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cabfever

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Everything posted by cabfever

  1. Did you extract the mmaps and vmaps again with the extraction tools? You need new mmaps and vmaps to get pathfinding working.
  2. Pathfinding is working again except the range or LoS Check for caster creatures (but this didnt work at any time I guess). Now it's only the build-tools problem left.
  3. cmake with extract-tools = [code] [ 64%] Building CXX object src/tools/Movemap-Generator/CMakeFiles/mmap-generator.dir/MapBuilder.cpp.o /home/mangos/mangoszero/server/src/tools/Movemap-Generator/MapBuilder.cpp: In member function ‘void MMAP::MapBuilder::buildNavMesh(uint32, dtNavMesh*&)’: /home/mangos/mangoszero/server/src/tools/Movemap-Generator/MapBuilder.cpp:319:24: error: ‘DT_POLY_BITS’ was not declared in this scope int polyBits = DT_POLY_BITS; ^ make[2]: *** [src/tools/Movemap-Generator/CMakeFiles/mmap-generator.dir/MapBuilder.cpp.o] Error 1 make[1]: *** [src/tools/Movemap-Generator/CMakeFiles/mmap-generator.dir/all] Error 2 make: *** [all] Error 2 [/code]
  4. Yes you should since it seems it got fixed yesterday.
  5. Compilation ERROR When I try to compile rel20 I get errors since some days: [code] ../../dep/lualib/liblualib.a(loslib.c.o): In function `os_tmpname': loslib.c:(.text+0x2ac): warning: the use of `tmpnam' is dangerous, better use `mkstemp' ../game/libgame.a(Level2.cpp.o): In function `ChatHandler::HandleMmapLocCommand(char*)': Level2.cpp:(.text+0x634b): undefined reference to `dtNavMeshQuery::findNearestPoly(float const*, float const*, dtQueryFilter const*, unsigned long*, float*) const' Level2.cpp:(.text+0x6365): undefined reference to `dtNavMesh::getTileAndPolyByRef(unsigned long, dtMeshTile const**, dtPoly const**) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::getPathPolyByPosition(unsigned long const*, unsigned int, float const*, float*) const': PathFinder.cpp:(.text+0x6c): undefined reference to `dtNavMeshQuery::closestPointOnPoly(unsigned long, float const*, float*, bool*) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::getPolyByLocation(float const*, float*) const': PathFinder.cpp:(.text+0x1c2): undefined reference to `dtNavMeshQuery::findNearestPoly(float const*, float const*, dtQueryFilter const*, unsigned long*, float*) const' PathFinder.cpp:(.text+0x24b): undefined reference to `dtNavMeshQuery::findNearestPoly(float const*, float const*, dtQueryFilter const*, unsigned long*, float*) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::getSteerTarget(float const*, float const*, float, unsigned long const*, unsigned int, float*, unsigned char&, unsigned long&)': PathFinder.cpp:(.text+0x6e7): undefined reference to `dtNavMeshQuery::findStraightPath(float const*, float const*, unsigned long const*, int, float*, unsigned char*, unsigned long*, int*, int, int) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::findSmoothPath(float const*, float const*, unsigned long const*, unsigned int, float*, int*, unsigned int)': PathFinder.cpp:(.text+0x954): undefined reference to `dtNavMeshQuery::closestPointOnPolyBoundary(unsigned long, float const*, float*) const' PathFinder.cpp:(.text+0x991): undefined reference to `dtNavMeshQuery::closestPointOnPolyBoundary(unsigned long, float const*, float*) const' PathFinder.cpp:(.text+0xb83): undefined reference to `dtNavMeshQuery::moveAlongSurface(unsigned long, float const*, float const*, dtQueryFilter const*, float*, unsigned long*, int*, int) const' PathFinder.cpp:(.text+0xbc5): undefined reference to `dtNavMeshQuery::getPolyHeight(unsigned long, float const*, float*) const' PathFinder.cpp:(.text+0xe2c): undefined reference to `dtNavMesh::getOffMeshConnectionPolyEndPoints(unsigned long, unsigned long, float*, float*) const' PathFinder.cpp:(.text+0xeca): undefined reference to `dtNavMeshQuery::getPolyHeight(unsigned long, float const*, float*) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::BuildPointPath(float const*, float const*)': PathFinder.cpp:(.text+0x1658): undefined reference to `dtNavMeshQuery::findStraightPath(float const*, float const*, unsigned long const*, int, float*, unsigned char*, unsigned long*, int*, int, int) const' ../game/libgame.a(PathFinder.cpp.o): In function `PathFinder::BuildPolyPath(G3D::Vector3 const&, G3D::Vector3 const&)': PathFinder.cpp:(.text+0x1bad): undefined reference to `dtNavMeshQuery::closestPointOnPoly(unsigned long, float const*, float*, bool*) const' PathFinder.cpp:(.text+0x1cbf): undefined reference to `dtNavMeshQuery::findPath(unsigned long, unsigned long, float const*, float const*, dtQueryFilter const*, unsigned long*, int*, int) const' PathFinder.cpp:(.text+0x1edb): undefined reference to `dtNavMeshQuery::closestPointOnPoly(unsigned long, float const*, float*, bool*) const' PathFinder.cpp:(.text+0x1f35): undefined reference to `dtNavMeshQuery::findPath(unsigned long, unsigned long, float const*, float const*, dtQueryFilter const*, unsigned long*, int*, int) const' PathFinder.cpp:(.text+0x2413): undefined reference to `dtNavMeshQuery::closestPointOnPoly(unsigned long, float const*, float*, bool*) const' ../game/libgame.a(MoveMap.cpp.o): In function `MMAP::MMapManager::unloadMap(unsigned int)': MoveMap.cpp:(.text+0x13f6): undefined reference to `dtNavMesh::removeTile(unsigned long, unsigned char**, int*)' ../game/libgame.a(MoveMap.cpp.o): In function `MMAP::MMapManager::loadMap(unsigned int, int, int)': MoveMap.cpp:(.text+0x1d28): undefined reference to `dtNavMesh::addTile(unsigned char*, int, int, unsigned long, unsigned long*)' ../game/libgame.a(MoveMap.cpp.o): In function `MMAP::MMapManager::unloadMap(unsigned int, int, int)': MoveMap.cpp:(.text+0x2584): undefined reference to `dtNavMesh::removeTile(unsigned long, unsigned char**, int*)' collect2: error: ld returned 1 exit status make[2]: *** [src/mangosd/mangosd] Error 1 make[1]: *** [src/mangosd/CMakeFiles/mangosd.dir/all] Error 2 make: *** [all] Error 2 [/code]
  6. The log shows a lot of this: [code] 2014-08-23 21:03:32 ERROR:MMAP:loadMapData: Failed to initialize dtNavMesh for mmap 000 from file /home/mangos/mangoszero/share/mmaps/000.mmap 2014-08-23 21:03:36 ERROR:MMAP:loadMapData: Failed to initialize dtNavMesh for mmap 001 from file /home/mangos/mangoszero/share/mmaps/001.mmap [/code]
  7. Possible fix: [url]https://github.com/cmangos/mangos-classic/commit/27da814fa38340fc18b32b1a800d65fe720bac1d[/url]
  8. Still broken after I used the rel20 extractor tools and replaced the dbc,map, mmap, vmap files
  9. Pathfinding is broken again Title says it. Creature Pathfinding is broken and creatures are running through buildings, walls, trees and stuff. Line of sight for players is working though. Maybe it's because of this commit: [url]https://github.com/mangoszero/server/commit/b42793405496a40e98dcedf910536e8eec68c884[/url]
  10. Inspecting players as GM A Game Master should be able to inspect both factions. At the moment it's even required to make .gm off before you can inspect a player of your faction. This would help a lot and make Game Masters life easier.
  11. Possible fix: [url]https://github.com/cmangos/mangos-classic/commit/b0a631919ea8bb6f7f9e79479d5841a6d6fd9e4e[/url]
  12. It's working on 0.19. Do you say, it's bugged again in 0.20?
  13. Also on all other channels like /world even if you disabled the announcements manually ingame.
  14. fleeing bug When mobs get low on hp an flee from you. they sometimes seem to run in one direction but actually they run into another direction. Once they decide to attack you again they teleport to the place where the actual hitbox went. So the hitbox move in an other direction as the visible npc model does.
  15. Distract The rogue spell distract turn the npcs in the aiming circle into a completely random direction. I am not sure but it depends on the underground they are standing on. It seems to work sometimes on completely flat surface. It should turn the npc to the center of the aiming circle. This bug really limitates the rogues ability to stealth around mobs!
  16. 1 hp death bug Sometimes when you die you get stuck on 1 HP and you don't technically die. You are alive but stuck in the same location. If you log out and log in it messes up your instances, leaving you to have to exit the instance then enter and then leave then enter again. on top of that you can be healed but not ressurected and you cannot move
  17. Stealth detection When sneaking up to an npc and they detect you, you get instantly pulled out of stealth. Normally you should stay in stealth until you get damage. In addition i remember that little turn to you before they realy see you from vanilla.
  18. Group loot doesnt work correctly When a group is using group loot only one person can loot questitems like heads from any questbosses and so on. In addition free for all loot doesnt work at all. When using ffa noone can loot. And you can't loot while you're in a group with people who are far away (no range check, cause its still round robin?)
  19. Corpses of creatures do not disappear after skinning Bodies should disappear after you skin them, but they stay.
  20. Stoneform: dwarf's racial ability Tooltip says: "While active, grants immunity to Bleed, Poison and Disease effects... ". So, bleed immune works, poison too, but not for diseases. Disease immune is broken.
  21. Fear Fear is kinda partialy broken. Feared target changes direction and moves with speed of light. Makes it almost pointless to fear target since it's very hard to keep him in sight.
  22. Warpwood Guardian can not interupted Warpwood Guardian's heals cant be interupted by Shield slam
  23. Possible Smolderthorn Witch Doctorb doing too much damage Smolderthorn Witch Doctor Fire Buffet Totem Does quite high Damage every 2 seconds
  24. Scarshield Quartermaster doesn't drop Items properly Scarshield Quartermaster only drops a few Blackhand's Command so its not possible for the whole party to gain the quest in one like its supposed to
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