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Darkruler

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Everything posted by Darkruler

  1. That explains why i couldn't reproduce... my server load never comes higher than 20% anyway..thanks for the info
  2. That might work... is anyone still working on this patch by the way?
  3. Forwarding a report from our forums...: didn't test this weird happening myself though...but i might be able to recreate this (perhaps it's our fault though...our core is pretty custom)
  4. perhaps something like if (creator->duel) pImmage->AI()->AttackStart(victim); in SpellAuras.cpp ( void Aura::HandleAuraInitializeImages(bool Apply, bool Real) ) ??
  5. github deleted the patch after my force push...thought it would stay but seems it didn't... compare the patch file manually then...sorry for the inconvenience
  6. erm can you please not post this in 2 threads and on github... one of those 3 locations is enough... Fixing patch will force push to the repo so i can update the original 2 patch files
  7. I will, it worked before [9918] so i didn't think it was broken... give me a few hours, got some other things to do first
  8. PvP Token: http://github.com/Darkrulerz/mangos/commit/966189f630f1422ddc6244ba91fde7891f8686f2 PvP Announcer: http://github.com/Darkrulerz/mangos/commit/1cc814b89f2e02cca67096f7ea4581d9bc6c4043 patch files: token: http://github.com/Darkrulerz/mangos/commit/966189f630f1422ddc6244ba91fde7891f8686f2.patch announcer: http://github.com/Darkrulerz/mangos/commit/1cc814b89f2e02cca67096f7ea4581d9bc6c4043.patch
  9. my links worked fine...but i'll make you a patch file in a few minutes
  10. You mean something like this, KAPATEJIb? NOTE i just started coding and did not test this (lol) Aura *aur = GetAura(74396, EFFECT_INDEX_0); uint32 stackAmount = aur->GetStackAmount(); if (aur && (stackAmount => 2)) aur->SetStackAmount(2); [color="Red"]just to limit the initial stacks (dont know if it's needed)[/color] if (...) [color="Red"]don't know how to check for casted spells :-S[/color] aur->SetStackAmount(stackAmount-1);
  11. I am interested in helping you out... but i don't know as much about the playerbot addon as you do (been around since Nov 2009 (didn't know much about WoW nor MaNGOS), learned coding since than and am now slowly learning the structure of MaNGOS) I'll try to get some of our users to try and crash my core and see what comes out of it (i think 20+ users with 5+ bots per user will raise the odds of crashes )
  12. the 400 branch is not supported by MaNGOS, in a PM i sent you is a link to a GIT repo that does have it working
  13. it hasn't been... this is for the test version AKA alpha and the GIT way of retrieving the 400 branch: git clone -b 400 git://github.com/mangos/mangos.git
  14. Not allowed to say a lot about it for legal reasons, but google might help you if you would search for "leak cataclysm patch"
  15. Because MaNGOS (actually Tom_Rus) started on this http://github.com/mangos/mangos/commits/400
  16. Please chill out against HSC_Dev3... he isn't used to following rules i guess, but the first comment on this was clear enough...threatening with a ban by a user without the right to ban people is just an useless add to this thread the following was sufficient info for him IMO: on-topic anyway, if you're interested Blueboy...a user of my core posted this crash report (Core contains an unmodified version of Playerbot): Revision: * * 9875 * Date 16:5:2010. Time 11:33 //================================================== === *** Hardware *** Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4400+ Number Of Processors: 2 Physical Memory: 2096620 KB (Available: 748796 KB) Commit Charge Limit: 4034476 KB *** Operation System *** Microsoft Windows XP Professional Service Pack 3 (Version 5.1, Build 2600) //================================================== === Exception code: C0000005 ACCESS_VIOLATION Fault address: 007E00B6 01:003DF0B6 C:\\Documents and Settings\\Administrator\\Bureaublad\\Hellscream-Core-b29b38a\\Hellscream-Core-b29b38a\\bin\\Win32_Release\\mangosd.exe Registers: EAX:00000000 EBX:738B5670 ECX:7FA07560 EDX:0000BE33 ESI:00000000 EDI:00973BA0 CS:EIP:001B:007E00B6 SS:ESP:0023:08FB6F7C EBP:08FB6FAC DS:0023 ES:0023 FS:003B GS:0000 Flags:00010206 Call stack: Address Frame Function SourceFile 007E00B6 00000000 PlayerbotAI::HasAura+16 007E4CBD 00000000 PlayerbotAI::CastSpell+18D 007E4AD4 00000000 PlayerbotAI::CastSpell+A4 00920BE1 00000000 PlayerbotRogueAI:oNextCombatManeuver+381 007E160A 00000000 PlayerbotAI:oNextCombatManeuver+1CA 007E46AE 00000000 PlayerbotAI::UpdateAI+66E 00519B4E 00000000 Player::Update+101E 004DF60B 00000000 Map::Update+DB 004E7743 00000000 InstanceMap::Update+13 008B830E 00000000 MapInstanced::Update+DE 006B2BC8 00000000 MapManager::Update+128 0064CB90 00000000 World::Update+810 00456DFE 00000000 WorldRunnable::run+8E 00973BB9 00000000 ACE_Based::Thread::ThreadTask+19 002A14D4 00000000 __WSAFDIsSet+FFFFFFFFFFFCC45C 78543433 00000000 _endthreadex+44 785434C7 00000000 _endthreadex+D8 7C7DB729 00000000 GetModuleFileNameA+1BA Call stack: Address Frame Function SourceFile 7C90E514 00000000 KiFastSystemCallRet+0 7C7D2542 00000000 WaitForSingleObject+12 00259C64 00000000 __WSAFDIsSet+FFFFFFFFFFF84BEC 002C64DA 00000000 __WSAFDIsSet+FFFFFFFFFFFF1462 002C269F 00000000 __WSAFDIsSet+FFFFFFFFFFFED627 00665CBA 00000000 WorldSocketMgr::Wait+4A 739311C4 00000000 0000:00000000 739311C4 00000000 0000:00000000 6C696146 00000000 i will try to recreate this crash in a debug core for some more details the info he gave was
  17. Error when using .account onlinelist it will popup that the column "realm" doesn't exist in the realmd.account table problem is in QueryResult *result = loginDatabase.PQuery("SELECT id, username, last_ip, gmlevel, expansion FROM account WHERE [color="Red"]realm[/color] = %u", realmID); which is line 486 of http://github.com/mangos/mangos/blob/master/src/mangosd/CliRunnable.cpp
  18. this what you were looking for iceis2?
  19. indeed, once playerbot supports the command, the only thing left to do is what Xeross suggested...read the remaining amount of players needed on both sides and fill it up with faction-changed playerbots... with the command "BG Mode" enabled
  20. That would require a scriptname to be bound to a player...which requires a new column in the database called "ScriptName" in the characters table... (or hardcode the scriptname ofc.)
  21. If blueboy starts this, i would be glad to help out....let's make a team
  22. You're right...just rechecked it and seems a collab on my repo added brackets...sorry for doubting you guys (started coding a month ago...not that much experience yet...)
  23. ah ok, sorry for not seeing that.. not that i think it should matter (compiling worked for me )
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