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KAPATEJIb

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Everything posted by KAPATEJIb

  1. temp fix update quest_template set SrcSpell=0 where entry=13082;
  2. but idk how to get acces to all objects at instance map if i will find how to do this - i will try to make them work, it's no really hard, just need to find how
  3. Confirmed, i was already posted same bugreport here ru http://ru-mangos.ru/showthread.php?t=932 and i think we already find from what revision bug appears http://github.com/mangos/mangos/commit/a488e381bbb57f487264c805baab869bae45fada
  4. yes. Implemented Orgrimmar Arena (Ring of Valor) Core DB additional fix for Demonic Circle (if works on your server) Problems: Pillars still not work at all (no LoS from pillars and their event for UP/DOWN doesn't work) Anyway it's playable
  5. all-in-one http://github.com/insider42/mangos/commit/486307e49154a88eafa334e50fa3526b77020366 then you can apply http://github.com/insider42/mangos/commit/ef5953f3f03c6359fb31c79a735328b14f638eac to fix Rune Strike for DK and http://github.com/insider42/mangos/commit/4b3ceae3ffbdb1602e74980e2d6e81928ac3fcfe to fix Demonic Circle for Warlocks
  6. * i didn't check extractor compilation yet, but for fast looking into the code that you add by last commits i think it should work. Mangos always compiles fine * i didn't experienced any stability problems after add a fix for crash with PerformIndoorCheck * didn't find any problems with LoS, only at WSG battleground when players can attack through mountain another players that resurrected at graveyard. But i think this not related to your patch, i have same problem with original vmaps and code. * indoor check works fine, but sometimes some players can't enter into building, it's like that players is too big to enter into the house but they don't have any size modifications i don't know how to reproduce it, but it happens in very very rare case. * didn't check .gps yet, but i didn't seen any problems with zone/area detection when playing. * didn't check all places, but i can breath in Dalaran's fountain near the bank Maybe this a blizz fix for prevent player's dying into the fountain that can interrupt fishing of another players because they don't see the bobber because of skeletons? * fishing works good now, i can use this in any place where i see the water. OS -- Fedora 12, Core -- my fork of mangos rev 9927, vmaps_rewrite hash, DB -- YTDB r547, 100-250 players online
  7. 1>mpq.c 1>..\\..\\libmpq\\mpq.c(22) : fatal error C1083: Cannot open include file: 'config.h': No such file or directory 1>extract.c 1>..\\..\\libmpq\\extract.c(27) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory i will try it with VS 2010 later... But anyway better to just upload recent extractor bins
  8. with this error count is decreased, but still... Libmpq_VC90 1>extract.c 1>..\\..\\libmpq\\extract.c(27) : fatal error C1083: Cannot open include file: 'zlib.h': No such file or directory vmap_assembler 1>Linking... 1>WorldModel.obj : error LNK2001: unresolved external symbol "double __cdecl G3D::inf(void)" (?inf@G3D@@YANXZ) 1>MapTree.obj : error LNK2019: unresolved external symbol "double __cdecl G3D::inf(void)" (?inf@G3D@@YANXZ) referenced in function "public: float __thiscall VMAP::StaticMapTree::getHeight(class G3D::Vector3 const &)const " (?getHeight@StaticMapTree@VMAP@@QBEMABVVector3@G3D@@@Z) 1>ModelInstance.obj : error LNK2001: unresolved external symbol "double __cdecl G3D::inf(void)" (?inf@G3D@@YANXZ) 1>TileAssembler.obj : error LNK2001: unresolved external symbol "double __cdecl G3D::inf(void)" (?inf@G3D@@YANXZ) 1>VMapManager2.obj : error LNK2001: unresolved external symbol "double __cdecl G3D::inf(void)" (?inf@G3D@@YANXZ) 1>MapTree.obj : error LNK2019: unresolved external symbol "public: void __thiscall G3D::Ray::set(class G3D::Vector3 const &,class G3D::Vector3 const &)" (?set@Ray@G3D@@QAEXABVVector3@2@0@Z) referenced in function "public: __thiscall G3D::Ray::Ray(class G3D::Vector3 const &,class G3D::Vector3 const &)" (??0Ray@G3D@@QAE@ABVVector3@1@0@Z) 1>ModelInstance.obj : error LNK2001: unresolved external symbol "public: void __thiscall G3D::Ray::set(class G3D::Vector3 const &,class G3D::Vector3 const &)" (?set@Ray@G3D@@QAEXABVVector3@2@0@Z) 1>WorldModel.obj : error LNK2001: unresolved external symbol "public: void __thiscall G3D::Ray::set(class G3D::Vector3 const &,class G3D::Vector3 const &)" (?set@Ray@G3D@@QAEXABVVector3@2@0@Z) 1>ModelInstance.obj : error LNK2019: unresolved external symbol "public: class G3D::Matrix3 __thiscall G3D::Matrix3::inverse(float)const " (?inverse@Matrix3@G3D@@QBE?AV12@M@Z) referenced in function "public: __thiscall VMAP::ModelInstance::ModelInstance(class VMAP::ModelSpawn const &,class VMAP::WorldModel *)" (??0ModelInstance@VMAP@@QAE@ABVModelSpawn@1@PAVWorldModel@1@@Z) 1>ModelInstance.obj : error LNK2019: unresolved external symbol "public: static class G3D::Matrix3 __cdecl G3D::Matrix3::fromEulerAnglesZYX(float,float,float)" (?fromEulerAnglesZYX@Matrix3@G3D@@SA?AV12@MMM@Z) referenced in function "public: __thiscall VMAP::ModelInstance::ModelInstance(class VMAP::ModelSpawn const &,class VMAP::WorldModel *)" (??0ModelInstance@VMAP@@QAE@ABVModelSpawn@1@PAVWorldModel@1@@Z) 1>TileAssembler.obj : error LNK2001: unresolved external symbol "public: static class G3D::Matrix3 __cdecl G3D::Matrix3::fromEulerAnglesZYX(float,float,float)" (?fromEulerAnglesZYX@Matrix3@G3D@@SA?AV12@MMM@Z) 1>ModelInstance.obj : error LNK2019: unresolved external symbol "public: float __thiscall G3D::Ray::intersectionTime(class G3D::AABox const &)const " (?intersectionTime@Ray@G3D@@QBEMABVAABox@2@@Z) referenced in function "public: bool __thiscall VMAP::ModelInstance::intersectRay(class G3D::Ray const &,float &,bool)const " (?intersectRay@ModelInstance@VMAP@@QBE_NABVRay@G3D@@AAM_N@Z) 1>TileAssembler.obj : error LNK2019: unresolved external symbol "public: static class G3D::ReferenceCountedPointer<class G3D::MemoryManager> __cdecl G3D::MemoryManager::create(void)" (?create@MemoryManager@G3D@@SA?AV?$ReferenceCountedPointer@VMemoryManager@G3D@@@2@XZ) referenced in function "public: __thiscall G3D::Table<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,unsigned int,struct HashTrait<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,struct EqualsTrait<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > >::Table<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,unsigned int,struct HashTrait<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > >,struct EqualsTrait<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > >(void)" (??0?$Table@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@IU?$HashTrait@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@@U?$EqualsTrait@V?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@@@@G3D@@QAE@XZ) 1>TileAssembler.obj : error LNK2019: unresolved external symbol "public: void __thiscall G3D::ReferenceCountedObject::ReferenceCountedObject_zeroWeakPointers(void)" (?ReferenceCountedObject_zeroWeakPointers@ReferenceCountedObject@G3D@@QAEXXZ) referenced in function "private: void __thiscall G3D::ReferenceCountedPointer<class G3D::MemoryManager>::zeroPointer(void)" (?zeroPointer@?$ReferenceCountedPointer@VMemoryManager@G3D@@@G3D@@AAEXXZ) 1>TileAssembler.obj : error LNK2019: unresolved external symbol "public: enum G3D::Vector3::Axis __thiscall G3D::Vector3::PrimaryAxis(void)const " (?primaryAxis@Vector3@G3D@@QBE?AW4Axis@12@XZ) referenced in function "protected: void __thiscall BIH::subdivide(int,int,class std::vector<unsigned int,class std::allocator<unsigned int> > &,struct BIH::buildData &,struct AABound &,struct AABound &,int,int,class BIH::BuildStats &)" (?subdivide@BIH@@IAEXHHAAV?$vector@IV?$allocator@I@std@@@std@@AAUbuildData@1@AAUAABound@@2HHAAVBuildStats@1@@Z) 1>WorldModel.obj : error LNK2001: unresolved external symbol "public: enum G3D::Vector3::Axis __thiscall G3D::Vector3::PrimaryAxis(void)const " (?primaryAxis@Vector3@G3D@@QBE?AW4Axis@12@XZ) 1>TileAssembler.obj : error LNK2019: unresolved external symbol "float __cdecl G3D::fnan(void)" (?fnan@G3D@@YAMXZ) referenced in function "protected: void __thiscall BIH::subdivide(int,int,class std::vector<unsigned int,class std::allocator<unsigned int> > &,struct BIH::buildData &,struct AABound &,struct AABound &,int,int,class BIH::BuildStats &)" (?subdivide@BIH@@IAEXHHAAV?$vector@IV?$allocator@I@std@@@std@@AAUbuildData@1@AAUAABound@@2HHAAVBuildStats@1@@Z) 1>WorldModel.obj : error LNK2001: unresolved external symbol "float __cdecl G3D::fnan(void)" (?fnan@G3D@@YAMXZ) 1>..\\bin\\Win32_Release\\/vmap_assembler.exe : fatal error LNK1120: 9 unresolved externals 1>Build log was saved at "file://c:\\faramir118-mangos-439cb22\\contrib\\vmap_assembler\\VC90\\bin\\vmap_assembler__Win32_Release\\BuildLog.htm" 1>vmap_assembler - 19 error(s), 50 warning(s) wmapExtractor3_VC90 1>ProgressBar.cpp 1>c1xx : fatal error C1083: Cannot open source file: '..\\..\\misc\\ProgressBar.cpp': No such file or directory I'm using last Faramir's sources, i didn't use a pull/merge, just clone sources and start trying to compile Vmap_assembler compiles fine with Lynx3d sources... but libmpq and vmap_extractor have same errors
  9. Can someone upload recent Vmaps for Lynx3d branch? Or new extractor bins...
  10. Faramir118, can you update your fork by merging with master, not by cherry-pick of commits? It's very annoying to resolve conflicts because of different mangos commits. Also it adds many garbage into diff that i generated with this "git diff master vmap_rewrite -p > vmap_rewrite.patch" It also won't compile it gives couple of same errors at libmpq compile (VS90) 1>c:\\faramir118-mangos-439cb22\\contrib\\libmpq\\libmpq\\mpq.h(36) : fatal error C1083: Cannot open include file: 'stdint.h': No such file or directory
  11. i didn't test yours, but i'm using this http://ru-mangos.ru/showthread.php?t=836 patch to have working random BG
  12. for 9919 diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 563c525..4230958 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -1704,6 +1704,23 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss) alreadyDone.insert(*i); uint32 damage=(*i)->GetModifier()->m_amount; SpellEntry const *i_spellProto = (*i)->GetSpellProto(); + + // Thorns + if (i_spellProto->SpellFamilyName == SPELLFAMILY_DRUID && i_spellProto->SpellFamilyFlags & UI64LIT(0x00000100)) + { + Unit::AuraList const& dummyList = pVictim->GetAurasByType(SPELL_AURA_DUMMY); + for(Unit::AuraList::const_iterator iter = dummyList.begin(); iter != dummyList.end(); ++iter) + { + // Brambles + if((*iter)->GetSpellProto()->SpellFamilyName == SPELLFAMILY_DRUID && + (*iter)->GetSpellProto()->SpellIconID == 53) + { + damage += uint32(damage * (*iter)->GetModifier()->m_amount / 100); + break; + } + } + } + //Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist? //uint32 absorb; //uint32 resist; or http://paste2.org/p/834331 you still can use SQL from first post
  13. these fixes for different bugs. You should use both if wanna get high stability. Anyway my last fix is just a hack. How it works on offy: Offline player in instance shouldn't be moved to new (switched by group leader) difficulty of the instance if he doesn't meet instance difficulty requirements - he just stay in old copy of the instance at login (DO NOT delete instance even it has offline group members!!! http://github.com/apostol/mangos333_janu/commit/ca7585b95a95d1628d4d5ce5809f3baedf1be6ed ), other members that meets instance requirements of new instance difficulty goes into new copy (with new difficulty) at login. Also if more that one player doesn't meet instance difficulty requirements - they (who doesn't meet) stay at old instance copy and can see each other. So players in one group can be in different instance copies. i was already tried to write the patch for implement last, but nobody is interested in this and won't help... http://ru-mangos.ru/showpost.php?p=5731&postcount=7
  14. Related to paladin's judgement. I never seen this crash with my core and think it happens only on Valhalla's
  15. hack diff --git a/src/game/Item.cpp b/src/game/Item.cpp index eb755b0..9c91f4d 100644 --- a/src/game/Item.cpp +++ b/src/game/Item.cpp @@ -751,6 +751,10 @@ bool Item::IsFitToSpellRequirements(SpellEntry const* spellInfo) const { ItemPrototype const* proto = GetProto(); + //Lava Lash + if (spellInfo->Id==60103 && spellInfo->EquippedItemClass==ITEM_CLASS_WEAPON) + return true; + if (spellInfo->EquippedItemClass != -1) // -1 == any item class { if(spellInfo->EquippedItemClass != int32(proto->Class))
  16. to prevent falling under textures of this arena you can use this http://github.com/insider42/mangos/commit/67f7948edfef1c392770c769e36418598200ac15
  17. I'm using this hack diff --git a/src/game/Map.cpp b/src/game/Map.cpp index d8ad165..145b0f4 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -2374,7 +2374,7 @@ bool InstanceMap::Add(Player *player) if(playerBind->save != mapSave) { sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d", player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(), playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset(), mapSave->GetMapId(), mapSave->GetInstanceId(), mapSave->GetDifficulty(), mapSave->GetPlayerCount(), mapSave->GetGroupCount(), mapSave->CanReset()); - ASSERT(false); + player->RepopAtGraveyard(); } } else @@ -2407,7 +2407,7 @@ bool InstanceMap::Add(Player *player) sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount()); else sLog.outError("GroupBind save NULL"); - ASSERT(false); + player->RepopAtGraveyard(); } // if the group/leader is permanently bound to the instance // players also become permanently bound when they enter seems to stable now, also buggers can't do anything
  18. http://github.com/insider42/mangos/blob/486307e49154a88eafa334e50fa3526b77020366/addition/161_mangos_spell_dbc.sql
  19. talent still bugged i think SQL-DBC is best way to fix non-existed spells...
  20. patch updated in first post. Now players are pushed from spawning sewers after five seconds, also prevent from abusing of this - anyone who want to get back into spawning severs will be pushed again (with Demonic Circle for example). This will not work as should if you turn off vmaps i also added this to my repo http://github.com/insider42/mangos/commit/734d4dd7f112e079c8e3a79320586e9c17d1a824
  21. better to post crash dumps with BT FULL, also would be good if you say what revision you are using and what custom patches installed. for those who can't turn off grids (because of memory issue) and wanna fix this annoying crash - you can test this http://paste2.org/p/828250 . I don't give any guarantee if it works or no, just need some deep tests.
  22. i already find the source of problem - there is no string for this spell in spell_proc_event in YTDB database. So you can ignore my last report
  23. i think this appears after last Ambal's map patch, so not related to this fix. Fix need to send correct packet structure for client
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