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Everything posted by Xenithar
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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.
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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.
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Another compilation error on Rel20
Xenithar commented on cabfever's bug in Archived Reports (Zero)(Resolved issues)
Fast work. I'll stop my build and try it the normal way. Report back soon. -
Another compilation error on Rel20
Xenithar commented on cabfever's bug in Archived Reports (Zero)(Resolved issues)
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! -
Another compilation error on Rel20
Xenithar commented on cabfever's bug in Archived Reports (Zero)(Resolved issues)
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] -
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.
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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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Several bugs I found in Zero I am just going to add a few more bugs I found today here. I do understand some may be due to the R18 rollback that had to be done. [list] [*]When fishing, your character bends down like he is looting a chest when catching fish. [*]Pets (hunter and lock) will ALWAYS try to stay to your left when mmaps is on. If you simply turn right or left, the pet moves to stay 270deg from you. This is an issue when bandaging a pet because you spin in circles until the bandaging finishes! [*]When attacking, sometimes your pet (saw this the most with lock pets) will run off in a direction and keep going. It does not appear to aggro anything, and when the mob dies, it comes streaking back to you. [*]When looting a chest, the green or higher items in the chest get need/greed/pass on by the entire group instead of just going to the individual who is looting the chest. [/list]
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Killing pets with DOTs causes a crash During my RFC run, if a DOT killed a warlock pet, it would crash the server. We crashed three times this run. Once was when my pet (voidwalker) died, the other two were NPC pets dying. I did read the other thread where Antz rolled back months of updates, so I am mentioning this to make it known. I imagine the fix will be applied again in R20.
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Loot issue... I just ran RFC with my fiance and my mother. When we killed the demon, the heart was assigned to only one player. This should be available for all players. I assume this is tied to the new loot system, so I posted here first to get to the root cause BEFORE I created a ticket.
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Certain items are not assigned to the group I just ran RFC with my fiance and my mother. When we killed the demon, the heart was assigned to only one player. This should be available for all players. I assume this is tied to the new loot system, so I posted here first to get to the root cause BEFORE I created a ticket.
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Improper hostility after death... Just found out that as a hunter, if I mark a target, it goes gray to me. I seem to remember this problem YEARS ago, but it was fixed and something in either R18 or R19 rolled it back.
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Things not despawning... Alright, here's another issue I did not have pre-R19. Corpses do not disappear when skinned. On top of that, emptying a chest does not cause it to despawn and ti can be interacted with repeatedly, though no new loot is given. This is server-wide and did not happen on my last build. Look, I'm just going to come out and say it. I am finding loads of new issues. Things we did not have problems with prior to LUA being added. Is LUA tied into these systems? If so, remove it. I have many other issues I did not have prior to R19 as well, but I need to continue attempting to reproduce them before reporting them. I'm not trying to be hard to get along with here, but from my point of view, we had a lot of things working well, we added LUA, and now we have all kinds of new problems. If LUA is not tied into the systems causing these issues, that is fine and I am off-base, but we need to figure out what broke so horribly in R19 and roll it back.
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[Zero] Odd crash during combat... This happened earlier this morning. No clue why, but mangosd segfaulted while my mother was playing a low-level character. [code] RollMeleeOutcomeAgainst: NORMAL WORLD: Sending SMSG_ATTACKERSTATEUPDATE AttackerStateUpdate: (NPC) 6434 attacked 23 (TypeId: 4) for 0 dmg, absorbed 9, blocked 0, resisted 0. WORLD: Received opcode CMSG_SETSHEATHED for Player Revan (Guid: 23) - value: 0 Sending SMSG_SPELL_GO id=20801 Spell 20801 Effect0 : 2 Targets: Player Revan (Guid: 23), -, - PeriodicTick: Player Revan (Guid: 23) attacked Pet (Petnumber: 561 Guid: 16) for 11 dmg inflicted by 594 DealDamageStart deal dmg:11 to health:2 DealDamage Player Revan (Guid: 23) Killed Pet (Petnumber: 561 Guid: 16) PLAYER: RewardHonor DealDamageAttackStop creature 16 stopped attacking player 23 SET JUST_DIED Aura 3 now is remove mode 4 Aura 79 now is remove mode 5 Aura 133 now is remove mode 5 Aura 132 now is remove mode 5 DealDamageEnd returned 11 damage Segmentation fault [/code] Any ideas?
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You guys may be having all of this trouble due to layers of complexity. Why the heck are we using git/bash to do this? Batch files have been around for eons, and those files are Windows binaries. Here, use this batch file. @echo off ad.exe vmapExtractor.exe mkdir vmaps vmap_assembler.exe buildings vmaps pause Just paste that code into a new file in Notepad, save it as a batch file (.bat extension) in your WoW client folder, and double-click it.
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I did this exactly as said, but it does not work. I actually have Zero set to port 8085 and Two to port 8086 listening on all interfaces, which is fine. However, when I only used one realmd process, the Lich King client would not connect to it. I will try again later, but for now I have Zero's realmd process listening on the primary adapter (eth0) and Two's realmd process listening on the aliased secondary adapter (eth0:0). Works fine this way, but I'd like to have one realmd process if possible to simplify things.
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Got a minor problem here. I have a Zero server and a Two server running on my Linux box. I have the realmd process from Zero running since it has always been up. I can connect and play Zero from any computer on my LAN. However, connecting from the Lich King client results in an error about being unable to connect. Do I need to run two separate realmd processes and if so, how can I do this?
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Not to my knowledge. I simply uploaded it to my old gaming clan website. I used to run a clan that played first-person shooters and the site has been stagnant for quite a while now, so I may as well use it for something. I did not see an upload option here on the forum when posting however.
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Right, but what if you are a Mac or Linux user? Using a proprietary format is not a good choice. Everybody has a PDF viewer though. Heck, I have that on my Evo 3D!
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Due to 95% of the guides on the web for Zero being out of date and relying on autoconf, I decided to write down my method for building Zero on Debian Squeeze. Note that I am a big Linux user and the guide will work as a normal user minus one or two areas, such as installing packages from the repositories or creating a directory for the project in "/usr/src". Everything else can be run as a normal user. I wrote this guide in LibreOffice Writer and then exported it to PDF so that anybody can read it. I have seen a few MS Word documents out there and I found an OpenOffice/LibreOffice/StarOffice guide, but not all of us like to blow $500 for a copy of MS Office and not all of us know of the open standards, but almost everybody has Adobe Reader or Foxit Reader. I hope this helps! Oh, and I will be adding a section on configuring and running the server after Christmas. If you find any errors please let me know. MaNGOS Zero Guide
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You're right, VM's do take some overhead to operate and would be heck just to run a single program such as the server. I will release my guide as a PDF later today or tomorrow. I'll give it to the community as a Christmas present! I would also recommend you use PDF as well, since Office costs money and not everybody uses LibreOffice which does MS format, PDF, and the open formats.
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Yeah that is an old guide. Unfortunately all of my servers are actually servers, meaning Linux for stability, security, and low memory footprint. I have not compiled the server on Windows and cannot offer assistance, but I can easily show you how to do this on Linux. Specifically Debian Squeeze, though Ubuntu, Kubuntu, etc should be the same. Off-topic for a sec, Debian 7 comes out soon, woohoo!
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That guide is outdated. YOu have to build (compile) the extractor and such now. The batch file does not come with Zero either. You shouldn't need it though. I am at work right now and do not have exact directions, but you should be able to find a Visual Studio project file for the extractor tools in a folder somewhere in your project-tree.
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[Zero] Bugs I am experiencing, solutions?
Xenithar replied to Auntie Mangos's topic in OldGeneral support
I will try to implement these this weekend. No promises, as I have worked for almost three weeks straight, long hours (over 14 a few times). Very busy at my professional job, so this is on a back-burner. I did add one thing to my list. This is most-likely a DB issue however. -
[Zero] Bugs I am experiencing, solutions?
Xenithar replied to Auntie Mangos's topic in OldGeneral support
I sure can, Cala. I am building a new kernel for the WoW server box right now (I love custom kernels) and will be able to tell you specifics later today or tomorrow. I am working towards a new internet connection and once done, I can allow you access to the server if it will help you.
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