brainreaver
Members-
Posts
12 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
brainreaver's Achievements
Member (2/3)
0
Reputation
-
some missing vertices: Building map 001: [42,51]: No vertices to build tile! Building map 530: [12,34]: No vertices to build tile! [13,33]: No vertices to build tile! [18,39]: No vertices to build tile! [22,23]: No vertices to build tile! [23,22]: No vertices to build tile! [24,28]: No vertices to build tile! [29,27]: No vertices to build tile! [30,25]: No vertices to build tile! [33,40]: No vertices to build tile! Building map 571: [18,29]: No vertices to build tile! [21,16]: No vertices to build tile! [23,29]: No vertices to build tile! [24,14]: No vertices to build tile! [25,28]: No vertices to build tile! [27,13]: No vertices to build tile! [28,28]: No vertices to build tile! [29,28]: No vertices to build tile! Building map 036: [30,33]: No vertices to build tile! [32,35]: No vertices to build tile! Building map 043: [30,32]: No vertices to build tile! Building map 070: [32,31]: No vertices to build tile! Building map 129: [30,26]: No vertices to build tile! Building map 230: [31,29]: No vertices to build tile! [33,30]: No vertices to build tile! [33,31]: No vertices to build tile! Building map 349: [31,29]: No vertices to build tile! [33,29]: No vertices to build tile! [33,31]: No vertices to build tile! [33,32]: No vertices to build tile! Building map 409: [32,31]: No vertices to build tile! [34,29]: No vertices to build tile! [34,31]: No vertices to build tile! Building map 429: [32,30]: No vertices to build tile! [33,30]: No vertices to build tile! Building map 531: [30,48]: No vertices to build tile! [30,49]: No vertices to build tile! Building map 540: [32,30]: No vertices to build tile! Building map 542: [31,30]: No vertices to build tile! Building map 545: [33,31]: No vertices to build tile! Building map 546: [33,32]: No vertices to build tile! Building map 548: [31,30]: No vertices to build tile! [34,30]: No vertices to build tile! Building map 552: [31,30]: No vertices to build tile! Building map 555: [31,33]: No vertices to build tile! [33,31]: No vertices to build tile! [33,33]: No vertices to build tile! Building map 564: [32,32]: No vertices to build tile! Building map 574: [29,30]: No vertices to build tile! Building map 576: [33,31]: No vertices to build tile!
-
core crash: #0 0x0000000000e84afb in dtNavMesh::findPath (this=0x7f3fc8958cc0, startRef=4554, endRef=4371, startPos=0x7f3fd9dff7b0, endPos=0x7f3fd9dff7a0, filter=0x7f3fd9dff7c0, path=0x7f3fd9dff6d0, maxPathSize=50) at /***/src/shared/pathfinding/Detour/DetourNavMesh.cpp:1426 #1 0x0000000000ba7434 in PathInfo::Build (this=0x7f3fc8d1a0e0, startPoly=4554, endPoly=4371) at /***/src/game/PathFinder.cpp:159 #2 0x0000000000ba7979 in PathInfo::Update (this=0x7f3fc8d1a0e0, destX=-1691.33264, destY=5659.24512, destZ=129.504044) at /***/src/game/PathFinder.cpp:302 (gdb) frame 0 #0 0x0000000000e84afb in dtNavMesh::findPath (this=0x7f3fc8958cc0, startRef=4554, endRef=4371, startPos=0x7f3fd9dff7b0, endPos=0x7f3fd9dff7a0, filter=0x7f3fd9dff7c0, path=0x7f3fd9dff6d0, maxPathSize=50) at /***/src/shared/pathfinding/Detour/DetourNavMesh.cpp:1426 1426 if (!passFilter(filter, neighbourPoly->flags)) (gdb) list 1421 it = decodePolyIdTile(neighbourRef); 1422 ip = decodePolyIdPoly(neighbourRef); 1423 const dtMeshTile* neighbourTile = &m_tiles[it]; 1424 const dtPoly* neighbourPoly = &neighbourTile->polys[ip]; 1425 1426 if (!passFilter(filter, neighbourPoly->flags)) 1427 continue; 1428 1429 dtNode newNode; 1430 newNode.pidx = m_nodePool->getNodeIdx(bestNode); (gdb) info locals neighbourRef = 36954 neighbourTile = 0x7f3fc948f3c0 neighbourPoly = 0xb40 actualNode = 0x7f3fc94ab590 newNode = {cost = 1164.89551, total = 1406.19629, id = 36836, pidx = 463, flags = 3} edgeMidPoint = {5880.69141, 201.915756, -1627.60815} h = 241.300842 i = 8352 bestNode = 0x7f3fc94ab590 previousEdgeMidPoint = {5880.69141, 201.915756, -1627.60815} bestRef = 36836 bestTile = 0x7f3fc948f358 bestPoly = 0x7f3fd6b5bfe0 parentRef = 36835 parentTile = 0x7f3fc948f358 parentPoly = 0x7f3fd6b5bfc0 H_SCALE = 0.999000013 lastBestNode = 0x7f3fc94a98a0 node = 0x27a0279 startNode = 0x7f3fc94a98a0 lastBestNodeCost = 12.7146883 it = 8 ip = 90 prev = 0x116000000000000 n = 2 (gdb) frame 1 #1 0x0000000000ba7434 in PathInfo::Build (this=0x7f3fc8d1a0e0, startPoly=4554, endPoly=4371) at /***/src/game/PathFinder.cpp:159 159 MAX_PATH_LENGTH); // max number of polygons in output path (gdb) list 154 endPoly, // end polygon 155 startPos, // start position 156 endPos, // end position 157 &filter, // polygon search filter 158 pathPolys, // [out] path 159 MAX_PATH_LENGTH); // max number of polygons in output path 160 161 if(m_length == 0) 162 { 163 // only happens if we passed bad data to findPath(), or navmesh is messed up (gdb) info locals z = 129.504044 endPos = {5659.24512, 129.504044, -1691.33264} endOffPoly = true x = -1691.33264 distanceEnd = 162895.938 pathPolys = {1112399085, 3305285359, 1169022532, 1112399085, 3305316898, 32575, 3892458608, 32575, 1184009216, 1177697712, 1124626231, 1124168764, 3655333744, 32575, 11424151, 0, 876, 68355090, 1048, 0, 30932992, 475, 0, 1057161217, 0, 0, 1065353216, 32575, 3655333788, 32575, 3355741664, 4566, 1210235885, 1210375377, 1210235885, 0, 3655333808, 32575, 15214174, 0, 1169218038, 1124172041, 3302189733, 0, 3655333844, 32575, 3655333848, 32575, 3655333852, 32575} y = 5659.24512 startPos = {5671.84717, 130.621948, -1692.72034} startOffPoly = true distanceStart = 165282.594 filter = {includeFlags = 65535, excludeFlags = 0} i = 0 (gdb) frame 2 #2 0x0000000000ba7979 in PathInfo::Update (this=0x7f3fc8d1a0e0, destX=-1691.33264, destY=5659.24512, destZ=129.504044) at /***/src/game/PathFinder.cpp:302 302 Build(startPoly, endPoly); (gdb) list 297 m_pathPolyRefs = temp; 298 } 299 else 300 { 301 // waste of time to optimize, just find brand new path 302 Build(startPoly, endPoly); 303 return; 304 } 305 } 306 (gdb) info locals adjacent = false i = 6 y = 5659.24512 startOffPath = true endPoly = 4371 x = -1691.33264 z = 129.504044 endOffPath = true startPoly = 4554 (gdb)
-
Building map 000: We have 687 tiles. [34,46]: Building polymesh... Unhandled exception at 0x01073c83 in MoveMapGen.exe: 0xC0000005: Access violation reading location 0x0d7beef4. > MoveMapGen.exe!removeVertex(rcPolyMesh & mesh={...}, const unsigned short rem=8797, const int maxTris=9233) Line 740 + 0x15 bytes C++ MoveMapGen.exe!rcBuildPolyMesh(rcContourSet & cset={...}, int nvp=6, rcPolyMesh & mesh={...}) Line 1066 + 0xd bytes C++ MoveMapGen.exe!MMAP::MapBuilder::buildMoveMapTile(unsigned int mapID=0, unsigned int tileX=34, unsigned int tileY=46, float * verts=0x05490024, int vertCount=178597, int * tris=0x05c10024, int triCount=114518, float * bmin=0x0021f7f8, float * bmax=0x00000000, dtNavMesh * navMesh=0x006f88d8) Line 726 + 0x1b bytes C++ MoveMapGen.exe!MMAP::MapBuilder::build(unsigned int mapID=0) Line 241 + 0xab bytes C++ + mesh {verts=0x042ea658 "X X<![9#^:%]3#X1%W0X'X1']=%Y?‹‹’Ž•–’“““‘š‰‘¼Žsº‰qº†i¼Šh½ƒ`·x]´x^´iX¼fVÉiWÌiVÍcNÙoOÚpMÕ`IÕZEÔ\\DÌm>Ìh9Îa7Áf3Àk5ºj5¹a1´Z/¶V-¾\\/¾c2ÕV>çWFïiMìpPßyPÞRà€Sá‚TãƒUáŠWàŒXá‘[ä’\\ãœ`ÖžaÛ°fÞ§aä¤gå‰XçƒW polys=0x067e6c98 "⍈⍉⍊⍇⍄⍅⍆ r rcPolyMesh & rem 8797 const unsigned short maxTris 9233 const int numRemovedVerts 106117948 int + thole {ptr=0x005f1130 } rcScopedDelete<int> + harea {ptr=0x00c22cf8 } rcScopedDelete<int> + tris {ptr=0x00615bb8 } rcScopedDelete<int> + tverts {ptr=0x006f90e8 } rcScopedDelete<int> + pareas {ptr=0x005f11c0 ">" } rcScopedDelete<unsigned char> + tmpPoly 0x00615b24 "" unsigned short * nharea 7311592 int nhreg 6230464 int + hreg {ptr=0x00c22cc0 } rcScopedDelete<int> + hole {ptr=0x00c22c88 } rcScopedDelete<int> nvp 6 const int + pregs {ptr=0x005f1150 "<" } rcScopedDelete<unsigned short> + polys {ptr=0x00615b18 "≕⍃" } rcScopedDelete<unsigned short> npolys 4 int + edges {ptr=0x06533b38 } rcScopedDelete<int> nedges 6380472 int hasRem false bool i 1 int match false bool i 6230320 int r 251 const int ea 1 const int a 255 const int bestMergeVal 1 int bestEb 0 int bestEa 0 int j 3 int ea 2 int eb 0 int
-
values corrupted, yes, but using cycle that can enter infinite loop without proper checking input variables is not a good idea, I think. if (maxDist < 1e-10f) return true; is not working because maxDist is infinite
-
with new vmaps core sometimes stuck (gdb) frame 8 #8 0x0000000000e713a8 in VMAP::StaticMapTree::isInLineOfSight (this=0x7ff4044022b0, pos1=..., pos2=...) at /***/src/shared/vmap/MapTree.cpp:154 154 float resultDist = getIntersectionTime(ray, maxDist, true); (gdb) list 149 // prevent NaN values which can cause BIH intersection to enter infinite loop 150 if (maxDist < 1e-10f) 151 return true; 152 // direction with length of 1 153 G3D::Ray ray = G3D::Ray::fromOriginAndDirection(pos1, (pos2 - pos1)/maxDist); 154 float resultDist = getIntersectionTime(ray, maxDist, true); 155 if (resultDist < maxDist) 156 { 157 result = false; 158 } (gdb) print pos2 $27 = (const G3D::Vector3 &) @0x7ff401ec43a0: {x = 1.35347255e+29, y = 17066.666, z = 28.2427902} (gdb) print pos1 $28 = (const G3D::Vector3 &) @0x7ff401ec43b0: {x = 15726.6719, y = 21450.3203, z = 28.2427902} (gdb) print pos2-pos1 $29 = {x = 1.35347255e+29, y = -4383.6543, z = 0} (gdb) print maxDist $30 = inf maybe maxDist must be double instead of float?
-
some interesting things with mangos timers when system time is changed
-
if you're using linux, just disable ntp service
-
seems like time autocorrection is enabled on your server mashine.
-
pathfinding troubles near Orgri (map 1): NPC after aggroing goes directly to graveyard and disappears
-
problem with continent movemaps is with rcCreateChunkyTriMesh function [ntris*3] converts into negative value like -842150451 seems like that is fix: int triCount = m_triangles.size() / 3.3; UPD different maps need different divisor (like 3.3 for map 0, 3.5 for map1, etc)
Contact Us
To contact us
click here
You can also email us at [email protected]
Privacy Policy | Terms & Conditions
You can also email us at [email protected]
Privacy Policy | Terms & Conditions
Copyright © getMaNGOS. All rights Reserved.
This website is in no way associated with or endorsed by Blizzard Entertainment®
This website is in no way associated with or endorsed by Blizzard Entertainment®