cyrex
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Posts posted by cyrex
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So does this mean Compression can be at 0 value? and if so, does it mean that players have less latency if it is at 0 at expense that the bandwidth consumed will be higher.
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Updated compression.
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Same question. Could this be done is it doable?
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Am working on a additem that removes also. Like this
.additem -1234 removes item 1234 from backpack of player.
.additem -1234 4 removes 4 of the 1234 items from the backpack of player.
.additem -1234 4 bank removes the same but from the bank of player.
I could do that or make a new delitem command. Or maybe just item command.
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mine is also having the segmentation fault but i think since i have it inside the screen command it does not take that long.
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=(( mangos - [8759]. sd2 - [1492]
OS - Debian
Confirmed and posted on SD2 here http://www.scriptdev2.com/linux-patching-error-t4833.html?p=31835#post31835
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Holycow this is the best thing since pizza!! :eek:
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Guys can you tell me how is stability after 8758 and newer commits?
It looks like all problems are fixed or is there some worked still to be done about some X crashing problem (am talking about the crashes that started happen every 5 mins to 1 hour since about 40-50 commits ago)
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Just a quick question, how much effect does 8753 commit have on stability issues.
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Same crash problem
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Hey guys!
I have compiled the source and the server runs greate!
But i have deleted mangos-worldd & mangos-realmd...
But when i compile now a new source he dont create a new mangos-worldd & mangos-realmd file... why?
Same problem when compiling 8746 with latest sd2. It creates correctly all the lib files, it even creates the bin directory with the genrevision file but both, mangos-realmd and mangos-worldd are not created.
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Well Fatty i will be using this after today.
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If i may, i can put your version here for linux compatibility
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Updated MaxCoreStuckTime
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Maybe this is related.
mangos>Player::addSpell: Non-existed in SpellStore spell #20554 request. HandleMoveNotActiveMover: incorrect mover guid: mover is 0000000000000592 and should be 0000000000000592 instead of 1426 SPELL: wrong map (1 instead 530) target coordinates for spell ID 3567 WORLD: CMSG_ITEM_NAME_QUERY for item 48846 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48847 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48848 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48849 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48850 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48829 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48830 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48831 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48832 failed (item listed in Item.dbc but not exist in DB) WORLD: CMSG_ITEM_NAME_QUERY for item 48833 failed (item listed in Item.dbc but not exist in DB) Delete GameObject (GUID: 200002 Entry: 31442 SpellId 818 LinkedGO 0) that lost references to owner (GUID 2926 Type 'player') GO list. Crash possible later. Delete GameObject (GUID: 200001 Entry: 29784 SpellId 818 LinkedGO 31442) that lost references to owner (GUID 2926 Type 'player') GO list. Crash possible later.
The 2 lines at the end say player lost reference to a go and crash may be later. What can be done in this case.
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It works great for me. It allocates 203GB of ram of my 500TB of ram i have with my Core 64 Duo E4096. IT has 1GB of Cache L2 and the it has 256 Core Cpus in one. It runs on Windows 3.11
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Updated for rev 8723+
Diff file updated and cleaned.
Regards...
This new one is not working on Linux. For example it says corrupt line 60 and line 20 something has a trailing white space. The trailing i can handle, but the corrupt part no. Older version had some 10 more lines like this:
@@ -1130,10 +1151,11 @@ bool Group::_removeMember(const uint64 &guid) //we can remove player who is in battleground from his original group if( player->GetOriginalGroup() == this ) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); + } } _removeRolls(guid);
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Already two summons of wolf realesed.
Where? i only found someone making an "almost 2" patch. This one here is a very good one and it works good. The 2 wolves maybe anothe columns or another dbc (or maybe some code that can duplicate pets/guardians)
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So it really was a bug. I was just thinking it was my imagination really.
Nice work.
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Can we know more about the custom patches you guys use or settings to have such a big number of online testers?
LOL :D Amen brother
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Going to test right now.
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Hi,
I have crashed with this patch with revision 8648, if a group of both ally and horde enter a heroic instance the server crash.
mangos-worldd: ../../../src/game/Map.cpp:2382: virtual bool InstanceMap::Add(Player*): Assertion `false' failed.
EDIT : Sorry about that just saw it wasn't related to this patch
The crashing is not related to this, it is a problem that has already been posted about 4 times inthe Bug section.
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yes it comes with the new dbcs =)
Drako can you pls upload the new patch from mangos.ru work 8648+
http://getmangos.ru/forum/attachment.php?attachmentid=10247&d=1255620156
Pls =)
and this is fixx for 8649
By Waldemar
I do not know how to apply that to the vehicle.patch, am i suppose to copy it and paste it in there or is there some way of merging diff files or something. :confused:
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Got the following on latest 8649 commit
root@cyrex:~/mangos# git apply ../vehicle.patch error: patch failed: src/game/Object.cpp:258 error: src/game/Object.cpp: patch does not apply error: patch failed: src/game/ReactorAI.cpp:116 error: src/game/ReactorAI.cpp: patch does not apply
Latency Tweaks
in OldGeneral discussion
Posted
a oki cool. Also i did some tests with several players. This is what i came up with a test with 20 players.
Compression 0 - 90% reported latency 350ms - 650ms. 10% reported reported 150ms - 160ms
Compression 1 - 100% reported latency 160 ms - 180 ms
Compression 2 - 90% reported latency 170 ms - 190 ms. 10% reported reported 190ms - 220ms
Compression 3 - 90% reported latency 170 ms - 200 ms. 10% reported reported 200ms - 240ms
Compression 4 - 80% reported latency 180 ms - 210 ms. 20% reported reported 210ms - 250ms
Compression 5 - 80% reported latency 200 ms - 240 ms. 20% reported reported 240ms - 260ms
Compression 6 - 80% reported latency 210 ms - 250 ms. 20% reported reported 250ms - 330ms
Compression 7 - 70% reported latency 240 ms - 280 ms. 30% reported reported 280ms - 350ms
Compression 8 - 70% reported latency 270 ms - 300 ms. 30% reported reported 300ms - 400ms
Compression 9 - 60% reported latency 290 ms - 320 ms. 40% reported reported 320ms - 400ms
The next test which i really can not do is with many players. Grab various persons and ask what latency do they have. restart server with another compression and repeat until all compressions have been done.