Talendrys
getMaNGOS Staff-
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Everything posted by Talendrys
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SQL connection errors
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
At least, you have the file where it happened. -
SQL connection errors
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I am not saying something else than you though... "DB-Connection strategy" actually means a real DB layer with connection management... Never said you don't have to check if you connection is open. -
SQL connection errors
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Although it will certainly fix the issue, I don't think this is a good idea. You will only hack-fix the code by doing this everywhere. If you want to fix it properly, you need to figure out the complete DB-connection strategy of Mangos and, if there's none, put one in place. I'm convinced that with a simple singleton-pattern, you can achieve it efficiently. -
Several Paladin-Bugs
Talendrys commented on Danator's bug in Archived Reports (Zero)(Resolved issues)
Deleting data from DBC is forbidden. :-) -
SQL connection errors
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Ok, you are true. Connection pooling is something businesses don't do. -
SQL connection errors
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
All the world process uses a DB connection. I can also tell you that SQL queries are sometimes queued and flushed when the server has time. It's a common practice to keep a pool of connections open, this is because establishing a connection is CPU-consuming. Doing what you suggest is a bad idea as-is. On the other side, identifying the component that doesn't re-use the connection it has open to see whether it doesn't lack a proper pooling mechanism makes more sense. By the way, if you run the world, connections will be made but if nobody is playing on it, the problem does not occur nether because you never reach the time-out. Another idea is to handle properly a DB-side timeout. -
[Rel20] Release showstoppers! PLEASE READ!
Talendrys commented on Foereaper's bug in Archived Tasks (Zero)(Resolved issues)
Does istappedby including the check that the mob was ont grey ? -
So, let's theorycraft a bit. 235 / 5 = 47. You must have glance hitting mobs level 50 as well. Up your weapon skills to, at least, 255 and retry. For me, so far it's working as intended.
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Warlock pets not regenerating mana
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
It's inside the core already. I've worked on it to rewrite how the Imp is working (first one) because for Mangos, all pets are generic pets (which is incorrect) and have the same behavior. Regarding the mana/health generation, in the past, it was going well but the amount was too low (and I never found the original data). I don't know what has been changed.. that it doesn't work now. -
The SD2 script is bugged. Eluna tasks :-)
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Hi Xen', It's not about your level but your weapon level. Can you give more data for theorycrafting this ? :-)
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Warlock pets not regenerating mana
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
The PetAI script need an overhaul .. that's clear. -
Glance appears once the monster has 3 or plus level above your weapon skill. E.g: 200 in weapon skill means that attacks against monster level 43+ will have a high chance to get a "glance" result.
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No dialogue NPC 466
Talendrys commented on Goullio's bug in Archived Reports (Zero)(Resolved issues)
wave isn't hi. :-) -
What about glance ?
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UPDATE creature_template, creature_template_classlevelstats SET PowerMultiplier = MinLevelMana/BaseMana WHERE creature_template_classlevelstats.Level = MinLevel and BaseMana != 0; UPDATE creature_template, creature_template_classlevelstats SET HealthMultiplier = MinLevelHealth/BaseHealthExp0 WHERE creature_template_classlevelstats.Level = MinLevel; It was something like this for health/mana.
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Don't rewrite the wheel... This has been already analyzed and the issue was because everything to make calculation about monster hp/mana is ready within the DB but not populated (so basically they all have the same multiplier). Just update your DB with the correct SQL query and that will be solved. (Unfortunately, I don't remind it by heart... maybe someone can find it back since I posted it on Skype channel).
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NPC: General Marcus Jonathan | Entry: 466 / GUID: 79677
Talendrys commented on madmax's bug in Mangos Zero
Shockwave in Vanilla ? Surprising. -
Corpses despawn instantly...
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I don't think it has been added. I think the default parameter may have been corrected somehow. -
Corpses despawn instantly...
Talendrys commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Do you have Rate.Corpse.Decay.Looted = 0 in mangosd.conf ? If yes, change it for another value. :-) -
Group loot doesnt work correctly
Talendrys commented on cabfever's bug in Archived Reports (Zero)(Resolved issues)
New commit: [url]https://github.com/Warkdev/server/commit/5bd920fc573f94f56c39a8e99b4ee284cdd52e62[/url] -
[url]https://github.com/Warkdev/server/commit/5b808e63aa265f394cd1d62610581f77c78edbca[/url]
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That was really simple. When you've sources, it goes quick, when you don't, you waste time. :-) Don't hesitate to report any other bug related to looting system, now I'm used to it.
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All of mine do have names, so I guess it is. :-) In fact, it solves all creatures types error, I removed by mistake a DBC load in a previous commit, all creatures in the game were humanoid then.
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Commit has been identified and corrected: [url]https://github.com/Warkdev/server/commit/df9f84740bb57b3cc6847b6c0716aba90ac44cfd[/url]. Pets are back again ! However, don't forget to clean-up the WDB folder.
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