ilija
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Everything posted by ilija
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See the event start time in event table. You maybe have autobackup on your char db or something , it cause heavy lag
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Change realm population to Recommended
ilija replied to a topic in OldInstallation, configuration & upgrades
anyone who knows how to do this? -
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
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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
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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 ?
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YEs , you made a typo i think , the reason is http replace with git , have same issues sometimes ;(
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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 !
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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
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Just a boss with couple of spells and timers , dont need to be something special(only mob summoning or something)
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Yes i already did that before, but just wondered if it was possible since you can make gossip without scriptdev2
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Is this possible? If yes , same functions as ScriptDev2 usage? and which headers should i include? Thank you!
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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!
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I should say apply ;P easy to say ofcourse
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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 ?
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Ye , also fine to test normal servers offtopic sorry!
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Any one ? I really want to understand this , cant find anything on google
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High Performance Tips
ilija replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
Kero99 , haveyou grinunload = 0 or = 1 ? Could you post your mangosd.conf file for you high popu server? -
I think the resi isnt working right and arp is abit OP
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the Insider42's branch has that implented i thought
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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?
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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?
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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?
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Guys , how can i compile 64 bit on linux? need something to add in ./configure line?
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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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