

Xenithar
getMaNGOS Staff-
Posts
1395 -
Joined
-
Last visited
-
Days Won
3 -
Donations
0.00 GBP
Content Type
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Everything posted by Xenithar
-
My mother can kill my server by going to Org and running around. She keeps bringing it down! Also, I compiled Zero without SD2 or Eluna as asked. Firing it up now.
-
Stealth detection is broken
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Sorry, I did not see that ticket. I will search for it again. Could you provide a link here? -
By the time you see it, it is eating you Stealth detection is currently broken. By the time you hear the sound or see a cloaked mob, it is attacking you. I am talking even mobs below your level. On official you could normally detect mobs just outside their aggro range unless they were three or more levels above yours. Currently mobs as low as two levels below mine are not detected until they're hitting me. I will test human stealth with my fiance later as well.
-
Enemies attack before you reach them The warrior skill "Charge" is broken. When it misses (can it miss on official?) the target mob starts running towards your player before you reach it. This causes you to continue charging to the original location of the mob, placing the mob behind you. The mob should not move until you are at its location, miss or not. I honestly do not remember charge missing on official, but it may just be me.
-
Turning it in does not go properly When you turn in quest 4821, a small, red (Arikara) wind serpent is supposed to "poof" into existence, circle the area, kill the small worg puppy, and fly off the side of the mountain. This does not happen.
-
Realm server fails to compile
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I just finished the build. Your fix corrected the issue! Marking as solved. -
I will do this tomorrow night. Your fix worked.
-
I am reading the thread now, but why is it only a *nix issue? That indicates bad code. Why? Because *nix, BSD, Solaris, Apple, etc are all very much the same and Windows is the odd-ball here. Not trying to talk bad about Windows, just making note of that point. What this tells me is that this is some code that runs on Windows and nothing else (correctly), so what code is it and how can we modify it to run properly on everything?
-
I was told it would not run with both disabled. In fact Antz was the one who told me something along those lines. To aid new people I set my script to not allow such a configuration. I can do it by hand, but will it even start? I am currently compiling your last fix and will be testing it soon. The fix for "-lace" versus "-lACE".
-
It crashed again. [code] LoadPath: loading waypoint path for Creature (Entry: 3296 Guid: 8527) Creature 6418 used AI is EventAI. Creature 7885 used AI is EventAI. Creature 6419 used AI is EventAI. terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb20f1b70 (LWP 24451)] 0xb7fe1424 in __kernel_vsyscall () (gdb) backtrace #0 0xb7fe1424 in __kernel_vsyscall () #1 0xb768c661 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #2 0xb768fa92 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #3 0xb787528d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #4 0xb7872ef3 in ?? () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #5 0xb7872f2f in std::terminate() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #6 0xb78731ce in __cxa_throw () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #7 0x087cbf33 in BIH::subdivide (this=0xde44230, left=31, right=36, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=120, depth=4, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:68 #8 0x087cc3a4 in BIH::subdivide (this=0xde44230, left=31, right=36, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=117, depth=3, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:128 #9 0x087cc3a4 in BIH::subdivide (this=0xde44230, left=31, right=36, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=6, depth=2, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:128 #10 0x087ccab7 in BIH::subdivide (this=0xde44230, left=0, right=30, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=0, depth=1, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252 #11 0x087cbc7d in BIH::buildHierarchy (this=0xde44230, tempTree=..., dat=..., stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:38 #12 0x0896b3b7 in BIH::build >(G3D::Array const&, void (&)(GameObjectModel const*, G3D::AABox&), unsigned int, bool) ( this=0xde44230, primitives=..., getBounds= @0x8969dcf: {void (const GameObjectModel *, G3D::AABox &)} 0x8969dcf ::getBounds2(GameObjectModel const*, G3D::AABox&)>, leafSize=3, printStats=false) at /home/---/zero/src/server/src/game/vmap/BIH.h:156 #13 0x0896aa23 in BIHWrap >::balance (this=0xde44230) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:154 #14 0x0896abba in BIHWrap >::intersectRay (this=0xde44230, r=..., intersectCallback=..., maxDist=@0xb20ed5b0: 16.0606842) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:167 #15 0x0896a568 in RegularGrid2D >, NodeCreator > >, PositionTrait >::intersectZAllignedRay (this=0xb4726a8, ray=..., intersectCallback=..., max_dist=@0xb20ed5b0: 16.0606842) at /home/---/zero/src/server/src/game/vmap/RegularGrid.h:357 #16 0x08969c9f in DynamicMapTree::getHeight (this=0xa662764, x=1435.33093, y=-4717.79883, z=34.3669014, maxSearchDist=16.0606842) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:278 #17 0x087d9c66 in Map::GetHeight (this=0xa63d5c8, x=1435.33093, y=-4717.79883, z=32.3669014) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:2022 #18 0x0866b2dc in WorldObject::UpdateAllowedPositionZ (this=0xc286da0, x=1435.33093, y=-4717.79883, z=@0xb20ed6d8: 32.3669014) at /home/---/zero/src/server/src/game/Object/Object.cpp:1318 #19 0x08933539 in RandomMovementGenerator::_setRandomLocation ( this=0xce0d398, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:58 #20 0x089336bc in RandomMovementGenerator::Initialize ( this=0xce0d398, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:86 #21 0x085f1e46 in MovementGeneratorMedium >::Initialize (this=0xce0d398, u=...) at /home/---/zero/src/server/src/game/MotionGenerators/MovementGenerator.h:79 #22 0x085eaaf3 in MotionMaster::Initialize (this=0xc2877d0) at /home/---/zero/src/server/src/game/MotionGenerators/MotionMaster.cpp:63 #23 0x0871b9a3 in Creature::AIM_Initialize (this=0xc286da0) at /home/---/zero/src/server/src/game/Object/Creature.cpp:780 #24 0x0871dcb4 in Creature::LoadFromDB (this=0xc286da0, guidlow=6686, map=0xa63d5c8) at /home/---/zero/src/server/src/game/Object/Creature.cpp:1444 #25 0x08877b9f in LoadHelper (guid_set=..., cell=..., count=@0xb20eeb14: 101, map=0xa63d5c8, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:126 #26 0x08877275 in ObjectGridLoader::Visit (this=0xb20eeb04, m=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:203 #27 0x088783d4 in VisitorHelper (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:72 #28 0x0887827c in VisitorHelper > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:85 #29 0x08878172 in VisitorHelper > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:86 #30 0x088780ae in VisitorHelper > > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:98 #31 0x08878016 in TypeContainerVisitor > > > > >::Visit (this=0xb20eda4c, c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:127 #32 0x08877cf2 in Grid > > >, TypeList > > > >::Visit (this=0xdcf221c, visitor=...) at /home/---/zero/src/server/src/framework/GameSystem/Grid.h:99 #33 0x08877442 in ObjectGridLoader::Load (this=0xb20eeb04, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:226 #34 0x08877d38 in GridLoader > > >, TypeList > > > >::Load (this=0xb20edab7, grid=..., loader=...) at /home/---/zero/src/server/src/framework/GameSystem/GridLoader.h:63 #35 0x08877551 in ObjectGridLoader::LoadN (this=0xb20eeb04) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:2 48 #36 0x087d2f7e in Map::EnsureGridLoaded (this=0xa63d5c8, cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:284 #37 0x08603518 in Map::Visit > > > > > (this=0xa63d5c8, cell=..., visitor=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.h:445 #38 0x08603714 in Cell::VisitCircle > > > > > (this=0xb20eece4, visitor=..., m=..., begin_cell=..., end_cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:169 #39 0x08602ce7 in Cell::Visit > > > > > (this=0xb20eece4, standing_cell=..., visitor=..., m=..., x=1685.84998, y=-4400.78955, radius=91.3158417) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:102 #40 0x08602303 in Cell::Visit > > > > > (this=0xb20eece4, standing_cell=..., visitor=..., m=..., obj=..., radius=90) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:62 #41 0x08601ba9 in Cell::VisitAllObjects ( center_obj=0xd08f380, visitor=..., radius=90, dont_load=false) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:211 #42 0x08600b9f in Camera::UpdateVisibilityForOwner (this=0xd090608) at /home/---/zero/src/server/src/game/Object/Camera.cpp:155 #43 0x0866da98 in ViewPoint::CameraCall (this=0xd08f3f4, handler= (void (Camera::*)(Camera * const)) 0x8600b4c ) at /home/---/zero/src/server/src/game/Object/Camera.h:105 #44 0x0866db3b in ViewPoint::Call_UpdateVisibilityForOwner (this=0xd08f3f4) at /home/---/zero/src/server/src/game/Object/Camera.h:143 #45 0x0869e457 in Unit::OnRelocated (this=0xd08f380) at /home/---/zero/src/server/src/game/Object/Unit.cpp:9292 #46 0x087d4a32 in Map::PlayerRelocation (this=0xa63d5c8, player=0xd08f380, x=1685.84998, y=-4400.78955, z=39.4894028, orientation=3.32587123) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:722 #47 0x086d0caf in Player::SetPosition (this=0xd08f380, x=1685.84998, y=-4400.78955, z=39.4894028, orientation=3.32587123, teleport=false) at /home/---/zero/src/server/src/game/Object/Player.cpp:5468 #48 0x088f1c49 in WorldSession::HandleMoverRelocation (this=0xb31006c8, movementInfo=...) at /home/---/zero/src/server/src/game/WorldHandlers/MovementHandler.cpp:649 #49 0x088f09ae in WorldSession::HandleMovementOpcodes (this=0xb31006c8, recv_data=...) at /home/---/zero/src/server/src/game/WorldHandlers/MovementHandler.cpp:345 #50 0x087696ab in WorldSession::ExecuteOpcode (this=0xb31006c8, opHandle=..., packet=0xb3100ce0) at /home/---/zero/src/server/src/game/Server/WorldSession.cpp:722 #51 0x08767d8e in WorldSession::Update (this=0xb31006c8, updater=...) at /home/---/zero/src/server/src/game/Server/WorldSession.cpp:235 #52 0x087d3a25 in Map::Update (this=0xa63d5c8, t_diff=@0xb20f123c: 100) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:471 #53 0x088e3456 in MapManager::Update (this=0xb465df0, diff=48) at /home/---/zero/src/server/src/game/WorldHandlers/MapManager.cpp:184 #54 0x087f0a41 in World::Update (this=0x8e50310, diff=48) at /home/---/zero/src/server/src/game/WorldHandlers/World.cpp:1498 #55 0x085b759f in WorldRunnable::run (this=0xbb3bcd8) at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66 #56 0x0898d1c5 in ACE_Based::Thread::ThreadTask (param=0xbb3bcd8) at /home/---/zero/src/server/src/shared/Threading.cpp:197 #57 0xb7f43171 in ACE_OS_Thread_Adapter::invoke() () from /usr/lib/libACE-6.0.3.so #58 0xb7f051cf in ace_thread_adapter () from /usr/lib/libACE-6.0.3.so #59 0xb77ccc39 in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 #60 0xb77399fe in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 [/code] I see movement generator files there as well as movement handlers. I also see visibility checks. Didn't Antz mention redoing the random movement code in a forum thread? Maybe it has some bugs of its own. I do see my ACE library listed however, so this proves the internal ACE library was NOT to blame.
-
R20 installs files to incorrect locations...
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
No problem. I can work around it for now. Let me know when I can set the configuration path exclusively. -
Realm server fails to compile
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I will do a fresh clone and build shortly. About to eat dinner. Cooking spaghetti with Texas toast. -
Nothing happens when cliking on the tubs with apples It is currently Halloween in Azeroth and the decorations are up, but while the tubs with apples in them appear usable, clicking on them does absolutely nothing.
-
I fixed the ACE issue on my end by hand-editing the "link.txt" files for realmd and mangosd and changing "-lace" to "-lACE". This was mentioned in the other ticket. Now I am running with my distro's official ACE libraries. If this crashes again it should tell us whether or not it is ACE, just internal ACE, or something else.
-
The one in BB works all the time... The teleporter in BB seems to always work. I happened to get close and was teleported to Gnomer! I teleported back also. I seem to recall a quest to help finish or fix it prior to it working on official. Also, when teleported pets do not spawn on the other end in Gnomer, but stay beneath your avatar as though you control it. When teleporting back, you might see your pet for a second and then it fades out, but you still appear to control it. Yes, this is a separate issue.
-
Realm server fails to compile
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
FIXED! It MUST be capitalized. Try this instead. [code] -lACE [/code] Compiled instantly. Remember, *nix is case-sensitive. I should have caught that sooner. *UPDATE* Seems mangosd is the same way. [code] Linking CXX executable realmd [ 99%] Built target realmd Scanning dependencies of target mangosd [ 99%] Building CXX object src/mangosd/CMakeFiles/mangosd.dir/CliRunnable.cpp.o [ 99%] Building CXX object src/mangosd/CMakeFiles/mangosd.dir/Main.cpp.o [ 99%] Building CXX object src/mangosd/CMakeFiles/mangosd.dir/Master.cpp.o [100%] Building CXX object src/mangosd/CMakeFiles/mangosd.dir/RASocket.cpp.o [100%] Building CXX object src/mangosd/CMakeFiles/mangosd.dir/WorldRunnable.cpp.o /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp: In member function âvirtual void WorldRunnable::run()â: /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:54:12: warning: variable ârealPrevTimeâ set but not used [-Wunused-but-set-variable] Linking CXX executable mangosd /usr/bin/ld: cannot find -lace collect2: error: ld returned 1 exit status make[2]: *** [src/mangosd/mangosd] Error 1 make[1]: *** [src/mangosd/CMakeFiles/mangosd.dir/all] Error 2 make: *** [all] Error 2 [/code] Now let me edit the link.txt and capitalize ACE... [code] ---@WoW01:~/zero/src/server/build$ nano ./src/mangosd/CMakeFiles/mangosd.dir/link.txt ---@WoW01:~/zero/src/server/build$ make [ 0%] Built target genrev [ 1%] Built target detour [ 3%] Built target recast [ 11%] Built target g3dlite [ 14%] Built target zlib [ 15%] Built target bzip2 [ 16%] Built target libmpq [ 23%] Built target lualib [ 24%] Built target framework [ 29%] Built target shared [ 29%] Built target precompiled.cpp_dephelp [ 30%] Built target generate_precompiled.cpp [ 67%] Built target mangosscript [ 67%] Built target pchdef.cpp_dephelp [ 67%] Built target generate_pchdef.cpp [ 68%] Built target LuaEngine [ 98%] Built target game [ 99%] Built target realmd Linking CXX executable mangosd [100%] Built target mangosd [/code] That is all it is. So, mind pushing a fix for that, Foereaper? -
Realm server fails to compile
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I just realized something. It is looking for "ace". On Gentoo and Debian this is called "libACE". Is this perhaps the issue? I added "-L/usr/lib" to the link.txt file and it still fails to find ACE. -
R20 installs files to incorrect locations...
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
[quote=Foereaper]Say your install prefix is /home/usr/server. By default, the config dir would then be /home/usr/server/etc. If you would like the config dir to be /home/usr/etc, you would then use -DCONF_DIR=../etc/[/quote] Is it possible to set "CONF_DIR" to "/etc"? If so I can begin making the Debian packages again. -
Realm server fails to compile
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
Alright, I am stuck. I am still getting this after a fresh clone. It is my belief that the internal ACE is causing me issues (both recent crashes referenced ACE) and it has caused issues in the past. However, I am unable to even build the server using my external libraries which do work. It is my belief that if I can simply use the correct library the new logic_error crash will disappear. What do I have to do or edit to allow this to work? I have no clue what was changed or where which broke it. [code] Linking CXX executable realmd /usr/bin/ld: cannot find -lace collect2: error: ld returned 1 exit status make[2]: *** [src/realmd/realmd] Error 1 make[1]: *** [src/realmd/CMakeFiles/realmd.dir/all] Error 2 make: *** [all] Error 2 There was an error building MaNGOS! [/code] This is with a fresh clone from about thirty minutes ago. -
Go figure, it happened while I was out today. Not sure the time here or what was going on. [code] terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb203cb70 (LWP 18603)] 0xb7fe1424 in __kernel_vsyscall () (gdb) backtrace #0 0xb7fe1424 in __kernel_vsyscall () #1 0xb75d7661 in raise () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #2 0xb75daa92 in abort () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 #3 0xb77c028d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #4 0xb77bdef3 in ?? () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #5 0xb77bdf2f in std::terminate() () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #6 0xb77be1ce in __cxa_throw () from /usr/lib/i386-linux-gnu/libstdc++.so.6 #7 0x087ccfd7 in BIH::subdivide (this=0xce46690, left=5, right=8, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=24, depth=3, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:68 #8 0x087cdadd in BIH::subdivide (this=0xce46690, left=5, right=8, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=6, depth=2, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:248 #9 0x087cdb5b in BIH::subdivide (this=0xce46690, left=0, right=4, tempTree=..., dat=..., gridBox=..., nodeBox=..., nodeIndex=0, depth=1, stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:252 #10 0x087ccd21 in BIH::buildHierarchy (this=0xce46690, tempTree=..., dat=..., stats=...) at /home/---/zero/src/server/src/game/vmap/BIH.cpp:38 #11 0x0896c46f in BIH::build >(G3D::Array const&, void (&)(GameObjectModel const*, G3D::AABox&), unsigned int, bool) ( this=0xce46690, primitives=..., getBounds= @0x896ae87: {void (const GameObjectModel *, G3D::AABox &)} 0x896ae87 ::getBounds2(GameObjectModel const*, G3D::AABox&)>, leafSize=3, printStats=false) at /home/---/zero/src/server/src/game/vmap/BIH.h:156 #12 0x0896badb in BIHWrap >::balance (this=0xce46690) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:154 #13 0x0896bc72 in BIHWrap >::intersectRay (this=0xce46690, r=..., intersectCallback=..., maxDist=@0xb2038620: 3.00705647) at /home/---/zero/src/server/src/game/vmap/BIHWrap.h:167 #14 0x0896b620 in RegularGrid2D >, NodeCreator > >, PositionTrait >::intersectZAllignedRay (this=0xb474660, ray=..., intersectCallback=..., max_dist=@0xb2038620: 3.00705647) at /home/---/zero/src/server/src/game/vmap/RegularGrid.h:357 #15 0x0896ad57 in DynamicMapTree::getHeight (this=0xa664774, x=-1348.43018, y=-897.940186, z=-0.963959932, maxSearchDist=3.00705647) at /home/---/zero/src/server/src/game/vmap/DynamicTree.cpp:278 #16 0x087dad0a in Map::GetHeight (this=0xa63f5d8, x=-1348.43018, y=-897.940186, z=-2.96395993) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:2022 #17 0x0866c260 in WorldObject::UpdateAllowedPositionZ (this=0xcb5e660, x=-1348.43018, y=-897.940186, z=@0xb2038748: -2.96395993) at /home/---/zero/src/server/src/game/Object/Object.cpp:1318 #18 0x089345f1 in RandomMovementGenerator::_setRandomLocation ( this=0xcc67080, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:58 #19 0x08934774 in RandomMovementGenerator::Initialize ( this=0xcc67080, creature=...) at /home/---/zero/src/server/src/game/MotionGenerators/RandomMovementGenerator.cpp:86 #20 0x085f2dca in MovementGeneratorMedium >::Initialize (this=0xcc67080, u=...) at /home/---/zero/src/server/src/game/MotionGenerators/MovementGenerator.h:79 #21 0x085eba77 in MotionMaster::Initialize (this=0xcb5f090) at /home/---/zero/src/server/src/game/MotionGenerators/MotionMaster.cpp:63 #22 0x0871c927 in Creature::AIM_Initialize (this=0xcb5e660) at /home/---/zero/src/server/src/game/Object/Creature.cpp:780 #23 0x0871ec38 in Creature::LoadFromDB (this=0xcb5e660, guidlow=25635, map=0xa63f5d8) at /home/---/zero/src/server/src/game/Object/Creature.cpp:1444 #24 0x08878c43 in LoadHelper (guid_set=..., cell=..., count=@0xb2039b84: 47, map=0xa63f5d8, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:126 #25 0x08878319 in ObjectGridLoader::Visit (this=0xb2039b74, m=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:203 #26 0x08879478 in VisitorHelper (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:72 #27 0x08879320 in VisitorHelper > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:85 #28 0x08879216 in VisitorHelper > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:86 #29 0x08879152 in VisitorHelper > > > > (v=..., c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:98 #30 0x088790ba in TypeContainerVisitor > > > > >::Visit (this=0xb2038abc, c=...) at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:127 #31 0x08878d96 in Grid > > >, TypeList > > > >::Visit (this=0xd248cbc, visitor=...) at /home/---/zero/src/server/src/framework/GameSystem/Grid.h:99 #32 0x088784e6 in ObjectGridLoader::Load (this=0xb2039b74, grid=...) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:226 #33 0x08878ddc in GridLoader > > >, TypeList > > > >::Load (this=0xb2038b27, grid=..., loader=...) at /home/---/zero/src/server/src/framework/GameSystem/GridLoader.h:63 #34 0x088785f5 in ObjectGridLoader::LoadN (this=0xb2039b74) at /home/---/zero/src/server/src/game/WorldHandlers/ObjectGridLoader.cpp:248 #35 0x087d4022 in Map::EnsureGridLoaded (this=0xa63f5d8, cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:284 #36 0x0860449c in Map::Visit > > > > > (this=0xa63f5d8, cell=..., visitor=...) at /home/---/zero/src/server/src/game/WorldHandlers/Map.h:445 #37 0x086045d0 in Cell::VisitCircle > > > > > (this=0xb2039d54, visitor=..., m=..., begin_cell=..., end_cell=...) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:145 #38 0x08603c6b in Cell::Visit > > > > > (this=0xb2039d54, standing_cell=..., visitor=..., m=..., x=-1216.37231, y=-452.171692, radius=91.3158417) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:102 #39 0x08603287 in Cell::Visit > > > > > (this=0xb2039d54, standing_cell=..., visitor=..., m=..., obj=..., radius=90) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:62 #40 0x08602b2d in Cell::VisitAllObjects ( center_obj=0xcd56db0, visitor=..., radius=90, dont_load=false) at /home/---/zero/src/server/src/game/WorldHandlers/CellImpl.h:211 #41 0x08601b23 in Camera::UpdateVisibilityForOwner (this=0xcd58038) at /home/---/zero/src/server/src/game/Object/Camera.cpp:155 #42 0x0866ea1c in ViewPoint::CameraCall (this=0xcd56e24, handler= (void (Camera::*)(Camera * const)) 0x8601ad0 ) at /home/---/zero/src/server/src/game/Object/Camera.h:105 #43 0x0866eabf in ViewPoint::Call_UpdateVisibilityForOwner (this=0xcd56e24) at /home/---/zero/src/server/src/game/Object/Camera.h:143 #44 0x0869f3db in Unit::OnRelocated (this=0xcd56db0) at /home/---/zero/src/server/src/game/Object/Unit.cpp:9292 #45 0x087d5ad6 in Map::PlayerRelocation (this=0xa63f5d8, player=0xcd56db0, x=-1216.37231, y=-452.171692, z=95.4614182, orientation=-1.26908457) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:722 #46 0x086d1c33 in Player::SetPosition (this=0xcd56db0, x=-1216.37231, y=-452.171692, z=95.4614182, orientation=-1.26908457, teleport=false) at /home/---/zero/src/server/src/game/Object/Player.cpp:5468 #47 0x0869f517 in Unit::UpdateSplineMovement (this=0xcd56db0, t_diff=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:9321 #48 0x086830bf in Unit::Update (this=0xcd56db0, update_diff=100, p_time=100) at /home/---/zero/src/server/src/game/Object/Unit.cpp:371 #49 0x086c3967 in Player::Update (this=0xcd56db0, update_diff=100, p_time=100) at /home/---/zero/src/server/src/game/Object/Player.cpp:1115 #50 0x087db270 in WorldObject::UpdateHelper::Update (this=0xb203c18c, time_diff=100) at /home/---/zero/src/server/src/game/Object/Object.h:473 #51 0x087d4bb0 in Map::Update (this=0xa63f5d8, t_diff=@0xb203c23c: 100) at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:482 #52 0x088e44fa in MapManager::Update (this=0xb467da8, diff=49) at /home/---/zero/src/server/src/game/WorldHandlers/MapManager.cpp:184 #53 0x087f1ae5 in World::Update (this=0x8e52528, diff=49) at /home/---/zero/src/server/src/game/WorldHandlers/World.cpp:1498 #54 0x085b8523 in WorldRunnable::run (this=0xbb3e4f8) at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66 #55 0x0898e2f1 in ACE_Based::Thread::ThreadTask (param=0xbb3e4f8) at /home/---/zero/src/server/src/shared/Threading.cpp:197 #56 0xb7f08980 in ACE_OS_Thread_Adapter::invoke (this=0xbb3f7b8) at /home/---/zero/src/server/dep/acelite/ace/OS_Thread_Adapter.cpp:103 #57 0xb7eadca3 in ace_thread_adapter (args=0xbb3f7b8) at /home/---/zero/src/server/dep/acelite/ace/Base_Thread_Adapter.cpp:126 #58 0xb7717c39 in start_thread () from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0 #59 0xb76849fe in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6 [/code] Whoa! That is a new logic_error crash! Big one too! However, I had to compile using internal ACE and I see ACE listed there. I always use external because I remember large backtraces like this from ages back when I used internal ACE. Foereaper said there was a new internal ACE, but I still see ACE in this dump. I would REALLY like to be able to use my OS ACE libraries again. That fixed loads of crashes in the past.
-
R20 installs files to incorrect locations...
Xenithar commented on Xenithar's bug in Archived Reports (Zero)(Resolved issues)
I will update my end and check it out. Questions abound however. You stated that "CONF_DIR" is relative to the install prefix. Does this mean that I cannot set my prefix to "/home/wow/zero" and my configuration directory to something like "/etc". I would not do such a thing, but I want to know. On my production server I install to "/usr". This places my stuff in a spot where any user can fire up their own server. My end goal is to have a Debian/Ubuntu package users can install. However, configuration files do go to "/etc". Is this possible? If not it is no big deal, but it would be nice to follow the normal method for configurations. My backup plan would be to create a symlink to "/etc" in "/usr" during the install so the configuration files are in the correct spot. -
Sure. This morning mom was just south of Cairne Bloodhoof crossing the bridge towards Hunter Rise. I was on Middle Rise moving towards the inn-like building with the bridge that goes to Spirit Rise. I was heading over for first aid training. Nobody else was online. I do have mmaps and vmaps enabled. I will do a proper backtrace next time. Oh, and the server had been up for roughly one hour. Box was rebooted about twelve hours prior to that.
-
I have reopened this issue because it is not yet fixed. Server has been up for an hour, mom playing a lv10 warrior and me on my 34 hunter. Both of us in TB, then this. [code] terminate called after throwing an instance of 'std::logic_error' what(): invalid node overlap Program received signal SIGABRT, Aborted. [Switching to Thread 0xb203cb70 (LWP 18345)] 0xb7fe1424 in __kernel_vsyscall () [/code] Same error. This is a fresh clone and build from last night, so it is still in there.
-
Skin them, they hang around! The title says it all. I am running a build from last night I finally managed to get working. Seems fine, but right away I noticed that when I skinned a mob (in this case the lashtails outside Grom'Gol) the corpse would not despawn after I looted the leather. It stayed and was selectable and all. It should despawn once skinned and the leather has been looted. I am leaving this at unconfirmed until somebody else tests it. This is with a fresh configuration and all, so everything is at default values as far as configs go.
-
I do not have a prot warrior but I believe my mom does. I will attempt to replicate this over the next few days.
Contact Us
You can also email us at [email protected]
Privacy Policy | Terms & Conditions
This website is in no way associated with or endorsed by Blizzard Entertainment®