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madmax

Community Manager & Security Lead
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Everything posted by madmax

  1. 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.
  2. 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.
  3. Moved to correct project under zero.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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]
  9. Any update on this?
  10. Closed. No reply.
  11. Marking this as completed as likely was fixed with rainers new pooling system for this stuff. Please make a new bug if this is still happening.
  12. Zero x64 built fails to inject auctions into database The 64bit version of core does not seem to be adding auctions to the database. I have tested both 32 and 64, 32 works... 64 does not. On startup the core shows it is adding stuff to the database but nothing appears in-game. Tested and confirmed on covenant-wow classic server.
  13. Copy ace.dll into the tools folder When building the server you only get 1 copy of ace.dll in the root folder, this causes users to report that ace.dll is missing when it is not. We should modify the build process so it copies ace.dll into the tools folder.
  14. [quote=Talendrys]Why not put it as invalid for the client or even hide it ? Offline seems using a flag for a non-foreseen usage.[/quote] Well hide it would fit in with what I said, to hide it we need to check the connecting client has the right security level to see the realm.
  15. [quote=H0zen]I hope you are talking about the flag 0x40, which is 64 in decimal :)[/quote] Oh really? We should really make these things give an error that tells you what to use instead of 0x40 which i have no idea lol.
  16. Realm flag 40 for a classic realm throws a red warning Setting a classic realm flag to 40 throws a red warning message. It still does its intended function of setting the realmlist to show "Recommended" but generates lots of red warnings. See screenshot attached.
  17. Eluna fails to compile under VS2013 x64 x64 built of zero currently does not work under VS 2013 if Eluna is enabled. Detailed log file attached.
  18. Check out cmake 3.5 Investigate cmake 3.5's new install system and determine why easybuild does not detect cmake installed with this version.
  19. Not seeing any spaces on the files in the repo. Don't think they have been fixed yet either.
  20. Bumping.
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