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Foereaper

getMaNGOS Developer
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Everything posted by Foereaper

  1. Alright :) Whenever someone confirms that this is fixed, I'll close the issue.
  2. I don't have the access to merge issues :P The issue in question is here: [url]https://www.getmangos.eu/issue.php?issueid=581[/url]
  3. Possibly fixed here, please test and confirm: [url]https://github.com/mangoszero/server/commit/565fd0d26265625ca7d3a64256dadcc3ed81c7a2[/url]
  4. After testing this seems to be something overwriting eConfigInt32Values (World.h) at index 1. This is the index for CONFIG_INT32_QUEST_LOW_LEVEL_HIDE_DIFF. If you manually change the index of CONFIG_INT32_QUEST_LOW_LEVEL_HIDE_DIFF to 2, everything works as it should. Still looking into what, and why, index 1 is overwritten. Renamed issue to be more descriptive, as the issue is broader than first expected.
  5. This would not be possible with the current script loading system. The entire scriptloader and manager would have to be rewritten. You can however just disable Eluna in the config files and SD2 will take precedence.
  6. With the current implementation, Eluna overrides SD2's events. If two scripts exist for the same function, SD2's is discarded and Eluna is ran.
  7. He did both :) one for eluna, and one for those not wanting to use it
  8. If a quest is considered too low level for your character (if it will have a gray color in your log), it will be much less visible. By default, an exclamation point will not appear above the quest giver's head, nor will one appear on the minimap without an extra step (see below). Since Patch 2.3, the quest title in the quest giver's talk window will also be tagged "(Low Level)". Before Patch 3.0.2, a low-level quest could be discovered only by mousing over (or interacting with) its quest giver. Since 3.0.2, selecting "Low Level Quests" on the minimap radar will display exclamation points for every available quest, including those considered "low level". This also causes a dull exclamation point to appear over NPCs offering low-level quests. This means, if the quest is still > gray in your quest log, it should show as yellow above the NPC's head. Not necessarily a core issue, it could also be an issue with the "quest level" not being consistent with the actual quest level requirement.
  9. That's how group loot should work isn't it? To me that sounds correct :P
  10. No, the code is not removed. It is flagged as used, but kept for issues such as rollbacks or whatever so you can verify that the player has actually used the code.
  11. As of right now the codes are character bound, however it wouldn't really be a problem expanding the script to allow account bound codes as well.
  12. We have discussed adding in proper database saved code redemption, that way you can create codes to give out for events or whatever you'd like. Enter a code in the database, select reward type, add reward data and the code can be redeemed. All codes would be one time use, just like on retail. The script I finished a while ago, just haven't gotten around to officially implement it. [URL]http://emudevs.com/showthread.php/3754-Passphrase-Code-Redeemer[/URL]
  13. [URL]https://github.com/mangoszero/server/commit/c8bb47ad47ce52c597a71c050c6ee334226c3549[/URL] Fixed assembler build here for Rel20, tested on Windows. Please test and report back for Linux builds. No idea how it suddenly stopped working. Was working fine, like Xen said, a week ago O.o
  14. I will take a look at this once I'm done with the LuaJIT implementation.
  15. That is the end goal yes, and hopefully it will be version independent
  16. The AH bot is on my todo list of getting synced up between all versions and moved to its own module. Awaiting some free time for both Antz and I to discuss this and get the source synced before distributing to all versions.
  17. Broken pipe is related to MySQL shutdown routine with the new Ace lib. Trinity fixed this years ago, however our database code is so different to theirs that it makes it hard to pinpoint exactly what should be changed. The commit is also marked unstable. Googling the error points you directly to the TC issue tracker.
  18. The problem is the way the grid loader works. Whenever a grid is "unloaded" or not loaded at all whenever a creature spawns in the said grid, the creature is "frozen" and will not move. Say you deliver the quest in Darkshire and Stitches spawns at the cemetary and patrols towards Darkshire. If the grid Stitches spawns on is not loaded, he will simply not move towards the loaded grid, and will never reach his destination. So unless a player is around to load his grid when he spawns, it simply will not work.
  19. [url]http://gaming.stackexchange.com/questions/78923/how-long-do-corpses-remain[/url] The above link might hold some valuable information, specifically the 2nd post.
  20. [quote=Evildead]Config file was already updated [URL]https://github.com/mangoszero/server/commit/3963a3c499730337440932457be0a033814ba20b[/URL] but for some reason some commits got lost. Need to check if [URL]https://github.com/Evildead666/server/commit/05a117817e94f2df434a3dcf252f148372868a00[/URL] [URL]https://github.com/Evildead666/server/commit/cb823346b23b5ac79cef7bc6445d1474d31ce5ab[/URL] got lost too[/quote] Already checked, the above commits are present :) Reason a few commits were not applied was due to the folder restructure being done on a separate branch. The said commits were then pushed in between the core structure being changed and then pushed to the separate branch. As far as I could tell and have checked, this only affected three commits listed here: [url]https://github.com/mangoszero/server/commit/31ae82785cfb2576579eaba88b0313a0c6474aad[/url]
  21. Both skinning and group loot should work much better with the commit I pushed yesterday :)
  22. Some commits were missing after merging down Rel20_Newbuild. Should have been applied and fixed here: [url]https://github.com/mangoszero/server/commit/31ae82785cfb2576579eaba88b0313a0c6474aad[/url] Let me know if there are still any issues that were previously fixed yet again broken.
  23. It would seem some commits were magically lost when applying the new build system. I'll go through and apply a bulk commit later tonight. Edit: Seems to only be 3 affected commits. Have been reapplied now. Please have a look and let me know if there's anything else missing. [url]https://github.com/mangoszero/server/commit/31ae82785cfb2576579eaba88b0313a0c6474aad[/url]
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