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cabfever

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Everything posted by cabfever

  1. Why not doing the scripting of rexxar in LUA since we got the Eluna engine? As I guess, the cpp scripting would be replaced by lua scripts anyway at some time. Anyway, good work! :)
  2. From conversation with Antz: [01.10.14 10:40:50] SHUYΛ: now we got a different issue on mac clients [01.10.14 10:41:07] SHUYΛ: at leasts it's not crashing the server [01.10.14 10:41:49] SHUYΛ: but on the mac client, it's getting into the loading screen from grom'gol to UC... then you fall down from the zepp after the loading screen right before duskwood (where the loading screen started). [01.10.14 10:42:04] SHUYΛ: So with a Mac Client it would be never possible to get to UC from grom'gol I know, that there was always an issue with transports before for mac clients. It felt like the map got loaded before the zeppelin itself after the loading screen, so you always fall down - but you fall down at least in the new zone and could run/swim the last mile. Okay, other transports are working like before (falling down after the loading screen but in the correct and new zone). For Grom'gol to Undercity, this is not working. You fall down in Stranglethorn Vale right after the loading screen in the same old zone (should fall down in the new zone at least).
  3. When I use [code] UPDATE creature_template, creature_template_classlevelstats SET PowerMultiplier = MinLevelMana/BaseMana WHERE creature_template_classlevelstats.Level = MinLevel and BaseMana != 0; [/code] I get "#1054 - Unknown column 'PowerMultiplier' in 'field list'" because the table isn't there (imported the newest Rel20 DB though with all possible updates)
  4. "CanEnter" - Map Related Server Crash I'm using a build from 26.09.2014 at this moment. Server seems to crash when you travel via zeppelin from Grom'Gol to Undercity. Players are also feeling, that the server is crashing more often when there is a dungeon group running (in this case there was a strath living part group). And for most logs, the following message is the last in the log: [code] 2014-09-30 03:10:36 ERROR:WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 231) from client [/code] For the zeppelin flight crash it was: [code] 2014-09-30 09:13:50 ERROR:Map::CanEnter -Player Junia (Guid: 2) already in map! [/code] Also I'm getting some opcode error numbers like opcode 231, opcode 720, opcode 227
  5. My server crashs all the time, when flying from Grom'Gol to Undercity with Zeppelin. Close before you get into duskwood, the server crashes (there should start the loading screen).
  6. I'm asking, because my linux hosted mangos zero is also crashing A LOT since the changes from 2 weeks until now. And mangos devs were asking for debug dump files. I compiled in debug mode, but didn't find anything like debug dumps - so I was asking.
  7. HUNTER - Beasts are not tameable nor callable As in the title said. Something happened to beasts in general. Hunters can't call their pets or tame beasts anymore - all beasts are not tameable anymore.
  8. Create a second account and invite your normal account to a group with that?
  9. Just make this as an optional switch in the config and everyone is happy.
  10. What Krill said. There were no NPCs. They just came with repacks of mangos which people created to not manually add every single item and just be able to buy it.
  11. Another compilation error on Rel20 [code] [ 29%] Building CXX object src/game/CMakeFiles/game.dir/Object.cpp.o In file included from /usr/include/c++/4.8/unordered_map:35:0, from /home/mangos/mangoszero/server/src/game/LuaEngine/ElunaUtility.h:12, from /home/mangos/mangoszero/server/src/game/LuaEngine/ElunaEventMgr.h:10, from /home/mangos/mangoszero/server/src/game/Object.cpp:54: /usr/include/c++/4.8/bits/c++0x_warning.h:32:2: error: #error This file requires compiler and library support for the ISO C++ 2011 standard. This support is currently experimental, and must be enabled with the -std=c++11 or -std=gnu++11 compiler options. #error This file requires compiler and library support for the \ ^ make[2]: *** [src/game/CMakeFiles/game.dir/Object.cpp.o] Error 1 make[1]: *** [src/game/CMakeFiles/game.dir/all] Error 2 make: *** [all] Error 2 [/code] Since tonight I'm getting this from a clean git clone
  12. Now fixed in rel20: [url]https://github.com/mangoszero/server/commit/e04ac778eaad086840f6d314042911d4b536c257[/url]
  13. Maybe this could be a fix: [url]https://github.com/cmangos/mangos-wotlk/commit/c02ac57cd4a3e100b3b5365311794ead13e3a371[/url]
  14. [quote=Xenithar]Alright, found an oddity here. Thrall has only 2665 hp. Cairne and Onyxia only have 3331 hp. Thrall should have 360k hp. Reference is below. Heck, I have people below 60 who have more HP than them! [url=http://datenbank.welli-it.de/?npc=4949]Thrall - NPCs - Classic WoW - 1.12.1 Datenbank[/url][/quote] This is due to the new HP/Mana Calculation on creatures.cpp (the modifier is not working at this moment). I commented the new calculation out like this: [code] ////////////////////////////////////////////////////////////////////////// // Calculate level dependend stats ////////////////////////////////////////////////////////////////////////// uint32 health; uint32 mana; // New style of calculating health/mana is not working properly /* if (CreatureClassLvlStats const* cCLS = sObjectMgr.GetCreatureClassLvlStats(level, cinfo->UnitClass)) { // Use Creature Stats to calculate stat values // health health = cCLS->BaseHealth * cinfo->HealthMultiplier; // mana mana = cCLS->BaseMana * cinfo->ManaMultiplier; } else */ // { // Use old style to calculate stat values float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel)) / (maxlevel - minlevel); // health uint32 minhealth = std::min(cinfo->MaxLevelHealth, cinfo->MinLevelHealth); uint32 maxhealth = std::max(cinfo->MaxLevelHealth, cinfo->MinLevelHealth); health = uint32(minhealth + uint32(rellevel * (maxhealth - minhealth))); // mana uint32 minmana = std::min(cinfo->MaxLevelMana, cinfo->MinLevelMana); uint32 maxmana = std::max(cinfo->MaxLevelMana, cinfo->MinLevelMana); mana = minmana + uint32(rellevel * (maxmana - minmana)); // } health *= _GetHealthMod(rank); // Apply custom config settting if (health health = 1; [/code]
  15. Tested it again on rel19. Working like intended there. On Rel20 it's broken though.
  16. DRUID - Mana reset when shape shift The title tells the story quite good. When you shapeshift in and back again, your mana is reset to 100% on REL20. Can't remember this issue on rel19 though.
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