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Everything posted by Auntie Mangos
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What bug does the patch fix? What features does the patch add? it fixes sp coef for ice barrier ( was 10% and since 3.0.2 is 80,53%) For which repository revision was the patch created? 7643 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=570&highlight=ice+barrier but it's very old Who has been writing this patch? Please include either forum user names or email addresses. that would be me diff --git a/SpellAuras.cpp "b/temp\\\\SpellAuras.cpp" index 3f9e9a0..e72993d 100644 --- a/SpellAuras.cpp +++ "b/temp\\\\SpellAuras.cpp" @@ -5675,13 +5675,20 @@ void Aura::HandleSchoolAbsorb(bool apply, bool Real) } break; case SPELLFAMILY_MAGE: + { - if(m_spellProto->SpellFamilyFlags == 0x80100 || m_spellProto->SpellFamilyFlags == 0x8 || m_spellProto->SpellFamilyFlags == 0x100000000LL) + if(m_spellProto->SpellFamilyFlags == 0x80100 || m_spellProto->SpellFamilyFlags == 0x8) { - //frost ward, fire ward, ice barrier + //frost ward, fire ward //+10% from +spd bonus DoneActualBenefit = caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellProto)) * 0.1f; break; } + if (m_spellProto->SpellFamilyFlags == 0x100000000LL) + { + //ice barrier + //+80,53% from sp ... patch 3.0.2 + DoneActualBenefit = caster->SpellBaseDamageBonus(GetSpellSchoolMask(m_spellProto)) * 0.8053f; + break; + } break; + } case SPELLFAMILY_WARLOCK: if(m_spellProto->SpellFamilyFlags == 0x00) can anybody write anything here about it or did i just correct dead code??
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Running behavior on 500+ users
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
server.log Prevent possible stack owerflow in Unit::ProcDamageAndSpellFor Spell 11712 Prevent possible stack owerflow in Unit::ProcDamageAndSpellFor Spell 11712 Prevent possible stack owerflow in Unit::ProcDamageAndSpellFor Spell 27049 Prevent possible stack owerflow in Unit::ProcDamageAndSpellFor Spell 27049 Quote from "other" ;-) forum, where also mtmaps are developed I've got huge spam with those errors. Studying crashlogs i know I'm not alone. Can anyone solve this problem?mangos-0.12 7290 mtmaps (by Derex), procflag, few other patches by KAPATEJIb. Debian OS Also exist in compilation without procflag http://getmangos.eu/community/showpost.php?p=61473&postcount=167 @hikikomori18 to be honest i don't know. just reported issue to head admin. try google, there are many answers mainly given by php forums admins. -
Hi, I would like to discuss about the recent issue of Vmaps and Linux 64 bit systems. It's been some time that simple vmaps support causes really frequent crashes (5 minutes or so) ONLY on 64 bit *nix OS. As seen in these threads: http://getmangos.eu/community/viewtopic.php?id=30090 http://getmangos.eu/community/viewtopic.php?id=25427 and in the main thread of *nix crash reports too: http://getmangos.eu/community/viewtopic.p...0&start=140 it's a known fact that vmaps cannot currently be used on 64bit servers, and possible solutions given in those threads didn't work (i do not consider the downgrade of an entire OS from 64 to 32 bits as a solution, ha-ha very funny indeed.) By my side, i can say that in revision 6359 (just pre-2.4.3) the system was stable, then, updating mangos of 100-150 revisions, the problem appeared. Then something happened to the vmaps system, but looking throughly the SVN many times, i still can't understand where the problem might have been generated. Someone has an idea of when and where in the code this issue could have been introduced? Any developer is working on it, or have something in mind to fix this major issue? Someone got a working solution, maybe with a patch on these forums? Thanks to everyone.
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Fix actionbar problems with shapeshifting
Auntie Mangos replied to Auntie Mangos's topic in ... under reviewOld
I already checked your code. Your implementation also uses a method to mark the byte as updated upon shapeshifting - in your case the function is called ForceValuesUpdateAtIndex which sets m_uint32Values_mirror[index] = m_uint32Values[index] + 1; which is bad because http://getmangos.eu/community/post/137966/#p137966 ... -
Yeah, I just submitted a support ticket now, I am going to see what their response is, I am also going to link this thread in the ticket and wait for a reply Edit: BTW, can someone recommend me another VPS provider if this one doesn't work? Will keep the thread updated with their reply
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Wilson, maybe you should colaborate with the project of shadez! that be great! http://getmangos.eu/community/topic/16413/beta-world-of-warcraft-community-site/
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Unfortunately, it has nothing to do with new version. This issue is pretty ancient, and no one have a lead. http://getmangos.eu/community/topic/15569/crash-in-new-ace/
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Hi again from me. I have one question: How to start mangos world and realm and it stay online ? (start the server) I am started it using putty but when I close putty server is down. Is there any wow server control panel or any script for start / stop server ? and please help me with the problem: http://getmangos.eu/community/viewtopic.php?id=14599 thanks !
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It was mentioned with the realmd ACE update. http://getmangos.eu/community/showthread.php?12699-9935-ACE-Realmd-Netcode/page2 Looking at the source code would have easily shown the _HandleLogonProof with the commented section of how the patches are named. There could be an update to the patch naming convention to add in the multiple platforms, but the fact that realmd is now able to handle multiple client versions for multiple worlds exists. It wouldn't be able to tell which version you might be wanting to update to because this occurs before the realm list selection and before the logon actually happens. We also have the issue of having multiple mpq files to update from. I'm not familiar with the process before with these updates. I've always just used the launcher.
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If they add a line to their .htaccess to redirect to the index.php, it should fix that issue.
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[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
Read this post and follow the instructions. -
Version: 7339 Bug Report: http://getmangos.eu/community/viewtopic.php?id=5238 Writer: miranda.conrado [miranda.conrado at gmail dot com] What it does: implements potions cooldowns and blocking during combat. Paste2 link: http://paste2.org/p/155518 (anything wrong, just say, because it works well here) Complete description: It's kind of a workaround, but it is very clean. Conditions: 1- drink potion not in combat: starts a 1min cooldown 2- drink potion in combat: cast Potion Sickness (53787), potions blocked until end of combat, then starts a 1min cooldown 3- enter in combat during potion cooldown: cooldown continues normally UPDATE: checked with Elixirs UPDATE2: changed to Category==4
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* What bug does the patch fix? What features does the patch add? This patch makes it so that character customization (from AT_LOGIN_CUSTOMIZE) does not force you to rename. At the moment, if you leave your name the same, it will give you the error message that a character with that name already exists. * For which repository revision was the patch created? For Revision 7276 * Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. There is a bug report for this, see : http://getmangos.eu/community/viewtopic.php?id=6341 * Who has been writing this patch? Please include either forum user names or email addresses. Just me. diff --git a/src/game/CharacterHandler.cpp b/src/game/CharacterHandler.cpp index 9f3e070..a0fc085 100644 --- a/src/game/CharacterHandler.cpp +++ b/src/game/CharacterHandler.cpp @@ -1284,7 +1284,7 @@ void WorldSession::HandleCharCustomize(WorldPacket& recv_data) return; } - if(objmgr.GetPlayerGUIDByName(newname)) // character with this name already exist + if(objmgr.GetPlayerGUIDByName(newname) && objmgr.GetPlayerGUIDByName(newname) != guid) // character with this name already exist { WorldPacket data(SMSG_CHAR_CUSTOMIZE, 1); data << uint8(CHAR_CREATE_NAME_IN_USE);
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ReputationMgr::GetRank was changed in the core and was reverted back later. It should be OK in the latest version. I ran into an issue about melee combat caused by bot->SetFacingToObject() which sometimes not able to turn the bot facing the enemy. So latest commits have this code reverted back to bot->SetInFront() (MovementActions.cpp:314) which makes client think that bot is not facing the enemy (enemy is behind and the bot is meleeing him in an opposite direction and actually hits ). Same issue persists in original Playerbot as well. Please see this post for the details.
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Client 4.0.x solved.
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#620 http://getmangos.eu/community/showthread.php?8386-%5BPATCH%5D-AuctionHouse-Bot&p=111164&viewfull=1#post111164
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http://getmangos.eu/community/showthread.php?10069-%5Bpatch%5DRemove-Immunity-Effect-for-Shattering-Throw&p=107459&viewfull=1#post107459
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What bug does the patch fix? What features does the patch add? It fixes the purge part of felhunter's Devour Magic spell, which didn't work due to two checks with wrong results of function "IsPositiveSpell()". For which repository revision was the patch created? Rev. 9020 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=10279 Who has been writing this patch? Please include either forum user names or email addresses. Me, reeshack. paste2.org: http://paste2.org/p/574361 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index cf8ffaa..4083525 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -4094,7 +4094,7 @@ SpellCastResult Spell::CheckCast(bool strict) } // TODO: this check can be applied and for player to prevent cheating when IsPositiveSpell will return always correct result. // check target for pet/charmed casts (not self targeted), self targeted cast used for area effects and etc - else if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID()) + else if (m_caster->GetTypeId() == TYPEID_UNIT && m_caster->GetCharmerOrOwnerGUID() && !IsDispelSpell(m_spellInfo)) { // check correctness positive/negative cast target (pet cast real check and cheating check) if(IsPositiveSpell(m_spellInfo->Id)) @@ -4931,7 +4931,7 @@ SpellCastResult Spell::CheckPetCast(Unit* target) if(!_target->isAlive()) return SPELL_FAILED_BAD_TARGETS; - if(IsPositiveSpell(m_spellInfo->Id)) + if(IsPositiveSpell(m_spellInfo->Id) && !IsDispelSpell(m_spellInfo)) { if(m_caster->IsHostileTo(_target)) return SPELL_FAILED_BAD_TARGETS; @@ -4944,7 +4944,7 @@ SpellCastResult Spell::CheckPetCast(Unit* target) //TARGET_DUELVSPLAYER is positive AND negative duelvsplayertar |= (m_spellInfo->EffectImplicitTargetA[j] == TARGET_DUELVSPLAYER); } - if(m_caster->IsFriendlyTo(target) && !duelvsplayertar) + if(m_caster->IsFriendlyTo(target) && !duelvsplayertar && !IsDispelSpell(m_spellInfo)) { return SPELL_FAILED_BAD_TARGETS; }
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New MMPORPG Being developed (Boston, MA)
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
First off I think we are defining engine and library differently. I was using engine as another way to say library. Unreal and ReamCrafter are more Engines as they provide nearly everything you need to create a game quickly. Ogre is more of a library as it only provides some basic 3d functionality and by itself cannot make a game. I've actually worked with the Unreal engine, Ogre, and Irrlicht. The second two are not a preset number of outcomes. Neither Ogre nor Irrlicht have collision systems built in nor are script systems. They are purely 3d libraries. You can make any type of game with them. Unreal is somewhat designed in that way but even the Unreal engine is designed to allow C++ code to be integrated with it though (and in some licensing cases you are given the full source code). I would say that is far more efficient to use an existing library than writing your own. 3d libraries require you to write your own import mechanisms for meshes which is very difficult (or write an exporter for Maya to export to your proprietary format). Not to mention your own scene node system, material + texture + shader systems, camera & viewport systems, lightmapping, and timing methods. Neither Direct3d nor OpenGL will do these for you. They only provide basic calls like IDirect3DDevice9:: DrawPrimitive, IDirect3DDevice9::SetPixelShader, IDirect3DDevice9::SetTexture. The same goes for a quality Audio Library. Sure you can use DirectSound8 but it is far easier and faster to implement FMOD which supports MP3s nativity along with support for file streaming (which is a pain to implement well). "...using a premade script, as in a 3d rendering engine, is not as efficient as making your own code" Efficiency= time. You can spend years writing your own 3d graphical libs or you could just download / license one and start working on coding the actual game. I would agree with you if the engine limited what you could do but in the cases I've listed above they do not. -
[Dev] Destructible Building (type 33)
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
http://getmangos.eu/community/post/131896/#p131896 Original Author is found I guess, hopefully vladimir starts reviewing it Would be awesome if this part is added finally. -
There's already topic about reading DBC on the forums somewhere... http://getmangos.eu/community/showthread.php?14405-C-Read-DBC-Files
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player.cpp and CalculateTalentsPoints found it through http://github.com/mangos/mangos/commit/b6098bbcc4f348634c25cd0e3c54b0fb8e696811 but i don't know if this function will cover all cases - maybe you search in the whole code for CLASS_DEATH_KNIGHT or RATE_TALENT edit: http://getmangos.eu/community/viewtopic.php?id=8752
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There are many guides in the Installation, Configuration & Upgrades that explain this very well. What operating system are you using? Edit: I will note however that SD2 has a broken script due to MaNGOS revision 10156, so you may want to use MaNGOS 10155 until SD2 can catch up to the changes, but this is only relevant if you plan on using ScriptDev2
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