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madmax

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Everything posted by madmax

  1. Fixed
  2. Try now, some permissions were wrong. You should also be able to edit your own tracker entries now.
  3. @stas730 It might take some getting used to. All the comments on the old site were carried over to here
  4. Well welcome to the new getMaNGOS website! It was 2013 when I last performed a big change here at getMaNGOS, that is when I setup the old site that was running on vbulletin. Myself and @antz agreed several months ago that getMaNGOS needed a new site and here it is! You will notice most of the new site is fully integrated, this is because most of the site is designed by me in the Invision Power Board suite which is the software powering this new site. Few new things: You can hover over any user name and see a popup of their profile without leaving the page. The downloads system is part of IPB and not so clunky as on the old site. The tracker has been designed in IPB pages by me. @antz wrote some fancy completely custom .sql files and hacked our old tracker data into the new tracker (this took over a week of testing), not to mention poor @antz was under the weather while doing this (hes amazing!). Our user base shot up by over 3k, we gave user accounts to all those posts that originally had them but were lost during the 2013 migration. We have a new mail system, if your mail bounces you will be warned. If it bounces again you will need to re-verify your email address. We are still working on the wiki system we had on the old site, we are also considering other options with the wiki, such as replacing it. Sadly I have no news on when Rel21 will happen, but keep checking it will be "soon". That all the news I have for now, please check back as I have encouraged the development team to write up stuff they are working on. We will also post status updates of the new site to this blog.
  5. This has been moved to tasks.
  6. I have relayed this to @antz.
  7. [quote=ViccroyHD]I've downloaded the latest possible x32 precompiled binaries for mangoszero from this forum (posted by madmax, and I can confirm that on those binaries, the quest behaves just as madmax said. Is it possible that this has been fixed on master way after madmax uploaded the precompiled binaries?[/quote] It is certainly possible, those precompiled builds are way behind now.
  8. Hey, would be interested in giving this a try. Few things I would recommend: Full PHP 7 compatibility, the older versions are not far off end of life so best to think ahead. The 5.* branch runs out of active support at the end of 2018, while they will provide security fixes PHP 7 is where development should be at. I say this because of the speed at which PHP 7 runs at now, it should not be a massive job to change over, I could even provide a hosting enviroment for you to test with on PHP 7 with opcache / PHP-FPM. [*]An armory of some kind [*]Ability to lookup characters, guilds, items [*]Game Master section on the main site Ability to manage existing tickets Maybe look into the ability to create tickets, we could look into expanding the GM system to work with a CMS to provide ticket history and allow the GMs to close a ticket and send the in-game survey to a user etc. [*]Ability to change level on characters, gold, name, guild and so on. Some things might mean you would need to lookup in the database for example guilds, could be done with AJAX to provide a list as you type. [*]Ability to send (remove? don't know if this is possible) items to a character. [*]Admin section could include Viewing of server logs, would need functionality added on our end to pull logs from the logs folder, but probably something we could help with Character logs, you could lookup a character and see what changes have happened in a simplified view. [*]Ability to set MoTD, Server name, port, and pretty much every option in the server config file via the site We would need to provide you the functionality to do this, this would include pulling current values running on the server and giving the server the ability to write the config file. I will bring this up to antz to look at (only if you are interested). This is an extensive list, but ultimately what I personally would love to see happen. I think something like this once the base is built should be put on github and maybe you would get some help and make it open-source. @antz @H0zen see what you two think
  9. This is now closed, was supposed to be set to fixed ages ago.
  10. (private) Rel21 release blocker - Server crash on taming rare creature Taming a rare creature crashes the server. This issue is acknowledged by antz/myself and is also classed as a release blocker - Rel21 will be delayed until this is fixed, so requires urgent attention. This issue is private and cannot be seen publicly.
  11. Fixed by PR [url]https://github.com/mangoszero/server/pull/97[/url]
  12. Using .character level charname does not update char skills Using the GM command ".character level charname #" does not update the characters skill. Please see attached screenshot.
  13. Fixed in PR - [url]https://github.com/mangosone/server/pull/35[/url]
  14. Transports / boats are no longer working and will cause client freeze When taking the boat from Menethil harbour to auberdine, you get stuck on the map loading screen. This bug has been confirmed on 2 different transports. Server build: x64 release (2-3 days old). (Walking on or off any transport displays these errors: 17:49:38 SESSION: opcode CMSG_MOVE_CHNG_TRANSPORT (0x038D) have unprocessed tail data (read stop at 53 from 57) 17:49:42 SESSION: opcode CMSG_MOVE_CHNG_TRANSPORT (0x038D) have unprocessed tail data (read stop at 53 from 57) 17:49:42 SESSION: opcode MSG_MOVE_STOP (0x00B7) have unprocessed tail data (read stop at 53 from 57) 17:49:42 SESSION: opcode MSG_MOVE_START_BACKWARD (0x00B6) have unprocessed tail data (read stop at 53 from 57) 17:49:43 SESSION: opcode MSG_MOVE_SET_FACING (0x00DA) have unprocessed tail data (read stop at 53 from 57) 17:49:43 SESSION: opcode CMSG_MOVE_CHNG_TRANSPORT (0x038D) have unprocessed tail data (read stop at 53 from 57) Logging back in you get this: 17:40:17 SESSION: opcode MSG_MOVE_FALL_LAND (0x00C9) have unprocessed tail data(read stop at 53 from 57) 17:40:17 SESSION: opcode MSG_MOVE_STOP (0x00B7) have unprocessed tail data (read stop at 53 from 57) Players cannot continue past this point. Cannot test any further.
  15. GM unfollow command does nothing As the title says, if you have a character following / walking with you, issuing the unfollow command does nothing. You have to .die and .respawn to get it back to where it was. This bug effects both NPCs with and without pathing.
  16. Players riding skill 762 resets to 75/75 dispite having just brought the 150 skill (spell 33392) This issue is confirmed and awaiting fix. To reproduce: [LIST] [*]Leveled human character to 60 [*]Add spell 33388 (.learn 33388) [*]Add spell 33392 (.learn 33392) [*].setskill 762 150 [/LIST] You should now have the character at 150/150 riding skill level. [LIST] [*]Relog to character screen and back and it will be 75/75 [/LIST] Any fix should take into consideration that it should check players for the related spells (33388 / 33392 and so on) and set there skill accordingly. Notes: Players can have the spells for riding but there seems to be no correlation between the riding spell and the skill level.
  17. Moved to correct project under zero.
  18. Just retested and reconfirmed this again with Zero. Could do with someone looking over the AH bot code to see what is causing this in 64bit builds.
  19. Some Defias Thugs have incorrect settings in the waypoints This issue is noted to affect the following NPC GUIDs: 80149, 80251 Issue: NPCs walk most of the time, but upon reaching certain WPs they start running to the next one.
  20. Conferred with Antz and he says NPCs are supposed to remain dead if killed at a server restart. We currently do not track the location of a dead corpse. A [B][URL="https://www.getmangos.eu/issue.php?issueid=1012"]task has been filed[/URL][/B] for this.
  21. Tracking corpse locations If a server restarts or goes down and comes back up corpses should remain dead in there corpse state at the location they were killed at. Currently a corpse will appear at the normal spawn-in location when the NPC is alive. We need to add the required info to the database to track the location of an NPCs when they are killed When an NPC respawns normally via timer the information can be removed. Currently the database tracks "deathState" (creature table) to let the core know if the NPC is dead or not. I am proposing we add "deathPosition_x" deathposition_y" "deathposition_z" - these would be empty if "DeathState" is 0.
  22. Corpse movement and despawn / respawn issues Steps I took: [LIST=1] [*]Killed NPC / Creature - .die [*]put corpse on .npc follow for a moment and moved it about 5 feet. [*].npc unfollow [*]looted money [*]waited [/LIST] Test Carried out on: GUID: 10516 (ID 10516) Stormwind Royal Guard Noted bugs: [LIST] [*]Corpse movement back to spawn [LIST] [*]After being dead for 2-3minutes the corpse teleports/moves it's self back to the original spawn location instead of remaining in the location it was killed. [/LIST] [*]Corpse's can be put on follow. No warning is given [*]If a creature is killed and the server restarts he spawns in dead at the default location for the NPC. It should be a live on server restarts? [*]Corpse does not depawn after a certain amount of time, instead it simply stands back up as if it has respawned [/LIST] [HR][/HR] Tests repeated on NPC GUID 5938 (ID 499) Watcher Paige Noted bugs: [LIST] [*]Noted the same behavior with corpse movement [*]Corpse teleported/moved back to default spawn-in location [*]Corpse did not despawn and instead stood back up with full HP (came back alive) [/LIST] [HR][/HR] Test repeated: GUID: 5032 (ID: 923) Young Black Ravager Noted Bugs: [LIST] [*]Noted the same behavior with corpse movement [*]Corpse teleported/moved back to default spawn-in location [*]NPC seemed to respawn but also changed level (which is normal) but caused the levelup effect that players get. [/LIST]
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