Foereaper
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Bug Comments posted by Foereaper
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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] -
[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 -
I will take a look at this once I'm done with the LuaJIT implementation.
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That is the end goal yes, and hopefully it will be version independent
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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.
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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. -
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.
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[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. -
[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] -
Both skinning and group loot should work much better with the commit I pushed yesterday :)
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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. -
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] -
Yes please :)
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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. -
All new information on aura crash goes here: [url]https://www.getmangos.eu/issue.php?issueid=578[/url]
Will leave this up for review for the next 24 hours or so. If no new node crashes are received until then, I'll have the ore system disabled until it can be reviewed. -
Not yet known, haven't had the time to get around to debug it
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This is a known spell aura crash, it is not related to the above node issue :) If you're no longer receiving the node crash issues then I believe we've found the culprit! I am promoting the above crash to its own issue on the tracker.
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Please test this:
git clone [url]https://github.com/mangoszero/server.git[/url] -b Rel20LinuxCrash --recursive
This has the new pool system disabled at latest rev -
That is the new ore code added on the 13th of September. I will be removing this commit on a test branch and post a link whenever to test with the latest source without the ore system.
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[url]https://www.getmangos.eu/issue.php?issueid=177[/url]
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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. -
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. -
Crash just happened! Literally running back and forth between Feralas and the salt flats. Will compile some older revisions and pinpoint where the crash started happening.
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I have spent the better half of the evening trying to reproduce this crash. With a Warrior character I have not yet been able to do so. I do have a couple of questions though:
- Are either of your characters a character that has any pets?
- Are you doing any gathering related professions like mining, herbalism etc?
NPC should not be here...
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in Mangos Zero
Posted
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.