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ilija

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Everything posted by ilija

  1. See the event start time in event table. You maybe have autobackup on your char db or something , it cause heavy lag
  2. You can raid without sd2 , only it is boring , you cant do bg wihtout sd2 because spirit healers dont work, but i will take a look on implenting spirithealers to mangos by hand
  3. Hey , i have a question , how can i change realm population column to recommended and how can i turn off the auto realmlist update of population? So i can set it customly to high or low or normal or recommended etc? Thx
  4. The guards are handled by eventAI , and you dont need ScriptDev2 for that. Mounts vendors? They also work good without scriptdev2. I dont need scriptdev2 because i dont need that code, im not gonna raid or something. So it is quite useless for me to have scriptdev2 and include it only for spirit healers is kinda unhandy
  5. Hey i was wondering why the Spirit Healers in BG arent imported into mangos but only in scriptdev2? Because the Bg's are imported why the spirit healers not ?
  6. YEs , you made a typo i think , the reason is http replace with git , have same issues sometimes ;(
  7. Your DBC files are outdate, you should extract them again .Look the revision of your core(src/shared/revision_nr.h) and apply all sql updates in sql\\updates !
  8. sd2 = C++ acid = easy way of scripting , with sql. Acid can be used without sd2.(Not sure , but should do since mobs still casting and saying stuff) Hope your question is answerd
  9. Just a boss with couple of spells and timers , dont need to be something special(only mob summoning or something)
  10. Yes i already did that before, but just wondered if it was possible since you can make gossip without scriptdev2
  11. Is this possible? If yes , same functions as ScriptDev2 usage? and which headers should i include? Thank you!
  12. Im not installed they mysql or php packeges, the site company does, but how can i refert to old bridge because i cant acces to admin panel to change it back? Need to change some configs or something? Thx!
  13. I should say apply ;P easy to say ofcourse
  14. I get this error: [02-Jun-2010 08:23:42] [02-Jun-2010 10:08:07] PHP Warning: PHP Startup: Unable to load dynamic library '/usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo.so' - /usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo.so: cannot open shared object file: No such file or directory in Unknown on line 0 [02-Jun-2010 10:08:07] PHP Warning: PHP Startup: Unable to load dynamic library '/usr/local/lib/php/extensions/no-debug-non-zts-20060613/sqlite.so' - /usr/local/lib/php/extensions/no-debug-non-zts-20060613/sqlite.so: cannot open shared object file: No such file or directory in Unknown on line 0 [02-Jun-2010 10:08:07] PHP Warning: PHP Startup: Unable to load dynamic library '/usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo_sqlite.so' - /usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo_sqlite.so: cannot open shared object file: No such file or directory in Unknown on line 0 [02-Jun-2010 10:08:07] PHP Warning: PHP Startup: Unable to load dynamic library '/usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo_mysql.so' - /usr/local/lib/php/extensions/no-debug-non-zts-20060613/pdo_mysql.so: cannot open shared object file: No such file or directory in Unknown on line 0 What does it means? And how can i revert because i cant login now ?
  15. Ye , also fine to test normal servers offtopic sorry!
  16. Any one ? I really want to understand this , cant find anything on google
  17. Kero99 , haveyou grinunload = 0 or = 1 ? Could you post your mangosd.conf file for you high popu server?
  18. I think the resi isnt working right and arp is abit OP
  19. the Insider42's branch has that implented i thought
  20. Hey , im using 64bit Debian and i want to know what i should add to the line ../configure to let it be the real 64bit, because if i do ingame .server info i get information of 32bit. And offtopic: What are good flags to add to your ../configure to provide good stability and good crashreports?
  21. Im using InnoDB and it is Do i something need to change , because first , i made in normal without configuration mysql character database , and after some time i added my conf with innodb configs but it lagg still , do i need to change something?
  22. Could be a little bit exactlier? like -march=core2 , if i have 3 cores i should use core3? EDIT: Still getting ingame : Linux_x32 , any ideas?
  23. Guys , how can i compile 64 bit on linux? need something to add in ./configure line?
  24. Patman , i get crashlog , it is like 200 lines , where should i start? Something like this : Core was generated by `/home/luminawow/district9fun/bin/district9fun'. Program terminated with signal 11, Segmentation fault. [New process 22113] [New process 22124] [New process 22123] [New process 22122] [New process 22121] [New process 22120] [New process 22119] [New process 22118] [New process 22117] [New process 22116] [New process 22115] [New process 22114] [New process 22102] [New process 22112] [New process 22106] [New process 22105] [New process 22104] #0 0xb75f59a2 in std::_Rb_tree_increment () from /usr/lib/libstdc++.so.6 #0 0xb75f59a2 in std::_Rb_tree_increment () from /usr/lib/libstdc++.so.6 No symbol table info available. #1 0xb75f59fd in std::_Rb_tree_increment () from /usr/lib/libstdc++.so.6 No symbol table info available. #2 0x08301728 in Player::ActivateSpec (this=0xa76d1d88, specNum=1 '\\001') at /usr/include/c++/4.3/bits/stl_tree.h:257 tempSpec = {<std::tr1::__unordered_map<unsigned int, PlayerTalent, std::tr1::hash<unsigned int>, std::equal_to<unsigned int>, std::allocator<std::Pair<const unsigned int, PlayerTalent> >, false>> = {<std::tr1::_Hashtable<unsigned int, std::Pair<const unsigned int, PlayerTalent>, std::allocator<std::Pair<const unsigned int, PlayerTalent> >, std::_Select1st<std::Pair<const unsigned int, PlayerTalent> >, std::equal_to<unsigned int>, std::tr1::hash<unsigned int>, std::tr1::__detail::_Mod_range_hashing, std::tr1::__detail::_Default_ranged_hash, std::tr1::__detail::_Prime_rehash_policy, false, false, true>> = {<std::tr1::__detail::_Rehash_base<std::tr1::__detail::_Prime_rehash_policy, std::tr1::_Hashtable<unsigned int, std::Pair<const unsigned int, PlayerTalent>, std::allocator<std::Pair<const unsigned int, PlayerTalent> >, std::_Select1st<std::Pair<const unsigned int, PlayerTalent> >, std::equal_to<unsigned int>, std::tr1::hash<unsigned int>, std::tr1::__detail::_Mod_range_hashing, std::tr1::__detail::_Default_ranged_hash, std::tr1::__detail::_Prime_rehash_policy, false, false, true> >> = {<No data fields>}, <std::tr1::__detail::_Hash_code_base<unsigned int, std::Pair<const unsigned int, PlayerTalent>, std::_Select1st<std::Pair<const unsigned int, PlayerTalent> >, std::equal_to<unsigned int>, std::tr1::hash<unsigned int>, std::tr1::__detail::_Mod_range_hashing, std::tr1::__detail::_Default_ranged_hash, false>> = {_M_extract = {<std::unary_function<std::Pair<const unsigned int, PlayerTalent>, const unsigned int>> = {<No data fields>}, <No data fields>}, _M_eq = {<std::binary_function<unsigned int, unsigned int, bool>> = {<No data fields>}, <No data fields>}, _M_h1 = {<std::unary_function<unsigned int, unsigned int>> = {<No data fields>}, <No data fields>}, _M_h2 = {<No data fields>}}, <std::tr1::__detail::_Map_base<unsigned int, std::Pair<const unsigned int, PlayerTalent>, std::_Select1st<std::Pair<const unsigned int, PlayerTalent> >, true, std::tr1::_Hashtable<unsigned int, std::Pair<const unsigned int, PlayerTalent>, std::allocator<std::Pair<const unsigned int, PlayerTalent> >, std::_Select1st<std::Pair<const unsigned int, PlayerTalent> >, std::equal_to<unsigned int>, std::tr1::hash<unsigned int>, std::tr1::__detail::_Mod_range_hashing, std::tr1::__detail::_Default_ranged_hash, std::tr1::__detail::_Prime_rehash_policy, false, false, true> >> = {<No data fields>}, _M_node_allocator = {<__gnu_cxx::new_allocator<std::tr1::__detail::_Hash_node<std::Pair<const unsigned int, PlayerTalent>, false> >> = {<No data fields>}, <No data fields>}, _M_buckets = 0x98061b78, _M_bucket_count = 11, _M_element_count = 0, _M_rehash_policy = {_M_max_load_factor = 1, _M_growth_factor = 2, _M_next_resize = 11}}, <No data fields>}, <No data fields>} pw = <value optimized out> #3 0x08350d53 in Spell::DoSpellHitOnUnit (this=0x1318eb58, unit=0xa76d1d88, effectMask=1) at ../../../src/game/Spell.cpp:1204 effectNumber = 0 realCaster = (class Unit *) 0xa76d1d88 #4 0x08351733 in Spell::DoAllEffectOnTarget (this=0x1318eb58, target=0x9d119f10) at ../../../src/game/Spell.cpp:956 mask = <value optimized out> unit = (class Unit *) 0xa76d1d88 real_caster = (class Unit *) 0xa76d1d88 caster = (class Unit *) 0xa76d1d88 missInfo = SPELL_MISS_NONE procAttacker = 65536 procVictim = 131072 procEx = <value optimized out> #5 0x0835b7ef in Spell::handle_immediate (this=0x1318eb58) at ../../../src/game/Spell.cpp:2947 No locals. #6 0x0835f67d in Spell::cast (this=0x1318eb58, skipCheck=false) at ../../../src/game/Spell.cpp:2920 castResult = <value optimized out> #7 0x083601ff in SpellEvent::Execute (this=0x10db18c0, e_time=326054, p_time=111) at ../../../src/game/Spell.cpp:6380 No locals. #8 0x084acef7 in EventProcessor::Update (this=0xa76d1e48, p_time=111) at ../../../src/framework/Utilities/EventProcessor.cpp:47 Event = (BasicEvent *) 0x10db18c0 #9 0x083bb2c2 in Unit::Update (this=0xa76d1d88, p_time=111) at ../../../src/game/Unit.cpp:292 No locals. #10 0x0830a350 in Player::Update (this=0xa76d1d88, p_time=111) at ../../../src/game/Player.cpp:1119 now = <value optimized out> pet = <value optimized out> #11 0x0824ed60 in Map::Update (this=0xb46a2f00, t_diff=@0xae5022c8) at ../../../src/game/Map.cpp:593 plr = (class Player *) 0x0 updater = {i_timeDiff = 111} grid_object_update = {i_visitor = @0xae50228c} world_object_update = {i_visitor = @0xae5022c8} __FUNCTION__ = "Update" __PRETTY_FUNCTION__ = "virtual void Map::Update(const uint32&)" #12 0x0825b7ed in MapManager::Update (this=0xad24970, diff=45) at ../../../src/game/MapManager.cpp:262 No locals. #13 0x083de452 in World::Update (this=0xb6a22aa8, diff=45) at ../../../src/game/World.cpp:1460 autobroadcaston = 0 #14 0x0812baf8 in WorldRunnable::run (this=0xef46d90) at ../../../src/mangosd/WorldRunnable.cpp:60 diff = 45 realCurrTime = 2648031042 realPrevTime = <value optimized out> prevSleepTime = 32 #15 0x0849351a in ACE_Based::Thread::ThreadTask (param=0xef46d90) at ../../../src/shared/Threading.cpp:187 No locals. #16 0xb7edffde in ACE_OS_Thread_Adapter::invoke (this=0xef46dc0) at ../../../../dep/ACE_wrappers/ace/OS_Thread_Adapter.cpp:90 hook = (class ACE_Thread_Hook *) 0x31000000 func = ( ACE_THR_FUNC_INTERNAL) 0x8493500 <ACE_Based::Thread::ThreadTask(void*)> arg = (void *) 0xef46d90 status = (ACE_THR_FUNC_RETURN) 0x31000000 #17 0xb7e89eb1 in ace_thread_adapter (args=0xef46dc0) at ../../../../dep/ACE_wrappers/ace/Base_Thread_Adapter.cpp:124 status = (ACE_THR_FUNC_RETURN) 0x31000000 #18 0xb768d4c0 in start_thread () from /lib/i686/cmov/libpthread.so.0 No symbol table info available. #19 0xb74ea6de in clone () from /lib/i686/cmov/libc.so.6 No symbol table info available. It is to much information, how should i set up proper the config , im running debian 64bit , also got other issue , how to compile 64bit , because if i do ingame .server info , i get 32bit linux, im using 64 bit. Thanks you very much , Greetz Rusfighter
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