Jump to content

Dagguh

Members
  • Posts

    37
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Posts posted by Dagguh

  1. confirmed, i have that too with my 2.4.3 client and mangos-0.12 branch. someone changed something in the grid/map system?

    ps: i only have 10-20 seconds delay, didn't have 40seconds yet :)

    Well, yea I might exaggerate a little here ^^

    Time passes slower when you're pissed off.

  2. SSD drive :P?

    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.

  3. 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.

  4. 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?

  5. 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+

  6. 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

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use