cabfever
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Everything posted by cabfever
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Quest item drop rates Quest item drop rates seem to be messed up. I mean, the "Get 20 hats, heads, finger, meat whatever quests". You mostly need to kill 20 mobs until you get one of the requested items.
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.ticket is not showing any tickets When I use .ticket it shows 0 tickets, although I wrote 10. They also all show up in the database. AND there is no symbol for the player near the minimap, where it shows, that there is a ticket up written by him (the one button with edit and close options) Didn't realise this, because I'm answering tickets from the website most the time. But now I fonud someone who wants to backport mangadmin for me to 1.12.x and it showed up, that the ticket system is not working ingame (only in the database)
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[REL19 Rogue] Sap is not working Sap is not working on REL19 (don't know if it worked on 0.18.1 though. Also improved sap isn't working too.
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[REL19] Wrong HP calculation for Elite Creatures in Dungeons and Raids The health point calculation is wrong. The correct values are in the database. But somehow they are totally wrong in the game. This is a game breaker for dungeons and even more... for raids, imho. Every dungeon/raid boss or normal creature has around 2-3k HP. What could the problem be here since everything was okay in 0.18.1
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[ZERO REL19] How to activate SOAP for the compilation Hey Mangos! I got the 0.19 compiled again on linux, but when I start the server there is the following message: [code] mangos>SOAP is enabled but wasn't included during compilation, not activating it. [/code] At cmangos it was included by default. How can I include this again? I tried -DSOAP=1 already. Did nothing change but crashes the mangosd When I used cmake again, it even doesn't show any options for SOAP [code] root@someserver:/home/mangos/mangoszero/server/_build# cmake ../ -DSOAP=1 -DCMAKE_INSTALL_PREFIX=/home/mangos/mangoszero/stormrage/ This script builds the MaNGOS server. Options that can be used in order to configure the process: CMAKE_INSTALL_PREFIX Path where the server should be installed to PCH Use precompiled headers DEBUG Debug mode USE_STD_MALLOC Use standard malloc instead of TBB ACE_USE_EXTERNAL Use external ACE BUILD_TOOLS Build map/vmap/mmap extractors To set an option simply type -D= after 'cmake '. Also, you can specify the generator with -G. see 'cmake --help' for more details For example: cmake .. -DDEBUG=1 -DCMAKE_INSTALL_PREFIX=/opt/mangos -- Detected 64-bit platform. -- Using mysql-config: /usr/bin/mysql_config -- Found MySQL library: /usr/lib/x86_64-linux-gnu/libmysqlclient_r.so -- Found MySQL headers: /usr/include/mysql -- MaNGOS-Core revision : 6b099bd9bb69ade378a4eedfaac59d2e949657f0 -- Install server to : /home/mangos/mangoszero/stormrage -- Build tools : No (default) -- Use PCH : No -- Build in debug-mode : No (default) -- Configuring done -- Generating done -- Build files have been written to: /home/mangos/mangoszero/server/_build [/code] In my other post ([url]https://www.getmangos.eu/help-amp-support/9927-solved-zero-installing-mangos-zero-0-19-ubuntu.html[/url]) there was SOAP also optional, but now it's gone. Is SOAP removed?
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Most information should be found here: [url]http://www.wowwiki.com/Gates_of_Ahn%27Qiraj[/url]
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[ZERO 0.19] NPC LoS and Pathfinding not working I rebuild the dbc, maps, mmaps and vmaps with the new tools. Now NPCs aren't running through buildings and fences anymore. But they aren't running to the character if you want to pull them in the normal way with ranged attacks (then running out of range or LoS). They just start to follow you if you have entered their melee range and got hit by the NPC. Only then they stop casting when you're out of range or LoS, and chase you until range or LoS is restored. So it seems, the range check for player chasing is somehow bugged or misconfigured. As I said, it seems to work fine on 0.18.1. Okay, tested once more on 0.18.1: Range check seems to work fine. But when you pull a NPC with a range spell and run out of sight, the NPC will follow near to the player but won't come behind there buildings corner. Only if it melee attacks the player, it will also come around the corner. So it seems, the LoS check is only working when a NPC attacks with melee at least for one hit. On 0.19: Nothing of this is working.
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