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kelthuzad

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Everything posted by kelthuzad

  1. I've been waiting for this forever, too Hope it's accepted soon. Thanks for the work =)
  2. Hi community, I'm trying to fix spell 56092 http://www.wowhead.com/spell=56092 that is castet by players on a vehicle in the eye of eternity boss malygos fight. This spell applies an aura with a duration that is dependent from the combopoints of the player-in-vehicle on malygos. My problem is now that I don't know how to get the combopoints the player has on malygos. caster->GetVehicleKit()->GetPassenger(0)->getComboPoints() always returns 0 Can you maybe give me a hint where the combopoints of players on their current victim are stored in the mangos-core? Edit: I think I did this wrong maybe. When do combopoints get removed when a spell is successfully casted? Before or after Effects are handled? Also, why does this spell seem to work (its duration is longer the more combopoints one has) http://www.wowhead.com/spell=57108 but this does not http://www.wowhead.com/spell=56092
  3. Hi thar, I also have some problems to get mangos compiled with cmake/VisualStudio, After I made the .sln and other files with cmake, I try to compile the projects with VC++ 2010, but I get the following errors (translated in english): 2>------ Started creating: Project: ACE_Project, Konfiguration: Release Win32 ------ 2> Creating directories for 'ACE_Project' 3>------ Started creating: Project: revision.h, Konfiguration: Release Win32 ------ 2> Performing ACE_Upgrade step for 'ACE_Project' 2> Microsoft (R)-Buildmodul, Version 4.0.30319.1 2> [Microsoft .NET Framework, Version 4.0.30319.1] 2> Copyright (C) Microsoft Corporation 2007. 2> 2>MSBUILD : error MSB1001: Unknown Switch 2> Switch: /upgrade 2> 4>------ Started creating: Project: TBB_Project, Konfiguration: Release Win32 ------ 4> Creating directories for 'TBB_Project' 5>------ Started creating: Project: shared, Konfiguration: Release Win32 ------ 4> Performing TBB_Upgrade step for 'TBB_Project' 4> Microsoft (R)-Buildmodul, Version 4.0.30319.1 4> [Microsoft .NET Framework, Version 4.0.30319.1] 4> 4>MSBUILD : error MSB1001: Unknown Switch 4> Switch: /upgrade I have no idea what that /upgrade switch is for, why it is unknown to MSBUILD and how I can fix this.. If anyone has experienced the same problem or does know how to fix this, please tell.
  4. Hi there =) I have an own mangos project with some custom stuff, forked from mangos-master. Now I would like to add a new branch to my project, that contains the master-branch from another mangos-forked project. I think this should be possible somehow, as both projects are forked from the same project: mangos. Unforutanely I'm not (yet) that much of a git expert, and until now I only managed it to create the new branch and then pull the other project into this branch. But this would mean I had to merge all the conflicts of my custom things and his custom things, althoug I know I only want his code. So is there any way to add the other projects master-branch as branch to my project without manually merging everything together? Hope someone can tell me what to do, btw merry christmas everyone
  5. nobody here who had similar problems or any hints what this could be about?
  6. Hi there mangos-community, I have had a lot of crashs on the server I help to run recently. First I have to admit it is not clean mangos but mangos with some small changes, wich should however not have an impact on this problem. Following error repeats very often in crashlogs: Program received signal SIGSEGV, Segmentation fault. [switching to Thread 0x7fb569dc4950 (LWP 29116)] warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) 0x000000000065c9af in Map::Remove<Creature> (this=warning: (Internal error: pc 0x65c750 in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) 0x20fc000, obj=0x7fb56438a080, remove=warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) true) at ../../../src/game/Map.cpp:718 718 obj->CleanupsBeforeDelete(); warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) #0 0x000000000065c9af in Map::Remove<Creature> (this=0x20fc000, obj=0x7fb56438a080, remove=warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) true) at ../../../src/game/Map.cpp:718 warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) p = warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) {x_coord = 295, y_coord = 347} cell = warning: (Internal error: pc 0x65c9af in read in psymtab, but not in symtab.) {data = {Part = {grid_x = 36, grid_y = 43, cell_x = 7, cell_y = 3, nocreate = 0, reserved = 0}, All = 817892}} grid = <value optimized out> __PRETTY_FUNCTION__ = "void Map::Remove(T*, bool) [with T = Creature]" __FUNCTION__ = "Remove" #1 0x000000000064cb30 in Map::RemoveAllObjectsInRemoveList (this=0x20fc000) at ../../../src/game/Map.cpp:1477 obj = (class WorldObject *) 0x7fb56438a080 #2 0x000000000065eece in MapManager::RemoveAllObjectsInRemoveList ( this=0x7fb56cb00b80) at ../../../src/game/MapManager.cpp:276 No locals. #3 0x000000000080556a in World::Update (this=0x7fb5931d3200, diff=723) at ../../../src/game/World.cpp:1548 I searched on the internet for the mysterious "read in psymtab, but not in symtab"-error but did not find anything useful. At the moment I'm using mangos 10600 (going to update soon), latest sd2, udb 393. I do not expect to get the solution right away here, but I hope someone can tell me what could be the problem. I see that it's some error in Map::Remove but I'm overstrained with the psymtab and symtab stuff. I hope someone could give me a hint or a suggestion where this could come from or what the trigger could be. Thanks your kelthuzad
  7. thanks for your patch. Tried to fix this myself but I'm not that good with mangos core code Edit: can't find the thanks-button.. where is it gone oO
  8. Thanks for this piece of code, but the problem I have right now (also had it before your latest code fix) ist that players do not move with the ship any more. I guess this is because AddPlayerPessenger is not called when going on a ship. Please correct me if I am wrong, but I looked through the code and noticed this: if (player->GetTransport()) then MOVEFLAG_ONTRANSPORT is added to the player but apart from loading from db at serverstart, SetTransport() is only called in the block that begins with if (movementInfo.HasMovementFlag(MOVEFLAG_ONTRANSPORT)). (Both in Movementhandler.cpp). Do I miss something here? Cause this looks like the flag depends from having an transport and the other way around it's the same thing. I feel like I do not understand this right.. how is the server supposed to know that you walked on a transport?
  9. maybe I was wrong and the problem wasn't these two ships.. I tried to add an NPC to another transport ship, but I could not see him ingame. Perhaps I used wrong values vor transport x,y,z.. I'll be trying to get ingame results. With your other problem I can not help you for I am not that into mangos yet.
  10. thx so much kid 10, this version of this patch looks much better now. the Problem I have is that the big ships in icecrown (skybreaker and orgrims hammer) do not seem to be normal transports, the patch doesn't work with them anyway. The NPC stands in the air but doesn't move with the ship. Can anyone give me information about this? would be very nice
  11. okay, I already thought something like that. would be nice to get this patch working on my server as a workaround though
  12. hi, I'm not very much into mangos yet, (do only have sd2 experience until now) and I tried to implement this patch. However it doesn't compile because of errors like: "Unit::GetVehicleGUID": No access to protected Member, whichs declaration was done in unit class (translatet this from german compile error message). Now is this patch just outdatet (used tempuras version), or did I do anything wrong? I did tempuras fix, but don't know what to do with tomrus statement. sorry again for I do not know much about mangos core yet (alway like to learn more though), hope someone can give me a hint. PS: I heard the handling of creatures on transports is supposed to work with extra maps for the single transports. How much of this does mangos already support (if any)?
  13. Hi, thanks very much for this guide, it was very helpful. [Problem I had, I solved it myself^^]
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