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ifilgud

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Everything posted by ifilgud

  1. Hi! I've tested the patch with revision 11392 and it doesn't apply. In many files it asks for "Reversed (or previously applied) patch detected! Assume -R? [n]" and many other hunks just fails. I saw some changes in "git log" about static vehicle spawns, but I don't know if it is related to this patch (I think it isn't). If you want, I can paste the result of a --dry-run patching.
  2. Hi! I have updated to the code to latest with 'git pull' (last commit: a8d1da629087b07705ce3c6b3ea3199c9fde2b5a) and I'm getting this error: [ 23%] Building CXX object src/game/CMakeFiles/game.dir/Level2.cpp.o In file included from /home/beto/mangos/fuente/src/game/Opcodes.h:32:0, from /home/beto/mangos/fuente/src/game/Unit.h:24, from /home/beto/mangos/fuente/src/game/Creature.h:23, from /home/beto/mangos/fuente/src/game/ObjectMgr.h:26, from /home/beto/mangos/fuente/src/game/Level2.cpp:22: /home/beto/mangos/fuente/src/game/WorldSession.h:51:6: error: use of enum 'LfgType' without previous declaration In file included from /home/beto/mangos/fuente/src/game/Opcodes.h:32:0, from /home/beto/mangos/fuente/src/game/Unit.h:24, from /home/beto/mangos/fuente/src/game/Creature.h:23, from /home/beto/mangos/fuente/src/game/ObjectMgr.h:26, from /home/beto/mangos/fuente/src/game/Level2.cpp:22: /home/beto/mangos/fuente/src/game/WorldSession.h:235:35: error: 'LfgType2' has not been declared LfgType is declared in Player.h but the reference in WorldSession.h is not working. I don't know how to solve the bug so I'm writing the post here without giving a solution, sorry. I did 'git reset --hard' before compiling so it's not caused by custom patches. Thanks in advance!
  3. I have the same questions as Vapula because I compiled with: cmake .. -DDEBUG=1 -DPREFIX=/home/user/mangos/ -DSYSCONFDIR=/home/user/mangos/etc/ -DDATADIR=/home/user/mangos/data/ And the .conf files are not setting data folder, it's set to "." instead of /home/user/mangos/data/ sysconf folder is the right one, but maybe because of the default settting is "prefix/etc"
  4. Another bump Any new info? The talent is still not working (wont let you use Execute if target's health es > 20%).
  5. I've deleted the content of the post because it wasn't right
  6. The reason might be what Ankso commented, maybe every proc disables stealth, negative or positive procs I'm still searching inside the code
  7. Hi! I've been trying to find the exact code that removes Stealth when you are healed but still no results. I'm searching for "RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);" but is there any other way to get you out of stealth? PS: I don't know why the literal SPELL_AURA_MOD_STEALTH is showing an space at the end, but I'm pasting it as one word
  8. ifilgud

    [BUG]Vanish

    Maybe wrong topic?
  9. ifilgud

    [BUG]Vanish

    I made exactly that change in my server as a temporary fix until the MaNGOS team applies the final solution
  10. ifilgud

    [BUG]Vanish

    Can a triggered Spell be casted while in combat without being previously checked by the client? If it cant, the commit can be changed so the IF in Spell.cpp (checkCast function) may also include m_triggeredSpell, solving the problem
  11. ifilgud

    [BUG]Vanish

    I'm searching for the possible reason, and I think it is caused by the commit Flemzard said. Spell effect 18461 casts spell 1784 which can't be cast on combat so the cast fails. Maybe a special case is needed for spell 1784 or maybe that spell should be casted after getting you out of combat.
  12. Oki, so many spells are handled in a generic way using data from dbc and there are no specific cases for them, that's what I needed to know Thanks
  13. Dont worry, thanks I just want to know if that kind of effects are implemented "manually" (by MaNGOS code) or the client does it by itself, because I'm not able to find any implementation of spell 49152 inside the code.
  14. I think I didn't say what I meant to hehe, the player reported that the damage in my server is being lowered by 60% instead of 10%, which is the amount that should be
  15. I'm trying to report the injury lawer post but the web gives an error
  16. Hi! One player of my realmd reporte that Titan's Grip decreases damage by 60% instead of 10%, but I've had a look to the code and I'm not able to find any reference to the damage modifier of aura 49152, it is just casted and nothing more hehe. Where do I have to look to change that? Thanks!
  17. The possible reason why the code is inside SPELLFAMILY_HUNTER is in http://www.wowhead.com/spell=48018 The second effect is Drop Trap (number), and maybe traps are always handled as hunter spells.
  18. I have tested the spell with that possible typo and it works even if casting Demonic Circle: Summon more than once, it's weird
  19. Hi! I've created a patch for core revision 10403 (it's the existing patch but applies clean to latest rev) http://paste2.org/p/961450
  20. ifilgud

    DK bug list

    I've been investigating why runes are not refreshing and the problem is not in the spell itself, it is just that the code that updates runes cooldown is not working. The function void Spell::EffectActivateRune(SpellEffectIndex eff_idx) (SpellEffects.cpp) is being called twice as wowhead says. The for loop manages to call plr->SetRuneCooldown(j, 0); but the runes are not being activated. I've taken a look to SetRuneCooldown function and it ends up with the code: void SetRuneState(uint8 index, bool set = true) { if(set) runeState |= (1 << index); // usable else runeState &= ~(1 << index); // on cooldown } "set" is true. Something is wrong but I dont know exactly what
  21. Patch is working now! // Obliterate else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0002000000000000)) { // Search for Annihilation Unit::AuraList const& dummyList = m_caster->GetAurasByType(SPELL_AURA_DUMMY); for (Unit::AuraList::const_iterator itr = dummyList.begin(); itr != dummyList.end(); ++itr) { if ((*itr)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && (*itr)->GetSpellProto()->SpellIconID == 2710) if (roll_chance_i((*itr)->GetModifier()->m_amount)) // Don't consume if found return; } // Consume diseases unitTarget->RemoveAurasWithDispelType(DISPEL_DISEASE); } Using that useful Unit class method
  22. Hi! I've made a small modification of emtec_gm script to match my preferences #!/bin/bash ############### # About: Auto restart mangos-worldd on crash & generate crash log ############### # 1. Compile MaNGOS with parameter: --with-debug-info # 2. Put auto_restarter.sh into compiled mangos directory (where folders: bin/, lib/, etc/) # 3. (Only once): chmod +x auto_restarter.sh # 4. Usage: ./auto_restarter.sh -c etc/mangosd.conf # p.s. Make sure you have "gdb" installed. ############### # config: # path to mangos-worldd binary daemon=./bin/mangos-worldd # system export LD_LIBRARY_PATH=.:lib:$LD_LIBRARY_PATH if [ "`ulimit -c`" -eq 0 ]; then ulimit -c unlimited fi while true do MANGOS=`ps -el | grep mangos-worldd` $daemon $* if [ -z "$MANGOS" ]; then gdb $daemon core.* --batch --eval-command="bt ful" > crash.log dte=`date +%F_%H-%M-%S` mkdir crash_$dte mv crash.log crash_$dte/ mv log/Server.log crash_$dte/ mv core.* crash_$dte/ fi sleep 2 done You will find the logs and dumps inside crash_$date folder. Add the gzip line if you wish
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