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H0zen

Senior getMaNGOS Developer
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Everything posted by H0zen

  1. Thank you for reporting this. The bug is confirmed and a fix will be applied very soon!
  2. Please go to Player.cpp file and change lines 1920-1926 into if (m_regenTimer != 0) return; Rebuild and send us the feedback
  3. Edit mangosd.conf and change the console log level to 0. For files change it to 1. Restart mangosd after editing.
  4. Sorry for the incovenience! Based on your report, we identified a nasty bug, which has been now fixed. Please update your sources with the latest version from https://github.com/mangostwo/server and rebuild. Thank you for your feedback!
  5. Your client does nothing because you didn't handle the connection step right. When the client is successfuly authenticated by the realm daemon, it is redirected to mangosd daemon and the first step, of course , is to establish a connection via TCP socket. When the connection is established, the server will send SMSG_AUTH_CHALLENGE packet. THIS IS THE FIRST PACKET YOU HAVE TO SEND AND IS MANDATORY!!! The client will respond to this packet with a CMSG_AUTH_SESSION packet, and this is where the miracle happens. The server has to handle this packet and has to create the so called session. If it succeeds, the server will send SMSG_AUTH_RESPONSE like yours. Because the intialization of Warden module is part of making the session, the server can send (but is not enforced to) various SMSG_WARDEN* packets, and this is what you already noticed. Hope this helps!
  6. All these issues comes from a wrong advice given in the mentioned install tutorial. All versions of MaNGOS have their own ACE integrated in the source code, so you don't need to mess with downloading and installing ACE separately. The guide says "Use External ACE libraries. Allows you to use the ACE libraries coming from your system. Untoggle this option only if you know what you are doing. " But this should read "Untoggle this option UNLESS you know what you're doing". So, the solution is to clear everything, and repeat the install and build process, BUT WITHOUT EXTERNAL ACE. You'll be amazed how smooth it'll compile and install.
  7. In mangosd.conf set LogFilter_AIAndMovegens = 1
  8. The issue is not in the extractors, it's in your Cata client, which is definitely not right. I strongly suggest you to find another one, avoiding in the future that source you mention in the link.
  9. Go to mangosd.conf file and change LogLevel = 3 to LogLevel = 0 (or 1). This will diminish the verbosity of logs in console.
  10. It is not a table, it is a file in the source code. I suppose you compiled mangos.
  11. Go to line 40 in file src/game/MotionGenerators/WaypointMovementGenerator.cpp and comment it, or you can reduce the log level in mangosd.conf
  12. If you build playerbot module, the ahbot will not work. The reason is playerbot module also contains a buggy ahbot submodule, which interferes with the actual ahbot. So the ideea is simple: if you want ahbot, disable playerbots from building.
  13. Please go to Player.cpp file and change lines 1920-1926 into if (m_regenTimer != 0) return; Rebuild and send us the feedback
  14. The issue is now fixed with commit https://github.com/mangoszero/server/commit/bcab12ecbc93920efc4cf78cf6a8318fb85b95a3
  15. Fixed in this commit. Please pull/rebuild/test.
  16. Fix was commited here. Please pull the latest source code, rebuild and test for every known case. Awaiting feedback.
  17. On Mangos Zero, this issue has been fixed since December, 27th 2016, with this commit. Please reclone the repo (there is only a single "master" branch now) and do a full build. To test, simply enter DeepRun on either ends and wait 5-7 minutes.
  18. Fixed in https://github.com/mangosone/server/commit/0cd70c2
  19. H0zen

    Setting up User Accounts

    account set gmlevel <name> 3 realm_id where realm_id can be: -1 (all realms) > 0 (specific realm)
  20. UNIT_FLAG_DISABLE_MOVE is a confusing flag; despite its name, it only applies to players and simply means "the player is no longer in the control of its movement". For the chasing cannons issue, the only viable method I see is to use EventAI with ACTION_T_COMBAT_MOVEMENT on EVENT_T_SPAWNED For the casting spell issue, one is tempted to think that creature_template_spells table from the database is enough to make a creature cast spells. The truth is that table has nothing to do with creatures' spells, it simply describes what spells are available in your action bar if you CONTROL that creature (mind control, for example). Please remember, in MaNGOS and all it's descendants, no creature will cast spells unless instructed to do so via scripting! All creatures, by default, can only do melee attacks (and have combat movement enabled). So, for the cannons to cast spell 36238, it is mandatory to script them (EventAI is the most simple approach).
  21. All issues fixed in https://github.com/mangoszero/server/commit/9af47a5582b46b1678387c2e58f3b8e4de5ac2fa Awaiting feedback
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