Talendrys
getMaNGOS Staff-
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Everything posted by Talendrys
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Storing the state of changing content Currently any game content which is not simply a static spawn, but instead has movement, events, scripts running, will be despawned when the last player is out of range, since the grid will be unloaded. This does pose an issue, since returning characters will find the game content at it's initial state once returning to the grid area, as the content will be starting at it's initial state once again. Desired outcome Any game content which does change during it's lifetime should instead of just being unloaded, store it's state prior to unloading, so that upon characters reentering the grid, we can calculate the how far the content would have progress in it's defined changes. Examples In Undercity, there is a constant event where Warlock trainers will summon all kinds of demons for training purposes. Currently when all characters have left the grid, this event would be unloaded, and once a characters enters the grid, the event would start from where it left off. A proper solution would save the current progress in the events chain of things, and calculate how far the event would have progressed meanwhile, so that instead of seeing the event start again, you would now see the end if if had progress a few steps while the grid was unloaded. Requirements In order to achieve this, any kind of script, event, would need to have timing information, and we would need to store pointers towards all scripts, events, movements, etc. including time stamps, in order to calculate the events progress while it was not visible.
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Automatic creature linking Automatic creature linking needs to be added to summoned pets.
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Discuss adding options for world grids Currently the mangos core uses grids to detect where players are in the world and then spawn creatures/NPCs on the active grids. Desired Outcome All grids within a city remain active state if one player is at any location within the city. If no players are in a city then all the city grids move to idle state. A player questing in Elwynn Forest will have the grid active they are on + one grid active around each side of that active grid at all times. Options for the range of grids activated should be added to mangosd.conf and options for keeping city wide area's active with/without players. The definition of city I am using is pretty wide I also include in this definition Faction cities and sanctuary's. Capital cities Darnassus Ironforge Stormwind Orgrimmar Thunder Bluff Undercity Examples A player is in Stormwind city trade district and all NPCs for Stormwind are spawned. The player heads for the Stormwind gates to go to Elwynn Forest, before he travels through the gates the server has already worked out he might be heading there and activated the Elwynn Forest grid right outside the gate.
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Realm / server disconnect after 5 minutes If you login and wait on the character selection screen for 5 to 10 minutes and then press change realm and then try to reselect the one you were on you get "Disconnected from server" message. This is displayed in the server log at debug level: ERROR:WorldSocket::HandleAuthSession: Sent Auth Response (authentification failed). WorldSocket::handle_input: Peer error closing connection errno = Invalid argument
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In-game Ticket system The new GM ticket system from the testing branch needs to be finished and merged over to master. I think there were still issues with tickets remaining cached on the client?
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Event System Overhaul Currently the event system cannot have events that are scripted and lead into each other. Such a system is needed for events such as the AQ war effort and expansion launch events. I have discussed this with a few Mangos team members and this is something we would like to do at some stage. Desired Outcome Events can have scripted sub-events for events like the AQ war effort. Events have requirements and cannot progress onto their sub-event until those requirements has been met. Example AQ war effort event would be fully scripted and blizzlike This would include all collection quests and there requirements.
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Cat form, agility and attack power As per this issue on the database tracker, this needs to be reviewed, and corrected. We need to review the formula for applying the modifiers here, because it seems that the bonus we currently grant is too high.
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Zone channels dont update when using the .tele command When using the .tele command to switch between zones the channels are not updated. So you end up not being in a localdefense channel etc. Confirmed/Tested by logging into Tirisfal Glades and speaking in localdefense and then using the .tele command to go to GM island and tried speaking again. The result was when i zoned into GM Island the channel list was not updated.
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Shadow Word: Pain crashes the server... SWP will crash the server when it ticks on a warlock pet. It appears to work properly on orc warriors, scorpions, crabs, and everything else. However, when you use it on a voidwalker or imp minion, the server will crash when it procs. It will crash whether the warlock master is alive or dead. (see link for more info)
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Improved Shadow Bolt I have a Bug with the Talent "Improved Shadow Bolt". Problem is this Spell doesnt Stack. I need for this Talent an fix. Thanks
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Pets do not stay... This is amusing. If you have a pet and you order it to stay (hold position) it appears to start running off. However, if you then issue the follow command, the pet will run back to where it should be by your side at an insane rate of speed. I believe that the pet model starts running but the actual entity is still beside the hunter. Either way the pet will either run off and despawn or if you follow him he will despawn when you get too far form where you told him to stay. UPDATE This may be related. When using Psychic Scream on mobs, they appear to run off through your character, but if you turn to face them it tells you they need to be in front of you. Turning away from them and using a spell to kill them results in their corpse flying by at high speed and landing wherever the mob actually was. [QUOTE]i had solved this bug: PetHandler.cpp: case COMMAND_STAY: // flat=1792 // STAY pet->clearUnitState(UNIT_STAT_MOVING); pet->StopMoving(); // pet->GetMotionMaster()->Clear(false); pet->GetMotionMaster()->MoveIdle(); charmInfo->SetCommandState(COMMAND_STAY); break;[/QUOTE]
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Pet subnames incorrect... For some reason, hunter pets are listed as [Playername's Minion] instead of [Playername's Pet]. EDIT I could not figure out how to use less than or greater than symbols so I used brackets. Sorry!
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Who command Characters in-game can use the /who command to see who is where. I would like to discuss the possibility of adding such a command to the console that can also be accessed via SOAP/SSH. At current as far as I know its impossible to tell from the console what characters are in what zone. Going to assign this to daniel to see what he thinks.
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Support for customizing distance and angle in creature_linking table There currently is a lack of fundamental features in the creature_linking table which makes it impossible set up group patrols that functions as they would on live servers. The current options found in creature_linking and creature_template has no way to customize the range and angle the guid/template will follow master from. This makes it impossible to set up proper patrolling groups since the creatures will just stack on top of each other and from a fixed distance which usually is too far away to allow smooth movement. Eventually avoid the concept of a master, so creatures can be grouped and moving regardless if any of the members are dead? I can't provide solid proof of that this is the way Blizzard does it without using a sniffer, but I believe most groups work independent of a master. Example: Lucifron and his adds in Molten Core.
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Cannot skin some creatures... My fiance found an odd issue last night while playing. She would kill a mob, loot it, and then when attempting to skin it, she would get a message about looting the corpse first, but the corpse could not be looted due to it already being looted. This happened on numerous mobs of all types randomly.
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Update ByteBufferException occured while parsing a packet The error occured when attempting to revive a player from the mangos console revive bob mangos>Attempted to get in ByteBuffer (pos: 44 size: 44) value with size: 4 WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 720) from client 192.168.10.135, accoutid=5. Server Info Below: mangos>server info mangos-zero/0.18.1 (05/01/2014 00:40 Revision 2462 - 727c0a5) for Win32 (little-endian) Using script library: ScriptDev2 (for MaNGOS classic z2383+) Revision z2686 06/01/2014 10:11 (Win32) Using World DB: ZeroDatabase 2.0.10 for MaNGOSZero zXXXX+ and ScriptDevZero zXXXX+ Using creature EventAI: MaNGOSZero Artificial Creature Intelligence Database
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Blackrock Depths (BRD) -Anvilrage Reservist Respawn time The BRD Anvilrage Reservist in the room after the summuners Tomb have Fast Respawn and should be fixed as they really Making Proplem to players These guys are suppose to repop very quickly, its not meant to be an easy walk through. The points of this room is to never stop moving, else the mobs tend to respawn right back on top of you. [url]http://wowhead.com/npc=8901#comments[/url] 20 seconds, will test later to see what it currently is Source issue: [url]https://github.com/mangoszero/server/issues/156[/url]
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The chest in the Secret safe doesnt Give no loot The chest in the Secret safe doesnt Give no loot After You Kill Warder stilgiss and his pet You should go get a key to open the Secret coffer which give some loot ,but it doesn't Source issue: [url]https://github.com/mangoszero/server/issues/157[/url]
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Hunter Trap -Frost trap The Hunter trap doesn't Frezze the Target and has no effect at all ,And its a Major Issue Source issue: [url]https://github.com/mangoszero/server/issues/158[/url]
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Pets NEVER Move On With The Transports i have found this bug a week ago,since i tried fix it by myself,but i didn't achieve it.... only i have done(EdwardTuring@a8289b1) is to make the pet follw with its owner to the transport(boat,etc),but when the transport get moving,the player gone,the pet just fall behind . did anyone really have fix this bug? i have look at trintycore,it did not fix this bug either. Source issue: [url]https://github.com/mangoszero/server/issues/159[/url]
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The orb of command! When I am a ghost,I can't use the orb of command! It's a BUG need to fix! Source issue: [url]https://github.com/mangoszero/server/issues/162[/url]
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