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Olion

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Posts posted by Olion

  1. The `GetWorldObject` method must be getting the reference to an existing (closest to the player) gameobject with presented entry (179697). If you get nothing, then there is no such gameobject in (the some default) range. Perhaps you need to create the gameobject. Look for the methods named with Summon or Spawn; I do not know the exact name in Eluna. Upon creation, the core informs all players about the gameobject.

  2. 23 hours ago, DaveJ61 said:

    Hi could you please tell me where I could check the required GM levels?

    The actual GM levels are assigned to the commands in the DB, see the number in second column of the command table. If there is no entry for particular one, the defaults get into effect. You can find that in the Chat.cpp code.

    There isn't many people having now a good solid view over the emulator as a whole. Something like documentation at the most can be found here. TrinityCore is the long ago splitted branch of Mangos, and it controls the same client. However difference in the code may be huge. One of the best open source Cata projects, in my opinion, is this, though OvahLord had lost much when started cherry-picking all TrinityCore core commits. Of those, usually about 50% are unuseful and 1-3% are clearly wrong.

  3. One could start such estimation counting instance scripts (script_binding, type=10). Without such a script, proper save of the dungeon state is impossible. It's not critical though for dungeons without boss priority and doors to control. MangosOne has 43 entries, and that is about 10 entries off: in Auchindoun, TK, and elsewhere.

    The next step of a quick estimation is just the total source code size in a dungeon folder of SD3, divided by the boss number. Then you can expect some disappointment from Sholo, Sunken Temple, DM, ZF, Hyjal and perhaps several others. For example, (IIRC) mine nodes in Hyjal must appear to the raid after completion only; I do not believe that it's implemented (and do not see any implementation at a quick glance).

    What you can be nearly assured, is that all dungeons are completable. The playing experience is another thing... typical issues: missing atmospheric encounters, textes, visuals (due to missed spells), simplified fight mechanics, missing some boss spells ("not implemented in the core"). All this pertains to the most open source projects.

  4. You won't get here a proper support for this. The usual policy of not supporting repacks comes from that we barely know what's inside of the repack. For example, one can see 6 access ("GM") levels instead of 4 Mangos default ones. And the first question, is the repack based on MangosZero or Cmangos.

    Anyway, you can get a general idea on the GM command set either typing ".help" ingame, or browsing through this. Adding/removing NPCs is similar for the most emulator flavours, so I believe you're looking for ".npc add"/".npc del" command. Controlling loot tables is, on the contrary, too complicate to be implemented as a GM command. You need to modify SQL tables for that, so I suggest to find a tool (even having a GUI) for the task. And no, I do not know such a tool outside developer scope.

  5. 20 hours ago, Themas said:

    The problem is they can resurrect if they die inside a instance just going through the instance portal

    You could prevent entering into a new map (not the first login changing player's Map* from null to something!) to a player in dead state. It is easy enough, just do not forget to handle the ships/zeppelins. Or, disable dungeon portal usage to the dead instead.

    However, you need to check the dungeon binding mechanic. A player who died in a dungeon, needs a friend to get resurrection. The friend should enter the same dungeon instance. I do not remember if a dead player may invite anyone to the group, allowing access to his dungeon instance that way. Especially, what happens, if the friend is bound to the own instance of the same dungeon map.

    Perhaps you have to prevent any spirit movement as well, sticking it to the corpse place.

  6. 8 hours ago, Themas said:

    Maybe a cleaner way to manage the resurrection is simply to avoid the player release the spirit from the corpse.

    IIRC it is the only way to allow resurrection by other players. Also it is an even better way, but you will need to handle both ones properly. There are lots of situations involving dead and ghosts. For example:

    • logout in dead state. At next logon the spirit is free. Perhaps you manage to create that "corpse with spirit unreleased" thing instead;
    • the same but in dungeon at logon since dungen save expired, so there is no place to create that "corpse with spirit unreleased".
  7. I believe a better way to do this must be implemented at the protocol level. For example, when player hits the "Reclaim Corpse" button, the client sends to the server CMSG_RECLAIM_CORPSE opcode. As defined in Opcodes.cpp, it will be handled in

    void WorldSession::HandleReclaimCorpseOpcode(WorldPacket& recv_data)

    To prevent corpse reclaiming, you could just return at the start of that method, preferably since the packet is read. A drawback is that the player will be seeing/getting the menu with that button; the same holds for your proposed method. Perhaps a more subtle and cleaner way would be mangling with the SMSG update object packet sending, but it's much more complicated. Also you need to check any method if it prevents legitimate resurrection by spell.

    Similarly, at player chat, client sends CMSG_MESSAGECHAT packet handled in WorldSession::HandleMessagechatOpcode(WorldPacket& recv_data). You could implement the chat filtering here by the chat type. See `enum ChatMsg` in SharedDefines.h. Looks like you need to disable many chat types, particularly everything related to the CHANNEL in enum ChatMsg.

    The spirit healer interaction creates CMSG_SPIRIT_HEALER_ACTIVATE packet, though I'm unsure if there is nothing more to it. For example, WotLK spirit healer pulses (do not requiring player interaction other than getting in range) are handled in a different way. However, it may be easier this time just change the spirit healer NPC unit flags in the world DB (creature_template.UnitFlags, add UNIT_FLAG_NOT_SELECTABLE; do not forget to reset the client cache after this).

    • Like 1
  8. Hallo! So ich versuche die Fragen der Reihe nach zu beantworten.

    Der Ordner serverTwo-build enthielt Zwischendateien der Compiler. Die Dateien beschleunigen nur die weitere Kompilationen. Du kannst die Dateien eliminieren wenn der Server läuft.

    Die Anleitung sieht gut aus. Die Punktenumerierung unwesentlich ist.

    MySQL Workbench ist deine Programm um die Tabelle zu ändern.

    Die Maps und die andere extrahierte Dateien müssen in den Ordner serverTwo_install sein. Das ist in den mangosd.conf festgelegt. Wenn du hast

    DataDir = "."

    der File mangosd.exe muß in derselben Ordner mit dbc/, maps/, vmaps/, mmaps/ sein. Wenn DataDir="data" dann mangosd.exe wird in data/maps/ die Maps suchen. Es scheint das Problem hier zu sein.

    P.S. My German is inactive since long. While reading is acceptable still, writing German takes far too much time from me.

    • Like 1
  9. So just a few ideas...

    Testing the check, I would load an addon and compose checks for its strings, begining with the name, something it says to the player when loaded, and up to anything it reports to the player's chat. Considering reference to the FrameScript::GetText client function (and hoping we got the offset correctly), it probably checks addon output strings. Also, the "failure" of the check may be the desired result, while "ok" may mean "the string is found".

    Once again, ensure that your client is of 5875 build. The in-core warden isn't ready for any other version for now.

  10. On 9/5/2018 at 1:34 PM, onixiya said:

    I installed openssl from apt and i got the exact same thing. I installed openssl from source from openssl.org and i got the exact same thing.

    If I remember correctly, none of the Mangos sources were adapted to the OpenSSL 2.0. If so, you need to stay at OpenSSL 1.1 which is not the default one for new system distributions. Check your OpenSSL version and try to downgrade it to 1.1 (which will rather be impossible), or try to install it along with 2.0.

  11. Exactly the "certain time, usually by nights" is the source of doubts about the issue. Start with increasing the "allowed unresponsive time" MaxCoreStuckTime in the server config to something like 120-180 sec, or disable the anti-freeze mechanic entirely setting it to 0. If in the last case you find the server frozen at the morning, then the issue do exist. (Or rather, ways for players to crash/hang out the server exist surely: I never met an open-source project considering security seriously.)

    However at the time, it looks rather like a system operation, not accounted for in the server config setting. It might be an OS update, an SQL database backup so on.

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