Dagguh
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Posts posted by Dagguh
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SSD drive ?
Ain't you rich... Still it's sloooooow
EDIT: Recently I am having some performance issues too. But from the client side. I dunno if it is new addon's or new revision's fault, but when I log into the game, I get huge graphical lag. Like... I can't see water, mobs, spell effects, etc. They are being loaded with 20-40 seconds delay. I can live with it, but why would this happen?
BTW. Sometimes I get a huge fps drop after this delay.
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The OS will manage to use swap file to increase the memory. But probably you will see some lost of performance because this.
He's runnin' on Windows, it's called paging file there.
Yeah that's why you've got your servers running despite the fact that physical memory is full. System is forced to use virtual memory, which is damn slow (HDD << RAM at speeds), and CPU-cycles-consuming.
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Caster/shooting mobs are causing some problems on my server.
E.g. Ranged murlocs near Lakeshire sometimes shoot once, sometimes they don't and sometimes they fight normally. Or Orc Shadowcasters in Redridge, they just look at me, I can pwn them with wand until they're red and they run away in fear and when it ends they start to melee me. They're supposed to be casting shit upon me. Defias Pillagers in Westfall will be casting Fireballs at me, but if I only get behind a corner, they will stand there and do nothing (their castbar won't fill up, they will just have casting stance and fiery animation at their hands). Sometimes running away for long distances "wakes them up" and they start to chase me until they get the LOS clear and can start casting again. If I sheep (polymorph) them and run away I sometimes need to run away HALF THE WESTFALL at 20hp to get out of the combat.
Is this related to vmaps? Is it normal? Did I do something wrong?
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One owl has 64 hp adn the other one 600, but they're still level 1. It's supposed to be that way, right?
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How do I clean client cache?
BTW> Does it matter that I test it on Westfall Chicken?
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Doesn't work. I'm usin' 7732 with manafix (this one works) and fleeing fix (which deosnt work as well).
Applied manually.
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found the problem : was me
9>..\\..\\src\\game\\Creature.cpp(525) : error C2661: 'MaNGOS::CreatureLastSearcher<Check>::CreatureLastSearcher' : no overloaded function takes 2 arguments 9> with 9> [ 9> Check=MaNGOS::NearestAssistCreatureInCreatureRangeCheck 9> ]
Got this. I can't see any mistake I've made. Little help?
BTW. Entire function looks liek this:
void Creature::DoFleeToGetAssistance() { if (!getVictim()) return; float radius = sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_ASSISTANCE_RADIUS); if (radius >0) { Creature* pCreature = NULL; CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); MaNGOS::NearestAssistCreatureInCreatureRangeCheck u_check(this, getVictim(), radius); MaNGOS::CreatureLastSearcher<MaNGOS::NearestAssistCreatureInCreatureRangeCheck> searcher(pCreature, u_check); TypeContainerVisitor<MaNGOS::CreatureLastSearcher<MaNGOS::NearestAssistCreatureInCreatureRangeCheck>, GridTypeMapContainer > grid_creature_searcher(searcher); CellLock<GridReadGuard> cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_creature_searcher, *GetMap()); SetNoSearchAssistance(true); if(!pCreature) SetFeared(true, getVictim()->GetGUID(), 0 ,sWorld.getConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY)); else GetMotionMaster()->MoveSeekAssistance(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ()); } }
Ok, przemratajczak's version didn't even compile. patrik's one did compile, but didn't fix anything.
MaNGOS/0.13.0-DEV (* * Revision 7732 - *) for Win32 (little-endian)Using script library: ScriptDev2 (for MaNGOS 7723+) Revision * * * (Win32)
Using World DB: UDB 0.11.0 (370) for MaNGOS 7517 with SD2 SQL for rev. 928
Using creature EventAI: ACID 0.0.9 - Full Release for Mangos 7673+
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Double post, my bad
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Please accept this. It is hard to manually alter .cpp files every time there's new MaNGOS revision.
Works imprefectly (as with Mana Tap), but still is way better than the current state.
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Ok, I had to manually alter the source content. As you say it probably because of some other patch that changed Player.cpp and I didn't know it
As for this patch: it fixed most of the problem. However when using Life Tap it mana still behaves erratic.
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mana.txt:16: trailing whitespace. // if no longer casting, set regen power as soon as it is up. mana.txt:17: trailing whitespace. if (!IsUnderLastManaUseEffect()) mana.txt:18: trailing whitespace. { mana.txt:19: trailing whitespace. SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); mana.txt:20: trailing whitespace. } error: patch failed: src/game/Player.cpp:1266 error: src/game/Player.cpp: patch does not apply error: patch failed: src/game/Player.h:239 error: src/game/Player.h: patch does not apply error: patch failed: src/game/Spell.cpp:4851 error: src/game/Spell.cpp: patch does not apply error: patch failed: src/game/Unit.h:1350 error: src/game/Unit.h: patch does not apply
[Track] Memory Leaks
in OldGeneral discussion
Posted
Well, yea I might exaggerate a little here ^^
Time passes slower when you're pissed off.