Lugia0529
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About Lugia0529
- Birthday 01/01/1
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You have to add a command in chat.cpp static ChatCommand commandTable[] first. In your command code, you can try use a switch case to determine player race. I think there is many example on how to determine player race inside mangos source code, you can look at it first.
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What is the difference between hack fix and proper fix?
Lugia0529 replied to Lugia0529's topic in OldC / C++
So does mangos never accept any patch attempt to use hack fix to fix some problem? Or there may be some exception? Due to some hack fix maybe the most proper way to solve the problem. -
I have been around this forum for this few days and I found that some patch fix is rejected due to ugly hack fix. What i want to ask is, what is the difference between hack fix and proper fix? Is that a proper fix use the data provided from a dbc file or something else related to game original data to solve problem, and a hack fix use a hard code method to solve problem? My english is very bad, hope someone can understand what i want to ask.
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[fixed] Massive Disconnect (fatal error) with a channel message.
Lugia0529 replied to a topic in OldBug reports
I PM you already -
[fixed] Massive Disconnect (fatal error) with a channel message.
Lugia0529 replied to a topic in OldBug reports
OK, I just try at my server and i think that option do nothing in this problem. Client who receive that message get an Error: #134 message and close after that, don't know your case is same to me. The player who send the message will also get a client crash after he send that message. I have try using whisper, guild, say, yell (I have modify the Player::Yell and my yell is a world chat channel, and the test crash all my player's client.) channel to send that message, and very sure that only player receive that message have a client crash. This is just a small test and may not accurate or may not your scenario, but I hope this can help you.^^ -
[fixed] Massive Disconnect (fatal error) with a channel message.
Lugia0529 replied to a topic in OldBug reports
In my opinion i think that is because we force a color text on quest link while some player may enable quest difficulty color option in interface setting. As I remember a quest link will generate a text color according to player level if the player enable that option, if not the quest link will show in yellow color. So the client cant handle it and get a fatal error. -
[fixed] Massive Disconnect (fatal error) with a channel message.
Lugia0529 replied to a topic in OldBug reports
Just try to modify your script a bit and it seem player who can see that message have a client crash after the message is send. Don't know is that i'm allow to post that script here because it may cause many player use script to crash others. I am from malaysia, so my english is a bit poor.
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