Olion
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Everything posted by Olion
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Gnomes does not despawn when on quest
Olion commented on SADraco's bug in Archived Reports (Three)(Resolved issues)
I understood both the issue and your solution. In order to have your understanding of my questions, I repeat it: after your fix applied, have you tried to use the item on any creature/NPC except the quest target dwarf-"survivor"? are you given quest credit for such use, if you have the quest incomplete? -
Gnomes does not despawn when on quest
Olion commented on SADraco's bug in Archived Reports (Three)(Resolved issues)
While I do not support anything above MangosOne, I would like to ask still. Haven't you tried to cast the spell (i.e. to use the item) on another mob except the quest target? I do not have Cata Spell.dbc at hand to check, but I'm pretty sure such cast is enabled. If so, you can get QC on any mob, and since it will not despawn, as many QCs as you want. Modifying quest_template should be avoided as much as possible (see WDB field concept on the TC wiki). The correct way is giving the quest credit by the quest target mob before despawned; it is just a single extra line in creature_ai_scripts. -
http://www.wowhead.com/quest=5624
Olion commented on Ammon's bug in Archived Reports (Zero)(Resolved issues)
There were no doubts. Now, if you just commit the Player.cpp change since 1) you've tested that and 2) no need to catch the developer who broke the method if he doesn't read the bugtracker. Btw the last fix to the script was mine, two and a half years ago. There was SetPvP() method missing which disallowed player's positive casts on the mobs. The same effect must be achievable with a `creature_template`.`UnitFlags` setting though. Also, OOC health regen is disabled through `creature_template`.`RegenerateStats`. -
http://www.wowhead.com/quest=5624
Olion commented on Ammon's bug in Archived Reports (Zero)(Resolved issues)
Alright, let's analyze the log together. We start, for example, from record #4. Spell.cpp:1128 : { ((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo); } The SpellHit method appears on the next record, #3, as a deeper one in the calling sequence. npcs_special.cpp:1108 : ((Player*)pCaster)->TalkedToCreature(m_creature->GetEntry(), m_creature->GetObjectGuid()); The next method in the stack trace (from record #2), Log::outString(), is not referenced here. But wait, maybe one of the two RHS methods, GetEntry() or GetObjectGuid(), was compiled inline and calls the log? Look at Object.h: 150 ObjectGuid const& GetObjectGuid() const { return GetGuidValue(OBJECT_FIELD_GUID); } 155 uint32 GetEntry() const { return GetUInt32Value(OBJECT_FIELD_ENTRY); } None of the methods is defined as virtual, they may not be (and actually are not) overridden. Also, these methods are far too popular to have any logging inside. The Player::TalkedToCreature() method is too long to be auto-inlined by any sane compiler (and does not contain logging anyway). The only conclusion left to us, is that some s**t happened at npcs_special.cpp:1108. At this point I cannot help further except by a hint. Do "a fresh clone" only into an empty directory, not forgetting --recursive parameter. P.S. The usual cause of such crash is the difference between std::string and C string. The later is awaited by any C print(). So, to print GUID for example, you need the c_str() conversion: GetGuidStr().c_str(); -
http://www.wowhead.com/quest=5624
Olion commented on Ammon's bug in Archived Reports (Zero)(Resolved issues)
This is your custom logging in the SD3 script. Just take the original npcs_special.cpp and change only Player.cpp as described above. -
Pumpkins don't respawn for "Fields of Grief" quest
Olion commented on nalal's bug in Archived Reports (Zero)(Resolved issues)
SELECT * FROM `gameobject` WHERE `id`=375; There are 10 GOs spawned with respawn time 6 minutes. The quest objective is 10 items (= 10 GO uses), thus we really have insufficient GOs and/or too long respawn time. The decision can be made with a movie about the quest. Extremely simple DB issue. -
http://www.wowhead.com/quest=5624
Olion commented on Ammon's bug in Archived Reports (Zero)(Resolved issues)
This refactoring commit was inaccurate and had killed the Player::TalkedToCreature( method giving KC. To fix it, remove this line containing { continue; } which was erroneously left of a removed conditional operator. -
https://github.com/mangoszero/server/pull/51 I apologize for the bug I've introduced here about 2 months ago. The slot ID issue is gone with this revert, but quest loot from the original report is to be tested still. It should not be relevant for other cores.
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Devastate doesn't apply sunder armor
Olion commented on JPlady42's bug in Archived Reports (One)(Resolved issues)
I'm aware of that. You could try to remove the two spell assotiations reported here, from the table, and check all the 3 ranks. Otherwise, you can ignore it safely. -
Have you tested it on the latest core?
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My bad, really. Thanks for the feedback. Here is the solution: https://github.com/mangosone/server/pull/75 Changed Status to Completed
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Those were my commits. I'll check it as soon as possible, but unfortunately it will be possible not before this Sunday. Changed Status to In Progress Changed Assigned to Olion Changed Implemented Version to 22.1 Changed Milestone to 24 Changed Priority to High
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This disables the HP regeneration to the boss. The 40% of the full health is set by the SD3 script "boss_murmur" at reset, i.e. at spawn and evade. On the staging battle. Many SD3 scripts are extremely primitive (Murmur is unlucky too), just like the simplest combat EventAI. It looks like the battle must be there, and it would be nice to have it. However, a full instance recovery requires a laborious work of the both sides, testers and dev(s), together. The game balance must be restored above all. For example, I wonder why the present Murmur lacks an enrage spell to be casted usually at ~10th (or whatever) minute of the battle. Briefly, I'm not ready yet to create separate cosmetic patches for instance encounters. I consider it possible only since the substantial part of the encounters will be fixed.
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Changed Status to Awaiting Feedback Changed Implemented Version to 22.1 Changed Milestone to 24
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Must be this, though an extensive testing is required. Especially the case of a mob having spells of different schools. The combat movement system looks unsatisfactory in the whole.
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Could you give here few examples of such creatures? To check a possible fix.
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Just realized that the project name is misguiding. If I understand correctly, this is an editor for documentation (description) of the packets, not for the packets itself. Also, you have no need to port C# code to Linux. There is the .NET port "mono", containing both the compilator and the execution medium for JIT binaries. I've executed the JIT binaries generated under Win by the VS for "any CPU", on a Linux system under mono with no issue.
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- packet definitions
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As The Crow Flies quest credit
Olion commented on JPlady42's bug in Archived Reports (One)(Resolved issues)
https://github.com/mangosone/database/pull/74 The core update "Allow player demorph to DB script. Fire arrival event for the last node of player taxi path on CMSG_MOVE_SPLINE_DONE" is needed also for this to work. -
Changed Status to Completed Changed Version to 21.14 (Master Branch) Changed Implemented Version to 21.14 (Master Branch)
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The numeric data longer than 1 byte are represented in the big-endian form. The cores provide the conversion (if needed) by the ">>" and "<<" operators. Data formats Type Getting it in the core Description uint8, uint16, uint32, int8, int16, int32 Direct conversion of numbers and enum members to the corresponding type, like uint8(SPELL_FAILED_DONT_REPORT) Signed and unsigned versions are interchangeable if the representation is correct. Boolean true/false are represented usually as uint8(1), uint8(0) respectively. uint64 (GUID) Object::GetObjectGuid() A 8-bytes value, see class ObjectGuid. It is used for nothing but GUIDs, so uint64(0) in the code should be changed to ObjectGuid(). PackedGUID Object::GetPackGUID(), ObjectGuid::ReadAsPacked() A GUID in the packed form can be 2 to 9 bytes long. A brief description is presented below. C string string::c_str() A zero-terminated sequence of characters. Read/write operators for string type ("<< string" so on) provide this conversion, making call to c_str() optional. Raw data ByteBuffer::contents(), BigNumber::AsByteArray() An arbitrary sequence of bytes, following the uint8, uint16, or uint32 field which stores the length of the sequence. A packed GUID consists of a flag byte followed by the GUID data. This is based on the 1:1 mapping of a bit of the flag byte to the byte in 8-bytes GUID. The flag byte contains only those bits set which correspond to the non-zero bytes of the full GUID. The packed GUID length varies from 2 bytes (the best case for a player with low GUID under 256) and 9 bytes (with the flag byte 0xFF followed by the full GUID). The most saving in size provide player GUIDs since any other GUID contains non-zero data in the highest bytes, at least in the 12 highest bits (see ObjectGuid class for details).
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Devastate doesn't apply sunder armor
Olion commented on JPlady42's bug in Archived Reports (One)(Resolved issues)
Changed Status to Completed Here. Missed this bit, so consumed rage was calculated correctly, but the triggered Sunder Armor was not allowed at low rage. -
Devastate doesn't apply sunder armor
Olion commented on JPlady42's bug in Archived Reports (One)(Resolved issues)
Yes, I have it checked, not good. WIP. -
Crashing after, 20 30 minutes,
Olion commented on XxTryxX's bug in Archived Reports (One)(Resolved issues)
We need: an exact description of the Mangos core you're using (which means the core and DB version and, for a repack, the repack origin) a stack trace for the crash Without the info, we just cannot do anything. -
terminate called after throwing an instance of 'ByteBufferException'
Olion commented on OLP's bug in Mangos Zero
Changed Status to Confirmed PlayerBot is a module with functionality so nice that it never must be included even into the core for which it was designed specifically. Which probably was a WotLK version. The issue is about a wrong packet format assumed by the module. While it can be traced and fixed with some efforts, it would not suffice. I have at random checked handling of 3 (outgoing) SMSG packets in PlayerbotAI::HandleBotOutgoingPacket. Of these 3, mishandled (i.e. have wrong format assumed) are all 3. Thus, the present version cannot function properly. My best advice is: turn off the PlayerBot in Zero and forget about it existence. This is what have done most of the developers including me. If there is around a dev brave enough to try supporting this module, I could give him/her few hints on packet format. At first, the client-server interface part of the PlayerBot must be checked against the corresponding part(s) of Zero core. -
GJ! I would like to add few remarks. All this is checked on Zero. ".wp show on" (this is the actual command to show the path) takes as an argument the (db) GUID of the mob, or else the mob must be selected ingame. The visual WPs are temporary summons and will cease in 5 minutes, so they're never added to the "world.creature" table. Nothing to worry about, ".wp show off" is optional. Subcommands "wp show first", "wp show last", "wp show info" can be useful too. Try "wp show info" with selected visual WP. Looking within the game at the first path as an example, SELECT * FROM creature_movement WHERE id=97 ORDER BY POINT ASC; we find it containing 3-5 times more WPs than is actually required for such a simple path. The necessary points are the ones with some actions defined (in this case, the first and the last ones having a wait time). Between these two ii is enough to have 2-3 other points. Remember that extra WPs add not only the server load, but also network traffic, so avoid it as much as possible. Please feel free to remove this comment when/if the most substantial parts of it will be incorporated in the main text.
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