Jump to content

Auntie Mangos

Moderators
  • Posts

    2446
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by Auntie Mangos

  1. If you use patch which cause the crash - please, post in topic of that patch... Dual Spec patch was updated... http://getmangos.eu/community/showthread.php?8580-Dual-Talent-Specializations&p=101346#post101346
  2. Problem with those Talents below is, that alle pet spells have the same SpellFamilyMask (and SpellFamilyName Hunter), so that we need to check the procSpell in addition. Don't know why blizz didn't gave them extra flags if they even introduced pet's own SpellFamilyName :-/ Improved Cower (http://www.wowhead.com/?spell=53180): No Problem at all with this hardcoded Check. Guard Dog (http://www.wowhead.com/?spell=53178): The Proc isn't a problem neighter but the increased aggro, as we can't add a spellmod to the owner because of the already mentioned spellfamilyflags. A more easy sollution is just to add additional threat to the target in HandleDummyAurasProc() but the more mangos like way is my suggested sollution, as I think. Silverback (http://www.wowhead.com/?spell=62764): Also no problem with additionally check. Patch: http://github.com/pasdVn/mangos/commit/bc222160313c2f8decb21f616d3dd4e439b235e2 SQL part is needed, because all those dummy auras don't have any procflags. Quite strange, as normally, dummy auras used for procing other spells, have them. Maybe this is also a hint to implement them in another way (e.g. just hardcode in the spelleffects of the triggering spells) but I liked the idea more, to handle them with the trigger system: /*Improved Cower*/ DELETE FROM `spell_proc_event` WHERE entry IN (53180, 53181); INSERT INTO `spell_proc_event` (`entry` ,`SchoolMask` ,`SpellFamilyName` ,`SpellFamilyMask0` ,`SpellFamilyMask1` ,`SpellFamilyMask2` ,`procFlags` ,`procEx` ,`ppmRate` ,`CustomChance` ,`Cooldown`) VALUES ('53180', '0', '9', '0', '268435456', '0', '16', '0', '0', '0', '0'), ('53181', '0', '9', '0', '268435456', '0', '16', '0', '0', '0', '0'); /*Guard Dog*/ DELETE FROM `spell_proc_event` WHERE entry IN (53178, 53179); INSERT INTO `spell_proc_event` (`entry` ,`SchoolMask` ,`SpellFamilyName` ,`SpellFamilyMask0` ,`SpellFamilyMask1` ,`SpellFamilyMask2` ,`procFlags` ,`procEx` ,`ppmRate` ,`CustomChance` ,`Cooldown`)VALUES ('53178', '0', '9', '0', '268435456', '0', '65536', '0', '0', '0', '0'), ('53179', '0', '9', '0', '268435456', '0', '65536', '0', '0', '0', '0'); /*Silverback*/ DELETE FROM `spell_proc_event` WHERE entry IN (62764, 62765); INSERT INTO `spell_proc_event` (`entry` ,`SchoolMask` ,`SpellFamilyName` ,`SpellFamilyMask0` ,`SpellFamilyMask1` ,`SpellFamilyMask2` ,`procFlags` ,`procEx` ,`ppmRate` ,`CustomChance` ,`Cooldown`)VALUES ('62764', '0', '9', '0', '268435456', '0', '65536', '0', '0', '0', '0'), ('62765', '0', '9', '0', '268435456', '0', '65536', '0', '0', '0', '0'); Note: Proc of "Guard Dog" will only work with : http://getmangos.eu/community/viewtopic.php?id=6469
  3. Thanks for the link, i will look trhough it maybe I can fix my Problem with this or so.
  4. Can you restore http://getmangos.eu/community/viewtopic.php?id=2433 also?
  5. Taurens could choose their skintone at the barbershop, but when they try to apply the change, nothing gets subtracted from their money and their skin reverts back to the one they were created with. This patch calculates the correct amount of money needed and applies the change to PLAYER_BYTES. Works as of [10148] Patch My Druid Cosmetics Thread
  6. Mmm... SilverIce, take a look at this http://getmangos.eu/community/showthread.php?14214-BUG-Sentry-Totem, do you think that it could be fixed using Cameras patch, or at least it's related?
  7. What bug does the patch fix? What features does the patch add? Implements a more generic way of "carrying over" periodic damage for Deep Wounds, Ignite, Righteous Vengeance, Ele. Shaman's T8 (4) Proc, and Piercing Shots (which currently doesn't proc). Basically, when one of these auras is reapplied, the remaining damage on the aura should carry over to the total damage done by the new aura. Also implements a flag that these spells use and others to prevent them from having damage percent mods applied on them multiple times (requires use of the currently commented out field, AttributesEx6, however). For which repository revision was the patch created? 8312 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=2850 http://getmangos.eu/community/viewtopic.php?id=8702 (alt. patch for ignite) http://getmangos.eu/community/viewtopic.php?id=9176 (alt. patch for ignite) Who has been writing this patch? Please include either forum user names or email addresses. Myself Patch More Notes: The five DoTs that use this mechanic shared two flags, which I labelled as SPELL_ATTR_EX4_STACK_DOT_MODIFIER and SPELL_ATTR_EX6_NO_DMG_PERCENT_MODS. The SPELL_ATTR_EX4_STACK_DOT_MODIFIER was introduced first, so I deduced that that was probably the "carrying over" damage flag. The other flag was introduced in 3.1, and you can see from the patch notes that that was when those spells no longer benefited from damage percent mods. This flag also seems to work for creatures. Take for example, this boss, who has a hard mode buff that increases damage pct: Those two spells have the flag I defined as "SPELL_ATTR_EX6_NO_DMG_PERCENT_MODS". Also, I didn't see the point of using the dummy spell that Deep Wounds procs. I don't see any useful info in those spells, and damage needs to be custom calculated from averaging the caster's weapon damage anyway. So I moved it from EffectDummy into the "Custom triggered spells" switch of HandleProcTriggerSpell, and made it proc spell 12721 directly. Edit: Don't count auras with negative (permanent) duration as a precaution.
  8. Yes, It doesn't work. Thread in bug report http://getmangos.eu/community/viewtopic.php?id=8158
  9. How about some searching ? http://getmangos.eu/community/viewtopic.php?id=6392 This may help you...
  10. wrong forum section take a look here: http://getmangos.eu/community/viewforum.php?id=33
  11. AUTH_LOGON_CHALLENGE_C: -client->server AUTH_LOGON_CHALLENGE_S: -server->client AUTH_LOGON_PROOF_C: -client->server typedef struct AUTH_LOGON_PROOF_C { uint8 cmd; uint8 A[32]; uint8 M1[20]; uint8 crc_hash[20]; uint8 number_of_keys; uint8 securityFlags; // 0x00-0x04 } sAuthLogonProof_C; how to compute crc_hash? I can't find any reference from mangos source code. anyone could help me? the only reference I could found is http://getmangos.eu/community/topic/13182/battlenet-2-emulator/ , but it won't provide how to compute it. Best Regards,
  12. ok kero i started a thread in the bug section so this thread could be closed. Please dont post here anymore take http://getmangos.eu/community/topic/16053/bug-same-spellstacking/.
  13. Hum, maybe it's due to http://getmangos.eu/community/viewtopic.php?id=14582&p=119482&viewfull=1#post119482 ?
  14. Ok, link provided. Closed. Not related to mangos core. As already noted many times. [added]When/if you will have something working please post to 3rd party projects (DB, scripting, forks for support different client versions) thread and i will add project in first post
  15. In response to this thread I was wondering not so much how long you can keep your mangos up, but what you did to improve stability? I am hoping to create a list of methods that will help everyone get a more stable Mangos experience, so please, if you have any tips (that still work!) post them here! I'll start with our changes: Core / Code modifications * MTMaps stability patch 0.13 / 0.14 & MTMaps stability patch 0.12 (Only for use in combination with mtmaps! Revision 8754) * Prevent stack move during enchant (0.12 branch) * Object::GetUInt64Value crash fix. * Increase stack size (windows) - Update: fixed in [9486] * Map stability patch (0.12 branch) Database modifications * Removed Lightning Shield from Razormane Mystic (0.12 branch) * Cleanup instance lists (topic) * Update Onyxia's Firebreath ability (topic) (0.12 branch only?) Configuration Settings * MaxCoreStuckTime = 120 - Setting this value too low caused crashes during heavy lag (for example during the daily database backup). * DetectPosCollision = 0 - Prevents certain freezes Please, note that all suggested changes improve stability by features disabling and hacks adding.
  16. You are updating your DB wrong. if you have questions on database content, problems, and installation ask on UDB's forum. Also use search because this has been talked about many times. But I'll give you a little help and here: http://udbforums.org/index.php?topic=12622.0 When you run realmd nothing more is suppose to appear after "process priority class set to high" As long as the command window doesn't just disappear you're good to go. Some info: Mangos is only server core with a little DB support and provision. UDB is content database with items, quests, creatures and such, ACID is basic creature actions, scriptDev2 is advance, complex, creature actions like bosses. the Resources thread( link in signature) has links to all of these and more. Also, read up on The Big FAQ Thread, and Getting Answers On The Forums. Print these out and read while on break at work...waiting for appointment...or on the toilett. Doesn't hurt being informed. Print out all the stickies that you come across on the forums within Mangos project scope. And what is Mangos: http://getmangos.eu/community/viewtopic.php?id=8632&p=77257
  17. Wow thank you So if I'm reading that right, all I need to do is comment out: uint32 Player::CalculateTalentsPoints() const { uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9; [b] if(getClass() != CLASS_DEATH_KNIGHT)[/b] return uint32(base_talent * sWorld.getRate(RATE_TALENT)); uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55 + m_questRewardTalentCount; if(talentPointsForLevel > base_talent) talentPointsForLevel = base_talent; uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT)); } for the Deathknight class to get talent points like every other?
  18. it's possible (i already not fit in memory details of this change), but changed not only this calls, also all method of update sending to client. after june i not have bugreports like published in first message, and in test (now) i not see any problems. PS need for change arose only after the described commit.
  19. What bug does the patch fix? What features does the patch add? For which repository revision was the patch created? my revision is 11774 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/topic/16773/dead-if-crash-in-bg/ Who has been writing this patch? Please include either forum user names or email addresses. me Patch: http://paste.ubuntu.com/661954/ @@ -1021,10 +1021,12 @@ void BattleGround::RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool Sen { plr->ResurrectPlayer(1.0f); plr->SpawnCorpseBones(); } } + else + sObjectAccessor.ConvertCorpseForPlayer(guid); RemovePlayer(plr, guid); // BG subclass specific code if(participant) // if the player was a match participant, remove auras, calc rating, update queue {
  20. Is this fix problem with http://getmangos.eu/community/post/132021/#p132021 ?
  21. Forusim, you didn't read the entire thread, did you? Look at this post
  22. The search function is your friend:- http://getmangos.eu/community/showthread.php?14146-Mirror-Image-Dont-work&highlight=mirror+image http://getmangos.eu/community/showthread.php?13962-Question-Mirror-Image&highlight=mirror+image and probably a few more too.
  23. Hello! I am trying to have camera system + vehicle system in my server but, I can't get things working together. First, it was the conflicts while merging... then people here helped me to solve that. Then, with this post http://getmangos.eu/community/showthread.php?11759-dev-Vehicles&p=113729&viewfull=1#post113729 I finally had my server online again. Vehicles are working but the camera system appears to be not. Eye of Acherus casts, but then, it shows "interrupted" and nothing happens. Could someone help me to get both these patchs working together? I keep my mangos always up-to-date and I am actually using YTDB. Thank u in advance!! o/
  24. f.a.c.k. trhead is over here!!!11!!!! http://getmangos.eu/community/viewtopic.php?id=8512
  25. Hi rastikzzz, Great job !!! Please, how put your patch in my server? I´m using Mangos Rev 7940. Thanks
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use