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Xenithar

getMaNGOS Staff
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Everything posted by Xenithar

  1. The placement of ores are a database issue. The ores spawning too many is due to not using pooling. My experience with pooling in CMaNGOS was that there was too little when set to retail levels. At retail, there are four or five silverleaf in Mulgore. In retail, with a ton of players, somebody was always picking some, so it kept respawning in other locations around Mulgore and made it workable. With three players, this was not working. With that said, we need resource pooling and we need it working out of the box. I assume this would be a two-part process. First, the server-side code, and second, the pools of resources being created in the database. The DB pool creation would take a LOT of man-power since one zone (ie: Barrens) could have dozens of pools by itself. Off the top of my head, we'd have pools of herbs at each of the Oasises, pools for herbs in WC, etc etc.
  2. I did not realize this was the same issue on two different systems. That changes things! Witht hat in mind, I could only think of the problem being a missing dependency. Also, are you running this on a server or in a shell in X (KDE, Gnome, etc)? I run pure servers (no X) and have never tried running in an X environment. That is all I can think of for now, but I will look ino this since it is affecting Wheezy as well. Also, you must provide your MySQL DB admin credentials when it asks for them. When you (re)install the databases that is required for dropping and creating the databases as well as creating the MaNGOS user and granting it access to the tables.
  3. I like the skipping of cinematics, but the other I find to be useless. Unless you're on a production server open to the public, this would not interest most people. They simply want to get in and play. On top of that, we have nothing on GM Isle. Years back I seem to remember having a bunch of NPCs that sold about any item in game to GM's populating the island, but now it is barren. If I spawned there I'd have to teleport to my starting location to begin playing anyway. With that said, I can see it being a useful option on production, public servers. As long as the default for it is off, so I spawn like a normal person in my starting area, I am cool with the addition. *EDIT* Why is this listed as a bug? Isn't this a feature request?
  4. Gotcha', no biggy then. However, has he run a memtest yet? Memory corruption could be a bad chip. If not, was it compiled with standard malloc selected? It may very well be an outdate C library if it was and the memory is in good shape. *EDIT* I just added logging to my script. Would you mind running the script again and private messaging me "getmangos.log"? I'd like to see what it says. I also changed a few things to make the script more compatible with older builds of Linux.
  5. It's no problem. I have actually tested the script on Wheezy again after I replied and had no issues. My assistant (we are ahead of schedule today and bored) tried it on a RedHat VM and it worked. These are all current distros though. I really believe the issue being experienced is that you or your friend is on a distro that was out in 2011. Again, I had a major issue with MaNGOS a year or so back and upgrading to Wheezy was my only way to get it going. It seems like something is VERY wrong with his system though. I am seeing all kinds of symbols and such that should not be there. I would consider a fresh install of Wheezy if it was me personally. Also, if his system is in another language I do not know if that would affect the script.
  6. Alright, the issue I see is the old OS. Squeeze has been "oldstable" for years. I did not test the script on Squeeze and don't intend to. It works flawlessly for me on Wheezy 64bit, Ubuntu/Kubuntu 64bit, and Fedora. I have yet to test it on Slack or Gentoo. May test on Mint also. I have no plans to support Squeeze at this time. Also, I believe that MaNGOS needs ACE 6 now. I remember reading something about changing the requirement to 6 a while back, but I do not know if that was ever made official. Maybe somebody else can chime in here. Also note that your C libraries are also older than what is on Wheezy. I would suggest using squeeze-backports and updating your development libraries and ACE to see if that helps. Now that I think about it, I was forced to upgrade to Wheezy a year or so ago on my MaNGOS system. I had been running Squeeze, but something happened and my only choice was to upgrade. After upgrading all was good. This may also be related.
  7. No, in fact I was in GM mode when I tried to run my Orc warrior from Camp T south. It crashed just south of Camp T. Yes, I use Linux for all of my server needs. After all a Windows Server License can be over $3,500!
  8. Make sure he can get to this ticket. Have him try the automation script I wrote. I know it isn't released yet but if it solves his issue, it may indicate whatever guide he followed was outdated. [url=http://dhta.oesm.org/getmangos.sh]MaNGOS Automatic Installation Script For Linux[/url] Just grab and run that, and it will clone, configure, build, and install the server. It will also setup your databases and update them if needed. *EDIT* It looks like he is using Debian Squeeze. He has some old libraries there. Wheezy is up to ACE 6.0.3, which is my main clue. That or an old version of Ubuntu.
  9. Tauren guards are about the size of an orc The topic says it all. Want to verify it? Go to Camp T with a player Tauren or Orc and you will see what I mean. The Taurens named "Horde Guard" are too small. They should be 1.40 scale but appear to be about 1.00 in size.
  10. I agree. If the transports do not need to remain loaded, they should probably be unloaded with everything else. I would like to understand why they're not unloaded before we change it, however. Does anybody know why this is configured like this?
  11. I cannot because it is random. My hunter is in Freewind Post and with that commit in my code, I cannot even login. Likewise, if I play my warrior and start walking south from Camp T, the server will crash somewhere between Camp T and The Great Lift. However, the exact location appears to vary. I can do some specific testing if you give me some direction as to what you need.
  12. I imagine the transport is not unloaded for some reason like, if the grid is unloaded, the transport still needs to stay on schedule. If not, I do not see why it is unloaded after the grid.
  13. Alright, after removing that commit I was able to play, but naturally no mineral deposits (ores) were spawning.
  14. Hunter pets are GONE After building without the commit that changes minerals I was able to login on my hunter, but my prized pet is GONE. I go to the stable master and my bear is in the stable but I cannot swap the bear with my current missing pet or even to another stable slot. The database shows the pet there, but I cannot whistle for him or revive him. It is like pets are locked out. Warlock pets however, DO show up. *UPDATE* Some more information. Warlock pets show up alright, without their names. It just says, for example, "Voidwalker". I do see my pet on the login screen as well. I can login and attempt to whistle for the pet, but it never shows up and I do not get any action bars for pets.
  15. Seems like it. How would I remove just that commit with git? I am a novice with git. Cloning, pulling, pushing, I can do. testing by removing a single commit, not so much. *UPDATE* I figure it out, I think. I ran the following and am now rebuilding. [code] git rebase -p --onto 989d66c62dcad884d361827b8cef1c12d421ad76^ 989d66c62dcad884d361827b8cef1c12d421ad76 [/code] If this fixes it, then there is something wrong with that commit.
  16. I did, check the issue I created this morning. Runs fine, but crashes on shutdown with Eluna. Well, appears to be Eluna.
  17. I confirmed this is a bug with the mineral system. I started south along the road from Camp T and it crashed. [code] Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0xb20f3b70 (LWP 3001)] 0x08651a92 in GameObject::RollIfMineralVein (this=0xc1270c8) at /home/.../zero/src/server/src/game/GameObject.cpp:1795 1795 SetDisplayId(goinfonew->displayId); (gdb) list 1790 uint32 guid = GetObjectGuid(); 1791 1792 GameObjectInfo const* goinfonew = ObjectMgr::GetGameObjectInfo(entrynew); 1793 m_goInfo = goinfonew; 1794 1795 SetDisplayId(goinfonew->displayId); 1796 1797 Object::_ReCreate(entrynew); 1798 } 1799 } [/code] So it isn't just Needles. This makes it impossible to keep a server up, so I set the priority to urgent.
  18. Alright, all of my characters load except for my hunter, who is in Thousand Needles. He is parked at the Freewind Post inn. Every time I load him, this happens. [code] CHARACTER: Sent Initial Spells Initializing Action Buttons for '2' Action Buttons for '2' Initialized PLAYER: UpdateHonor Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0xb20f3b70 (LWP 2964)] 0x08651a92 in GameObject::RollIfMineralVein (this=0xcea67f0) at /home/.../zero/src/server/src/game/GameObject.cpp:1795 1795 SetDisplayId(goinfonew->displayId); (gdb) list 1790 uint32 guid = GetObjectGuid(); 1791 1792 GameObjectInfo const* goinfonew = ObjectMgr::GetGameObjectInfo(entrynew); 1793 m_goInfo = goinfonew; 1794 1795 SetDisplayId(goinfonew->displayId); 1796 1797 Object::_ReCreate(entrynew); 1798 } 1799 } [/code] Now, I did load my warrior in Camp T and he walked around with "find minerals" active and I saw plenty of ore, so it may just be something in Needles. I am going to walk my warrior down there and see what happens.
  19. Server crashes on mineral veins I logged into the game with my lock, checked mail, logged out. Logged in with my hunter. Blue bar went across my client, then nothing. Checked the screen session on the server and got this. [code] CHARACTER: Sent Initial Spells Initializing Action Buttons for '2' Action Buttons for '2' Initialized PLAYER: UpdateHonor Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0xb20f3b70 (LWP 2939)] 0x08651a92 in GameObject::RollIfMineralVein (this=0xc109840) at /home/.../zero/src/server/src/game/GameObject.cpp:1795 1795 SetDisplayId(goinfonew->displayId); (gdb) list 1790 uint32 guid = GetObjectGuid(); 1791 1792 GameObjectInfo const* goinfonew = ObjectMgr::GetGameObjectInfo(entrynew); 1793 m_goInfo = goinfonew; 1794 1795 SetDisplayId(goinfonew->displayId); 1796 1797 Object::_ReCreate(entrynew); 1798 } 1799 } (gdb) list 1800 1801 uint32 GameObject::RollMineralVein(uint32 entry) //Maybe incedicite bloodstone and indurium have alternate spawns? 1802 { 1803 uint32 entrynew; 1804 switch (entry) 1805 { 1806 case 1732: // Tin can spawn Silver 1807 if (urand (0, 100) 1808 entrynew = 1733; 1809 break; [/code] Looks like something with mineral deposits is crashing the server.
  20. Causes a crash while shutting down the server I updated everything after building Zero with both Eluna and SD2 support. All was fairly slick. Once I started the server I allowed it to idle for a few minutes, then I issued the shutdown command. Eluna crashed during shutdown. Well, if not Eluna, something trying to use Eluna. Not sure because this JUST happened and I have not dug into it. Foereaper, what do you say? Eluna or something else here? [code] Command: server shutdown 10 [Account: 0 from Console] mangos>[Thread 0xb18f2b70 (LWP 28839) exited] Network Thread Exitting Network Thread Exitting [Thread 0xb10f1b70 (LWP 28840) exited] [Thread 0xb08f0b70 (LWP 28841) exited] [Thread 0xb20f3b70 (LWP 28838) exited] [Thread 0xb6e4fb70 (LWP 28831) exited] [Thread 0xb7660b70 (LWP 28828) exited] Halting process... [Thread 0xb664eb70 (LWP 28834) exited] Program received signal SIGSEGV, Segmentation fault. 0x0856e96d in ElunaEventProcessor::~ElunaEventProcessor (this=0xa4becd8, __in_chrg=) at /home/.../zero/src/server/src/game/LuaEngine/ElunaEventMgr.cpp:55 55 EventMgr::WriteGuard lock(E->eventMgr->GetLock()); (gdb) list 50 { 51 RemoveEvents(); 52 53 // In multithread get the object's map's lua state 54 Eluna* E = obj ? sEluna : sEluna; 55 EventMgr::WriteGuard lock(E->eventMgr->GetLock()); 56 E->eventMgr->processors.erase(this); 57 } 58 59 void ElunaEventProcessor::Update(uint32 diff) (gdb) list 60 { 61 m_time += diff; 62 for (EventList::iterator it = eventList.begin(); it != eventList.end() && it->first 63 { 64 LuaEvent* event = it->second; 65 eventList.erase(it); 66 eventMap.erase(event->funcRef); 67 68 if (event->to_Abort) 69 { [/code] The line 0x0856e96d in ElunaEventProcessor::~ElunaEventProcessor (this=0xa4becd8, __in_chrg=) is what made me believe it was an Eluna issue. Could be the way the core called it or something though.
  21. Fast work. I'll stop my build and try it the normal way. Report back soon.
  22. I will try that. If it is 1115 here, it is probably 1715 where Antz is, if my timezones are correct. Might be a while, plus he has a family!
  23. May be fixed there, but I just now cloned and built it, and instead of having the error at 29% it is at 39%. [code] [ 39%] Building CXX object src/game/CMakeFiles/game.dir/Object.cpp.o In file included from /usr/include/c++/4.7/unordered_map:35:0, from /home/.../zero/src/server/src/game/LuaEngine/ElunaUtility.h:12, from /home/.../zero/src/server/src/game/LuaEngine/ElunaEventMgr.h:10, from /home/.../zero/src/server/src/game/Object.cpp:54: /usr/include/c++/4.7/bits/c++0x_warning.h:32:2: error: #error This file requires compiler and library support for the ISO C++ 2011 standard. This support is currently experimental, and must be enabled with the -std=c++11 or -std=gnu++11 compiler options. compilation terminated due to -Wfatal-errors. make[2]: *** [src/game/CMakeFiles/game.dir/Object.cpp.o] Error 1 make[1]: *** [src/game/CMakeFiles/game.dir/all] Error 2 make: *** [all] Error 2 [/code]
  24. You mean the ticket system at GitHub or the forum here? I posted here to have this stuff discussed to determine wether or not we need a ticket. Also, I run R19 but will be testing R20 later this week.
  25. Alright, found an oddity here. Thrall has only 2665 hp. Cairne and Onyxia only have 3331 hp. Thrall should have 360k hp. Reference is below. Heck, I have people below 60 who have more HP than them! [url=http://datenbank.welli-it.de/?npc=4949]Thrall - NPCs - Classic WoW - 1.12.1 Datenbank[/url]
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