI()->AttackStart(victim); does not work, I need to use: unit.Attack(victim, true); I am ready to finish this patch once someone finds the bug. Instead of the Distract MovementGenerator specialization, I plan to a specialize a timed Confuse one for an exactly offlike result. Edit: please see http://getmangos.eu/community/showpost.php?p=64864&postcount=17 problems solved Good luck.
  13. mangos-0.12 7290 sd812 UDB365 +procflag +mtmaps +few of custom fixes by KAPATEJIb Debian OS most of crashes (80%) on my server became from undismissed mini-pets when leaving/reseting instanced maps, summoned by both players or NPCs. It was reported by Higi. Facing lack of C++ knowledge I managed to handle most frequent cases by ACID scripts (force evade in certain circustances), but it is not the way it should be done. last lines in server.log:
  14. http://getmangos.eu/community/topic/16916/spell-cant-be-dispelled-but-should-be/ is another thread about this topic (Deaden Magic was later changed to Magic Dampen but still same mechanic and spellid -> 19714). So only name was changed everything else stayed the same. I don't know if it is working on wotlk-mangos but atleast it isn't working on tbc and vanilla mangos. It is indeed a debuff (what it shouldn't be) cause in Spell.dbc the AttributesEx is SPELL_ATTR_EX_NEG and SPELL_ATTR_EX_UNK8. So i tried to change the spell in SpellMgr IsPositiveEffect. That brought a partial success: It was shown as Buff and it was rightclickable like a Buff to get rid off. But it still is somehow a debuff if you put it on yourself or a friendly unit and use dispel it goes away like a debuff. The Aura the Buff gives is working like it should. Everything except that it is a debuff...that annoys me. There is nothing really uncommon about this spell in spell.dbc. Tried some hacky ways with changing it to a blessing or mage armor but still no success. running out of ideas... but i'm pretty new to mangos and probably there is something that i've just overlooked.
  15. Problem solved in my.cfg changed max_allowed_packet = 128M # 2.5+ GB RAM this did the trick... and followed kero99 guid: http://getmangos.eu/community/viewtopic.php?pid=102825 (RECOMENDED)
  16. Hi, let me introduce myself, I'm Maximiliano, from Argentina. I joined mangos forum community as a result of trying to install my own server. I'll promise to do my best for you to understand my english. Well, I've this problems while updating my SQL Database: (I'm following this guide: http://getmangos.eu/community/viewtopic.php?id=7318 and I've also read this guide, part 10, 15: http://getmangos.eu/community/viewtopic.php?id=13121) I'm using the following versions: -Mangos 0.17 -MySQL 5.1.50 I've downloaded UDB package: UDB_0.12.0_mangos_9582_SD2_1639, and I have no problems up to that. But when I try to update "mangos" DB with mangos_scriptname_full.sql, I have this error: scripted_areatrigger table doesn't exists. So I looked for it in the mangos DB and as a result I found areatrigger_scripts table. I thought it must be the same table, so I replaced "scripted_areatrigger" for "areatrigger_scripts" in the mangos_scriptname_full.sql file. After that, I've no problems updating my database till I checked my DBs versions: -character_db_version: required_7644_01_characters_character_pet. -mangos: db_version: *Version: UDB 0.12.0 (388) for MaNGOS 9582 with SD2 SQL for rev. 1639 *creature_ai_version: ACID 3.0.3 - Full Release for Mangos (3.3.0a Client) *cache_id: 388 *required_9539_01_mangos_spell_bonus_data -realmd_db_version: required_7546_02_realmd -scriptdev2: Version: ScriptDev2 (for MaNGOS 10449+) The main problem is that I can't find some UDB updates either for 7644 character DB or for realmd 7546 DB version. So, what would you recommend me to do? 1. Should I rename areatrigger_scripts table? 2. What can I do to update my DBs? 3. Could you tell me what are the most recent versions of the DB's (UDB)? Let me thank you in advance. Maxy
  17. Indeed, what DasBlub said. Some intel here: http://getmangos.eu/community/viewtopic.php?id=10656
  18. What bug does the patch fix? What features does the patch add? Exorcism cannot be casted on players and must be always critical hit when casted on a demon or undead target. For which repository revision was the patch created? 8165 Who has been writing this patch? Me Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Something like http://getmangos.eu/community/viewtopic.php?id=8710 Link
  19. What bug does the patch fix? What features does the patch add? it should fix shattered barrier talent For which repository revision was the patch created? 8064 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/showt...ttered+barrier Who has been writing this patch? Please include either forum user names or email addresses. that would be me The idea i get from pasdVn and his rapture patch thx diff --git a/SpellAuras.cpp b/SpellAuras2.cpp index 442da50..b04ff4e 100644 --- a/SpellAuras.cpp +++ b/SpellAuras2.cpp @@ -5779,6 +5779,27 @@ void Aura::HandleSchoolAbsorb(bool apply, bool Real) } } } + + if (!apply && caster && + //Ice Barrier + m_spellProto->SpellFamilyName == SPELLFAMILY_MAGE && m_spellProto->Mechanic == MECHANIC_SHIELD && + m_spellProto->SpellIconID == 32 && + // completely absorbed or dispelled + ((m_removeMode == AURA_REMOVE_BY_DEFAULT && !m_modifier.m_amount) || m_removeMode == AURA_REMOVE_BY_DISPEL)) + { + Unit::AuraList const& vDummyAuras = caster->GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); itr++) + { + SpellEntry const* vSpell = (*itr)->GetSpellProto(); + + // Shattered Barrier + if(vSpell->SpellFamilyName == SPELLFAMILY_MAGE && vSpell->SpellIconID == 2945) + { + caster->CastSpell(caster, 55080, true); + break; + } + } + } } void Aura::PeriodicTick()
  20. Uhm use search^^ There is a custom patch to make certain areas sanctuaries, so no pvp would be possible. Seems like you only have to insert the zones of ganklethorn vale to make it work: http://getmangos.eu/community/viewtopic.php?id=22237
  21. Hi guys. I have a few changes for the db-script system and for the condition system in mind. I would appreciate any input as well as some implementation work! Db-script system * First Step (Generic cleanup and rewrite, in Rev 11940) * Second Step Improve how db-scripts are called: While looking into them I noticed that iE with the transport-scripts (yes, such exist!) they are only called for the transports and not for a passenger (if unique this might have been an idea) Similar problems might exist Maybe add a few new scripts features: <Brainstorming> areatrigger_scripts gameobject_template_scripts, which are linked by entry and no more guid creature_just_died_scripts (actually, for them it would be cool to have a sub-index to be able to script aggro, evade, death) - but at least to be able to script events on npc-death would be likely a very nice tool to do some fance things that would require some SD2 handling otherwise. < / Brainstorming> * Third Step Add possibility for conditions to db-scripts. - see also http://getmangos.eu/community/topic/17262/feature-request-check-conditions-in-db-script/ This would improve their abilities enourmously! However this can only be done if the conditions system would be changed that it was easier to get conditions assigned to other places than now. Conditions System See http://getmangos.eu/community/topic/18031/new-conditions-system/ Below is some alternative system, that uses a more list like approach Advantages: * Less space in the database * More powerfull concept * Easier to add conditions to other places Disadvantes: * Harder to read (always require an additional join - or a set of joins) * Harder to port entries from tables with conditions between different DB-projects * To actually convert current condition entries to `conditions` format might not be easy (And depending on how well this can be done, the actual way of pushing the change finally depends) Changes in code would be in many places, but should be no very big deal.
  22. Ok, now thanks to Undergarun and kero99, I have some nice stats to share with you This is the MySQL Server statistics for current mangos server, which is not using prepared statements. Taken from http://getmangos.eu/community/topic/15925/11045patch-multiple-mysql-connections-to-database/: And here are the stats from MySQL for mangos with prepared statements: 42% of DB requests are using prepared statements now (look at the 'stmt execute' graph!) And this is achieved by only 90 requests out of total 900 implemented in mangos core. Another interesting point is that SELECTs dramatically dropped to only 7% of total requests in comparison to up to 28.3% on regular mangos server. This might be due to lowered "Player.SaveInterval" value in config, I'll confirm that with tester. Anyway, fingers crossed on upcoming small patch from fgenesis which will be able to get profiling data on per-DB-request basis. And in turn we will be able to move more queries which are critical to server performance on using prepared statements. P.S. Correct me in case I did wrong interpretation of 'stmt execute' graph. In case of prepared statements, aren't the 'select/delete/insert/update' graphs updated too? Anyone? Cheers to everyone
  23. @mrelfire> It's due to recent box filtering added. I didn't add new config in ahbot.conf to disable it because this hack was intended to avoid any gold farm of theses special container (contained other items). I didn't remeber if in retail version the locked box was permitted... If you need i can add config to let you enable box selling. @Damnit> Yes, recent change broke little thing i will push the new code in some minute. @WoWs> - Just follow some guide you will be able to find in this BB. - It's up to you to choose one correspond to your need. Mine is new and still need more testing. For the other i just can't say anything... - Patch is done ad usualy, try this method http://getmangos.eu/community/viewtopic.php?pid=125843#p125843 - There is lotoff differences, so you have to wait i (or anyone else who know it) wrote the complete feature of new_ahbot branch.
  24. fabian, I have not any error for latest rev. Just merge one place where try added line original mangos source and this patch. No any replace that you post in 318 and compile without error...
  25. Started a long time ago look here
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