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ankso

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Everything posted by ankso

  1. I use mmaps and I haven't such kind of problem...
  2. OMG 12 hours since last Cyberium response... Give him some time to sleep
  3. Ansonic, the old patch is no longuer supported. Read the whole thread.
  4. ankso

    MMaps Redux

    I have mmaps since some weeks, no significant changes on resources usage. I use cloud server with one core @2GHz and 3Gb RAM, 50% memory usage and 35% CPU with 80-70 testers. Also I have a cata test realm on same machine, and other tasks runing, so memory is always completely used (10-20Mb free). On Ubuntu 8.04 LTS x64. No crashes related with memory usage, I have 12-24 hours uptime with a lot of custom modifications. May be with the crashfixes commited today to master branch I increase more my uptime. I could do more test if you want, but I don't know how to test detailed resources usage on linux . Greetings.
  5. I think that OutdoorPvPGH.h and OutdoorPvPGH.cpp are missing in the Makefile. Anyway I can't make the patch work
  6. I think those issues are clean core problems now. On my server if you relog in raid, for example, sometimes after conecting you see all members as "unknow", also show player as disconnected or death when he is on other map happens on clean core I think. So, not related with dungeon finder.
  7. This bug appears with new vmap system implemented by Lynxed I think, with the implementation of indoor unmounting.
  8. Both problems confirmed. Long time with this bug.
  9. Happy new year 2011 to all¡!
  10. Those are the first words that Wotja wrotes when he starts this post. You must know two things: First, this patch, as it is, will be NEVER accepted into master branch. May be, the implementation of Zergtmn's (rsa's branch) can be reviewed but this, no. It's very hacky. Yeah, as a workaround, it "works", but... Second, this post is intended to be a development thread. If you want Zergtmn's & Rsa's implementation, you must learn C++ and Git. Or you can try with "please, someone can give me a patch file??". People that can't resolve simple error when applying a .patch file should not post in this thread. He or she must post in C/C++ or Source code management section calling for help, tutorials, or something to learn. Learn is the master purpose of this project. Two years ago, I didn't know nothing of C, or git. Now I have a branch with a lot of modifications, I have even a implementation of SotA. You can choose your way. But is sad when people wants all done Well, now it doesn't matter. This patch is death, developers will not review it. Never. P.S.: This is not for you, Thyphoon, is a "manifest" in general, and can be valid for multiple threads. Don't hate me please
  11. Feliz Navidad! Merry Christmas from spain
  12. ankso

    MMaps Redux

    That's exactly the answer I was expecting. I'm developing that kind of scripts right now ^^, that's the reason I don't call that problems "bugs". Thanks for your answer.
  13. ankso

    MMaps Redux

    I'm testing now this on my live server with +-50 testers. The system works great, it's an excelent work, I love it About stability, the patch doesn't seems to touch this, I have same uptime with/without the patch, and about resources, it also great, but with that limited number of testers, I can't give real feedback in this matter. Only two things, first, about some bosses like Blood Queen Lana'thel, that has a phase in combat where she starts flying. In this encounters the boss get's buggued when ihe must returns to ground he enters in evade mode, because he can't found a valid path (from air to ground). May be change the InhabitType could solve this? Other little problem appears at zones like Dalaran arena, where players start in tubes. They summon their pets in the tube and when the battle starts, owners leave the tube but pets can't find a valid path, tubes are isolated from ground. Anyway this project is awesome. I will continue to test this and report and give feedback. If you need coords or such things just tell me. Keep up the good work. EDIT: Testing in Ubuntu 8.04 x64, in windows compiles fine but on Linux I must add: #include "../framework/Utilities/UnorderedMapSet.h" in MoveMap.h
  14. Yeah, that aura was the problem, but not only UDB bug, because I'm using YTDB. Problem solved, thanks for your help
  15. Well, the title says it all. Some days ago, one player says me that he don't see anything in the world. So, I suspect from phasemask, and he has phase = 2 (using .gps command) but he must have phase = 1. I want to know if it exists a way to chage phasemask permanently, because .mod phase 1 only save state until next relog . I have tried to found in DB where this variable is saved and search on source code where m_phaseMask is loaded but I can't found nothing. Thanks for reading ^^.
  16. I can confirm the problem, exactly the same
  17. Thanks for your help! I think that I have found the problem, it's on Player::SetPosition(...), due to some changes related with vehicles in rsa's branch (my base). If someone is using this branch and is interested here is posible fix: https://github.com/Ankso/mangos/commit/47a4fb63b4456e20f32d84e7a62d13f1da8c8e42 So, thanks again, you help me find real source of problem.
  18. Hello community. I have a problem with sending a player's position to the whole group on my (public) modified fork of MaNGOS. When a player is in group or raid with other players, he can see the group members position on his map as long as they are in minimap range. Just before thay leave the minimap range, the point (his position) gets freezed in the minimap until they enter again in range, then the position is updated. This is very annoying for BGs because you open your map and you see the lastest position of all your party members just before they left your minimap. I know that you don't support this kind of things with modified sources, and I love find the problem by myself and fix it (I have learned a lot with this project, thanks ), so I only want to know where is handling this broadcasting, where the server sends the player position to the whole group to update group members's maps. Any help or idea will be appreciated. Thanks in advance.
  19. MaNGOS don't show enemy players in right side of screen on arenas, this is probably the source of the problem. Anyone has any fix for it? I think that it works on TC, may be we could take a look.
  20. ¿Do you have SD2 installed? If no, http://www.scriptdev2.com
  21. Because 4.0.X branch is under development, i don't try it but I doubt a lot that this expansion is playable now with mangos unsupported 4.0.X branch. If you want to use that client use google, learn C++, learn about packets and server-client connections and protocols and then develop the needed code to get the core && client working as you expect.
  22. I have similar crash in Ubuntu x64, I'll post a unix crashlog soon. ------ EDIT: Crashlog http://pastebin.com/30ZSGiUw ------ ------ EDIT2: After a quick look, may be it's related with player pointer when calling LFGMgr::Leave because it's always NULL (0x0) in all crashes (Excuse me if I'm wrong, I'm new reading crashlogs ^^) and LFGMgr::Leave() is always called from Group::AddMember() when it crash. Have you the same problem Kirix? ------
  23. Teorically if you have 100% arpen you should do the same mele damage to a caster warrior or whatever you hit.
  24. There's not a updated patch, if you want to use vehicles search on github and start merging branches, try to learn a bit, that's mangos first purpose IMO.
  25. I can confirm, is after implement server side combo points check.
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