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Xenithar

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Bug Comments posted by Xenithar

  1. He does not work correctly and is not scripted. You're supposed to be able to get him to blow the door to the bosses before you get into the fight with the others. The whole quest is currently odd because neither quest option with the human does anything, and eventually he enrages and everybody fights except the goblin, who blows the doors without using his explosives.

  2. Pets were changed a few months ago. I built one version on a Friday and suddenly no more regen of focus/mana, enemy VW's had rage instead of mana, and a host of other issues cropped up. I reported it and should have a ticket somewhere on the subject. The thing is. once the lock pets run out of mana, you start getting that message. Try it. Get a lock pet fresh so it has mana, put all skills on manual. All skills work UNTIL there is no longer any mana to use them. However, on auto they use the skills even without mana! Strange!

  3. Indeed, and it gives us a great idea of what zones are what level. Now we just need to make it click on our end. I am working on resting right now (looks to be WAY too complex and can be heavily simplified) and may tackle this after.

    I set my fishing from 231 to 245. Counting my pole, that is 270 attemptign to fish in a 250 max area.

    Caught 3
    Missed 1
    Caught 1
    Missed 1
    Caught 3
    Missed 1

    Total: 7 caught / 3 missed

    Still too high. Oh, and I am not skilling up either.

  4. The big problem was that only grids stay loaded. Back in the day I seem to recall entire zones being loaded. Without the zone loaded, stitches cannot spawn or walk to Darkshire. As in the other thread, I would LOVE a configuration option which would allow an admin to set a flag which keeps any zone with a player in it fully loaded, all grids, etc. This way if I am playing in Duskwood, the entire zone is loaded and all quests work. This would probably take a bit of work though.

  5. Let me get it uploaded tomorrow. I am in eastern time. Also, note that Max just updated Covenant to R20. 90% of the bugs you reported that we could not reproduce are due to them being fixed in R20. If you could have posted a screenshot of ".server info" I could have seen that. How about giving it a go tomorrow on Covenant and seeing if those bugs still exist first? Also, I am American so I would have the American client. I am not sure if it is the same as the EU client.

  6. I have a bug report on pet focus/mana already. Voidwalkers have rage, lock pets never regen mana but keep using spells without it, and hunter pets never regen focus, but seem to use skills anyway. The "pet is in combat" is due to having no focus. It is the wrong message.

  7. She did it again. Went to Barnabus, started taming. Taming finishes and the small version (her pet) spawns but the big one does not despawn and the server crashes. Only appears to happen to Barnabus though. I tamed an elder shardtooth in Winterspring seconds before with no issues and did a ".save". I now have the bear. Barnabus has something going on causing the crash. I also tamed quite a few pets yesterday to learn higher-rank skills without issue.

  8. This is rearing its head again.
    [code]
    Holder of spell 19591 now is in use
    Spell 20782 Effect0 : 6 Targets: Pet (Petnumber: 574 Guid: 16), -, -
    Spell: Aura is: 157
    Aura: construct Spellid : 20782, Aura : 157 Target : 1 Damage : -46
    Holder of spell 20782 now is in use
    Spell 20784 Effect0 : 6 Targets: Pet (Petnumber: 574 Guid: 16), -, -
    Spell: Aura is: 42
    Aura: construct Spellid : 20784, Aura : 42 Target : 1 Damage : 0
    Holder of spell 20784 now is in use
    Spell 24529 Effect0 : 119 Targets: Pet (Petnumber: 574 Guid: 16), -, -
    Aura: construct Spellid : 24529, Aura : 20 Target : 1 Damage : 2
    Holder of spell 24529 now is in use
    creature 134445 stopped attacking player 14
    Aura 23 now is remove mode 4
    Pet (Petnumber: 574 Guid: 16) enters grid[18,26]
    Pet Spells Groups

    Program received signal SIGSEGV, Segmentation fault.
    [Switching to Thread 0xb20f1b70 (LWP 5251)]
    0x08843241 in Aura::UpdateAura (this=0xd841018, diff=100)
    at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.h:455
    455 void UpdateAura(uint32 diff) { SetInUse(true); Update(diff); SetInUse(false); }
    (gdb) backtrace
    #0 0x08843241 in Aura::UpdateAura (this=0xd841018, diff=100)
    at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.h:455
    #1 0x088425e4 in SpellAuraHolder::Update (this=0xe8e1e20, diff=100)
    at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.cpp:5448
    #2 0x086b4199 in SpellAuraHolder::UpdateHolder (this=0xe8e1e20, diff=100)
    at /home/---/zero/src/server/src/game/WorldHandlers/SpellAuras.h:154
    #3 0x0869ed17 in Unit::_UpdateSpells (this=0xd0ed5a0, time=100)
    at /home/---/zero/src/server/src/game/Object/Unit.cpp:2928
    #4 0x08695e62 in Unit::Update (this=0xd0ed5a0, update_diff=100, p_time=100)
    at /home/---/zero/src/server/src/game/Object/Unit.cpp:325
    #5 0x0872eb94 in Creature::Update (this=0xd0ed5a0, update_diff=100, diff=100)
    at /home/---/zero/src/server/src/game/Object/Creature.cpp:583
    #6 0x087ee0e0 in WorldObject::UpdateHelper::Update (this=0xb20effc4,
    time_diff=100) at /home/---/zero/src/server/src/game/Object/Object.h:473
    #7 0x087ee83a in MaNGOS::ObjectUpdater::Visit (this=0xb20f11a0, m=...)
    at /home/---/zero/src/server/src/game/WorldHandlers/GridNotifiersImpl.h:54
    #8 0x087fb950 in VisitorHelper<:objectupdater creature> (v=..., c=...)
    at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:72
    #9 0x087fb57f in VisitorHelper<:objectupdater creature typelist typenull> > > (v=..., c=...)
    at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:85
    #10 0x087faf57 in VisitorHelper<:objectupdater gameobject typelist typenull> > > > (v=..., c=...)
    at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:86
    #11 0x087fa215 in VisitorHelper<:objectupdater typelist typenull> > > > > (
    v=..., c=...)
    at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:98
    #12 0x087f8fee in TypeContainerVisitor<:objectupdater typemapcontainer typelist typenull> > > > > >::Visit (this=0xb20f119c, c=...)
    at /home/---/zero/src/server/src/framework/GameSystem/TypeContainerVisitor.h:127
    #13 0x087f722c in Grid > > >, TypeList > > > >::Visit<:objectupdater> (this=0xe6cfb7c, visitor=...)
    at /home/---/zero/src/server/src/framework/GameSystem/Grid.h:99
    #14 0x087f4a16 in NGrid > > >, TypeList > > > >::Visit<:objectupdater typelist typenull> > > > > (this=0xe6c40f0, x=@0xb20f00dc: 13,
    y=@0xb20f00d8: 5, visitor=...)
    at /home/---/zero/src/server/src/framework/GameSystem/NGrid.h:360
    #15 0x087f0896 in Map::Visit<:objectupdater typemapcontainer typelist typenull> > > > > > (this=0xbb66020, cell=..., visitor=...)
    at /home/---/zero/src/server/src/game/WorldHandlers/Map.h:449
    #16 0x087e7cde in Map::Update (this=0xbb66020, t_diff=@0xb20f123c: 100)
    at /home/---/zero/src/server/src/game/WorldHandlers/Map.cpp:522
    #17 0x088f7f1e in MapManager::Update (this=0xb44cd48, diff=47)
    at /home/---/zero/src/server/src/game/WorldHandlers/MapManager.cpp:184
    #18 0x08804b31 in World::Update (this=0x8e87290, diff=47)
    at /home/---/zero/src/server/src/game/WorldHandlers/World.cpp:1523
    #19 0x085cb3c7 in WorldRunnable::run (this=0xbbe9b88)
    at /home/---/zero/src/server/src/mangosd/WorldRunnable.cpp:66
    #20 0x089a2059 in ACE_Based::Thread::ThreadTask (param=0xbbe9b88)
    at /home/---/zero/src/server/src/shared/Threading.cpp:197
    #21 0xb7f43171 in ACE_OS_Thread_Adapter::invoke() ()
    from /usr/lib/libACE-6.0.3.so
    #22 0xb7f051cf in ace_thread_adapter () from /usr/lib/libACE-6.0.3.so
    #23 0xb77ccc39 in start_thread ()
    from /lib/i386-linux-gnu/i686/cmov/libpthread.so.0
    #24 0xb77399fe in clone () from /lib/i386-linux-gnu/i686/cmov/libc.so.6
    [/code]
    My fiance was taming Barnabus in Badlands. When it finished taming, the core crashed.

  9. Cannot reproduce this. It appears as though your client is missing their bow/crossbow animation. Poachers can do ranged attacks. I have had four players through here since June and none reported issues, and that does not include my main character (Tauren Shammy). Oh, and my neighbor's kid now plays with us and he had a warrior go through there, no issues.

    My fiance is right next to me now on her system and poachers are working. She got close, it started attacking with a sword. She rooted it and backed off, and it used a crossbow. Is there anything special you were doing to cause this? If not, I will have to close it as "cannot reproduce". I'll allow some time for a reply.

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