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Everything posted by madmax
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Core crash - Black Bear / Ironforge Mountaineer We have established a 100% reproducible core crash within mangos / scripting engines. To reproduce teleport port to Kharanos. There is a guard located here: x: -5565.45020 y: -470.893005 z: 399.460999 A bear located just over the other side of the path in the snow here: x: -5516.14990 y: -566.643005 z: 402.558990 Using command [QUOTE].npc follow[/QUOTE] On the bear will cause it to follow you, walk back towards the guard, the guard will crash the entire server on agro.
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A fix has been found for this issue - [url]https://www.getmangos.eu/issue.php?issueid=468[/url]
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Server crash - mining system Hey, Just had a server crash while debugging on covenant. This was caused by GameObject.cpp line 1803 Fix is: uint32 entrynew = entry; // put this
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Pathing NPCs at Shatter Point run Pathing NPCs at Shatter Point run, they should not. Some example GUIDs are: 96989 & 71924
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Quest: The Seer's Relic - 9545 - Not completable Quest: The Seer's Relic - 9545 - Not completable http://www.wowhead.com/quest=9545/the-seers-relic Quest cannot be completed. Reported from Covenant-wow TBC realm.
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Fel Spirits 1090 - Not completable Fel Spirits 1090 - Not completable Quest cannot be completed. Reported from Covenant-wow TBC realm.
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Server shutdown command broken
madmax commented on madmax's bug in Archived Reports (Zero)(Resolved issues)
This bug is marked as [B]urgent [/B]and requires attention ASAP (by order of project lead Antz ) -
Server shutdown command broken The server shutdown command is currently AWOL. When issuing the command in-game or in the console it no longer has any effect. There is no output in-game, even set to 5 seconds it does nothing. Currently only way to gracefully close the core is to CTRL+C from the console. This bug has only been added in the past 7days to Rel20 branch.
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[url]https://github.com/mangoszero/server/commits/Rel20/src/scripts/ScriptDevMgr.cpp[/url]
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unlocking the second tier of the mining skill (75+) should have two requirements [QUOTE]- unlocking the second tier of the mining skill (75+) should have two requirements, 1) a skill equal to or above 50 2) character level equal to or above 10 As it is now, mining skill alone allows you to train T2, no level requirements present just to note that i do not know if this is server specific or not, but in Rising Sun all my profs (tailor,ench,cook,fish,first aid) had the correct requirements listed in the relevant trainers[/QUOTE] Note to devs: Realm this was taken from is PvE "Normal" Taken from: [url]http://www.covenant-wow.com/forums/index.php?topic=203.msg515#msg515[/url]
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ore nodes spawn wrongly [QUOTE]a) way too many all clustered up pretty much next to one another in many places, you see groups of four and five; most you'd ever have had the fortune to come across in retail would have been two, one of which with always less ore than usual b) tier differentiation is skewed or off..for example, there is an ooze-covered gold node in durotar, at 50,47. There is a tin one right where the entrance to valley of trials is; and so on[/QUOTE] [QUOTE]- this might be related to the ore nodes spawn issue, but just in case it's not..blood shards ( [URL]http://www.wowhead.com/item=5075#see-also[/URL] ) are only supposed to be mined from nodes found within the southern and northern barrens. They are currently harvestable in other areas as well[/QUOTE] Taken from: [URL]http://www.covenant-wow.com/forums/index.php?topic=203.msg514#msg514[/URL]
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results in an "internal database error" [QUOTE]Sending mail, with or without item or money attached, results in an "internal database error". Currently possible to circumvent it if recipient is -already- in your friends list. Otherwise, no go[/QUOTE] Taken from: [url]http://www.covenant-wow.com/forums/index.php?topic=203.msg512#msg512[/url]
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Moved this issue to feature. The idea of this request is to make the system as blizzlike as possible. It is very unlikely that GMs would spawn in normal starting area's on retail blizzard servers (people would of seen them all the time).
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not completeable Reported from covenant-wow player: Quest: A job for an intelligent man Not completable Quest ID: 9355
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New GM Character Spawning Add the following option in the conf file and default new character behaviour for Game Masters. [LIST] [*]Spawn newly created Game Master characters at GM Island graveyard [LIST] [*]Add setting to .conf file to force newly created Game Master characters to spawn at GM Island graveyard [/LIST] [/LIST] [LIST] [*]Add core changes need to force skipping of cinematic for newly created Game Master characters (based on .conf file setting). [LIST] [*]Add setting in .conf file to force skip cinematic for newly created Game Master characters [/LIST] [/LIST]
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[QUOTE]ghost commented on 11 Apr 2013 I fixed this using "CastCustomSpell" in the SpellEffects.cpp starting at line 1175: case 561: // Judgement of command { if (!unitTarget) return; uint32 spell_id = m_currentBasePoints[eff_idx]; SpellEntry const* spell_proto = sSpellStore.LookupEntry(spell_id); if (!spell_proto) return; if (!unitTarget->hasUnitState(UNIT_STAT_STUNNED) && m_caster->GetTypeId() == TYPEID_PLAYER) { int32 totaldamage = int32((damage * 0.01) / 2); m_caster->CastCustomSpell(unitTarget, spell_proto, &totaldamage, NULL, NULL, true, m_CastItem); } else m_caster->CastSpell(unitTarget, spell_proto, true, NULL); return; } } break; [/QUOTE] [QUOTE]billy1arm commented on 7 Jun 2013 case 561: // Judgement of command { if (!unitTarget) return; uint32 spell_id = m_currentBasePoints[eff_idx]; SpellEntry const* spell_proto = sSpellStore.LookupEntry(spell_id); if (!spell_proto) return; if (!unitTarget->hasUnitState(UNIT_STAT_STUNNED) && m_caster->GetTypeId() == TYPEID_PLAYER) { // decreased damage (/2) for non-stunned target. SpellModifier* mod = new SpellModifier(SPELLMOD_DAMAGE, SPELLMOD_PCT, -50, m_spellInfo->Id, UI64LIT(0x0000020000000000)); ((Player*)m_caster)->AddSpellMod(mod, true); m_caster->CastSpell(unitTarget, spell_proto, true, NULL); // mod deleted ((Player*)m_caster)->AddSpellMod(mod, false); } else m_caster->CastSpell(unitTarget, spell_proto, true, NULL); return; } [/QUOTE] [QUOTE]ghost commented on 8 Jun 2013 case SPELLFAMILY_PALADIN: { switch (m_spellInfo->SpellIconID) [COLOR=#333333][FONT=Helvetica Neue]Therefore, 561 is not the Spellid but the Spelliconid underneath the spellfamily paladin as far as I understand it, and if I understand this correctly. :D[/FONT][/COLOR] [/QUOTE] Imported replies from github issues.
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Possible fix posted by Salja at github issues: [url]http://paste2.org/LD6Ckk7C[/url] diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index c5f6903..437e62b 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -1344,6 +1344,20 @@ void Aura::HandleAuraDummy(bool apply, bool Real) break; case SPELLFAMILY_HUNTER: break; + case SPELLFAMILY_PALADIN: + { + if (GetSpellProto()->SpellIconID == 237 && GetSpellProto()->SpellVisual == 5622) { // Paladin Seal of the Crusader + if (apply) + { + m_modifier.m_amount = (-1)*m_spellAuraHolder->GetAuraByEffectIndex(EFFECT_INDEX_1)->GetModifier()->m_amount; + m_modifier.m_miscvalue = SPELL_SCHOOL_MASK_NORMAL; + m_modifier.periodictime = 0; + } + HandleModDamagePercentDone(apply,true); + return; + } + break; + } case SPELLFAMILY_SHAMAN: { switch (GetId())
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This issue has been imported into the tracker.
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The getMaNGOS team is looking for a moderator for this area. Requirements: Must be able to speak both Chinese and English Familiar with the Mangos core Must have skype If you are interested in taking up a moderator position, please drop me a private message with your skype ID.
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The getMaNGOS team is looking for a moderator for this area. Requirements: Must be able to speak both Spanish and English Familiar with the Mangos core Must have skype If you are interested in taking up a moderator position, please drop me a private message with your skype ID.
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The getMaNGOS team is looking for a moderator for this area. Requirements: Must be able to speak both Russian and English Familiar with the Mangos core Must have skype If you are interested in taking up a moderator position, please drop me a private message with your skype ID.
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Marked this issue as private as I would like the log file kept to the team only ;)
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Compiling Rel19 fails When compiling Rel19 from a new clone of the repo it fails. If ran a second time from the same clone it compiles fine.
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