KiriX
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Everything posted by KiriX
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It is high time to do it =) Давно пора сделать это =)
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And what about MaNGOS 3.3.5 from main repo?
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After move on mmap, most vmaps in Outland is broken (may be checked by .gps command), for example - Shattrat, all small dungeons, Nagrsnd's caves. If you try to caste spell to the mob who is in nagrand's cave you will get "The target is not in LoS" message. Can anyone confirm?
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Where you found this config options? Blueboy, as I see you don't update bot_readme.txt. Some new function was added but were not documented. =)
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yad02, what is autobot? I use blueboy version. It' compatible? autobot has own repo?
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One more error: 1>LINK : fatal error LNK1181: не удается открыть входной файл "ACE.lib" 1>LINK : fatal error LNK1181: can't open input file "ACE.lib"
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Thx for update =) But what is this: ../dep/src/zlib/CMakeLists.txt include_directories( ${CMAKE_CURRENT_SOURCE_DIR} ) <<<<<<< HEAD:dep/Makefile.am # pathfinding SUBDIRS += recastnavigation ## Additional files to include when running 'make dist' # Nothing yet. ======= add_library(zlib STATIC ${zlib_SRCS} ) >>>>>>> 6800ccd52332276ab167dfa693f4e18953946257:dep/src/zlib/CMakeLists.txt
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Need update to latest mangos revision =(
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Why not to join with Blueboy and continue develop playerbоt together? I think that it is will be best way for playerbot.
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I have 1,5Gb RAM, but my online is not over 2-3 people =) Windows. If I turn on mmaps I get crash at memory full error, but crash-log at that will be another... I understand that 1,5Gb RAM is not enough for mmaps, but aslo I think that it is a error if I have crash with turn off mmaps in config... I hope, you understand me =)
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qsa, thx. I think what if I turn off mmaps in config - they will be not use and can't crash server... I can rename mmaps folder but it is not resolve problem in fact =) I afraid that I can't correctly understand this: Not enough memory? But I've already got crash from memory full error - and it was another crash-log... I can build debug and give you debug crash-dump... P.S: Always: MMAP:: MMapManager:: loadMapData +278
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Crash again =( Registers: EAX:0B4580F8 EBX:47AE90C0 ECX:00000000 EDX:00000002 ESI:0B458180 EDI:47AE90DC CS:EIP:B45001B:7C80BEF7 SS:ESP:60023:0B4580F4 EBP:0B458148 DS:E070023 ES:0023 FS:003B GS:1700000 Flags:00000206 Call stack: Address Frame Function SourceFile 7C80BEF7 00000000 RaiseException+3C 7857DF56 00000000 _CxxThrowException+48 004753F0 00000000 operator new[]+40 0069364D 00000000 dtCustomAlloc+D 00401965 00000000 dtNavMesh::init+95 0096F998 00000000 MMAP::MMapManager::loadMapData+278 Call stack: Address Frame Function SourceFile 7C93860C 00000000 KiFastSystemCallRet+0 7C821C8D 00000000 WaitForSingleObject+12 Call stack: Address Frame Function SourceFile 7C93860C 00000000 KiFastSystemCallRet+0 7C8024FD 00000000 Sleep+F 00A80460 00000000 ACE_Based::Thread::Sleep+30 00A86810 00000000 SqlDelayThread::run+50 00A80249 00000000 ACE_Based::Thread::ThreadTask+19 00292E34 00000000 ?invoke@ACE_OS_Thread_Adapter@@UAEKXZ+74 78543433 00000000 _endthreadex+44 785434C7 00000000 _endthreadex+D8 7C82482F 00000000 GetModuleHandleA+DF mmaps tune off =( Latest revision of mmaps... I can't say anything elso...
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Hello! Last time I have very often crash Call stack: Address Frame Function SourceFile 7C80BEF7 00000000 RaiseException+3C 7857DF56 00000000 _CxxThrowException+48 00472CD0 00000000 operator new[]+40 0068F6BD 00000000 dtCustomAlloc+D 00401965 00000000 dtNavMesh::init+95 00964FF8 00000000 MMAP::MMapManager::loadMapData+278 And: Call stack: Address Frame Function SourceFile 5BFBA380 00000000 0000:00000000 005A7C80 00000000 Player::`vector deleting destructor'+50 00497F4A 00000000 Map::DeleteFromWorld+4A 0049A23B 00000000 Map::Remove+3CB 00680B24 00000000 WorldSession::LogoutPlayer+C34 008D73BE 00000000 WorldSession::HandleLogoutRequestOpcode+29E 00682EC4 00000000 WorldSession::ExecuteOpcode+34 0067F65E 00000000 WorldSession::Update+11E 006918AE 00000000 World::UpdateSessions+FE 0068FD3D 00000000 World::Update+43D 00472A92 00000000 WorldRunnable::run+92 00A750E9 00000000 ACE_Based::Thread::ThreadTask+19 00292E34 00000000 ?invoke@ACE_OS_Thread_Adapter@@UAEKXZ+74 78543433 00000000 endthreadex+44 785434C7 00000000 endthreadex+D8 7C82482F 00000000 GetModuleHandleA+DF mmaps is tune off...
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If creature is underwater - they can't find path. Test on http://www.wowhead.com/npc=17153
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1) Only classic group: 1Tank, 1 Heal, 3 dps 2) This interesting... If you logaut or disconnect - you don't leave party so you can gain the reward. If you leave party - you should use LFG again 3) I don't remember any cooldown for this... 4) If you not found group yet and disconnect - you should use LFG again. If disconnect when you in dungeon - nothing/ Just login again and you will be in instance. 5) If I understand you correct: if somebody leave group when you already in instance LFG work again while not found somebody who can role and if found new member join to you group at the point were you stop (not need start dungeon again). So in instance can be 2-3-4 members of party if somebody leave group. Sorry for English - this sentences is to difficult for me...
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As Vladimir said (in ru-mangos.ru forum), patch like this will never be added at mangos repo... It's not offlike and not nessesary for blizzlike mangos functionality...
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Thx for fix! =) Maybe will be usefull add new generator's key for generate only .mmaps instead of this patch
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Crash like in 617 post every 10-20 min make me tune off mmaps
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Thx! Work fine now! =) P.S: Was tested Uldaman.
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This cool! But mmaps cool too... Ehhh... =)
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Thx again =) Need re-generating mmaps fully or I can re-generating with patch form 605 past? =)
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And don't help resolve problem. Test in Uldaman. http://filebeam.com/7080f31b17d064a2ea1f084490e3c055.jpg Sorry for Russian. I have no eng client. Бой! = Combat! So - mob can't find way and go evade...
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Apply this patch, reextract mmaps, replace old mmaps by new. Crash at player login: Call stack: Address Frame Function SourceFile 004057FA 00000000 dtNavMeshQuery::findPath+21A 007B6FE9 00000000 PathInfo::BuildPolyPath+A09 007B5EB4 00000000 PathInfo::PathInfo+444 00788536 00000000 WaypointMovementGenerator<Creature>::MoveToNextNode+146 0078740C 00000000 WaypointMovementGenerator<Creature>::LoadPath+1BC 00787503 00000000 WaypointMovementGenerator<Creature>::Initialize+13 0047A793 00000000 MovementGeneratorMedium<Creature,WaypointMovementGenerator<Creature> >::Initialize+13 004B495F 00000000 MotionMaster::Initialize+12F 00500753 00000000 Creature::AIM_Initialize+A3 00502FC7 00000000 Creature::LoadFromDB+517 007AA653 00000000 LoadHelper<Creature>+173 007A9D0B 00000000 ObjectGridLoader::Visit+17B 007AAD3F 00000000 VisitorHelper<ObjectGridLoader,Creature>+F 007AABF0 00000000 VisitorHelper<ObjectGridLoader,Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > >+10 007AAAE3 00000000 VisitorHelper<ObjectGridLoader,GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > >+23 007AAA20 00000000 VisitorHelper<ObjectGridLoader,TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > >+10 007A9EBC 00000000 ObjectGridLoader::Load+1C 007A9FEC 00000000 ObjectGridLoader::LoadN+DC 0048DDE9 00000000 Map::EnsureGridLoaded+1D9
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How I can extract only single tile from every map?
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