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Foereaper

getMaNGOS Developer
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Bug Comments posted by Foereaper

  1. 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]

  2. 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.

  3. [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]

  4. Cabfever has been testing as well with over 24 hours and no node crashes, where he usually had a crash every 1-3 hours before. I will be temporarily disabling this system on Rel20 branch until it can be reviewed properly

    Edit:

    Now disabled in Rel20 until the system can be reviewed and thoroughly debugged.
    [URL]https://github.com/mangoszero/server/commit/0335a4b656fc95b1d80d263866881808048e3099[/URL]

    I have assigned Evildead to this issue for now.

  5. If you manage to keep crashing it around Orgrimmar, that would be great :P I have yet to be able to reproduce the crash with the version mentioned above, but not necessarily sure if it's stable just yet.

    Also, if you have time, please compile with the below:

    [COLOR=#3E3E3E]git clone [/COLOR][URL]https://github.com/mangoszero/server.git[/URL][COLOR=#3E3E3E] -b Rel20[/COLOR]
    [COLOR=#3E3E3E]git checkout [/COLOR]5b5d667
    [COLOR=#3E3E3E]git submodule init[/COLOR]
    [COLOR=#3E3E3E]git submodule update

    This is what I have been testing for the past couple hours, no crashes so far. If you have no crashes with this, then [/COLOR]5b5d667 is a stable revision and helps narrow down what's causing this.

  6. Please try this and let me know how it works out:


    git clone [URL]https://github.com/mangoszero/server.git[/URL] -b Rel20
    git checkout b79a091
    git submodule init
    git submodule update


    I have tested this for a couple hours so far and it seems to be stable. This includes both the changes to the event system, AND the ore system. If this is stable, then I will seriously have to reconsider what is wrong..

    [COLOR=#ff0000][SIZE=3]IGNORE THE ABOVE PART OF THIS POST[/COLOR][/SIZE]

    It would seem that the above listed commit, b79a091, does NOT contain the new Ore spawn system. This is due to Git being a... Git. b79a091 is STABLE. Will now continue testing on 5b5d667.

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