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KiriX

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Posts posted by KiriX

  1. 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?

  2. Where you found this config options?

    PlayerbotAI.Collect.Combat = 1 //bots will loot after they are out of combat

    PlayerbotAI.Collect.Quest = 1

    PlayerbotAI.Collect.Profession = 1

    PlayerbotAI.Collect.Loot = 0 //collects general loot ( all)

    PlayerbotAI.Collect.Skin = 1

    PlayerbotAI.Collect.Objects = 1

    Blueboy, as I see you don't update bot_readme.txt. Some new function was added but were not documented. =)

  3. 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

  4. 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 =)

  5. 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:

    You are running out of memory again.

    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

  6. 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...

  7. 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...

  8. Hi, i have some question about Official DF for my implementation.

    1) Do the official one create only classic group composition like 1Tank, 1 Heal, 3 dps? For ex, 2tank, 1 heal, 2 dps or 1 tank 2 heal and 2 dps, can sometimes be a viable group?

    2) When the group is created and all member teleported, if someone quit the group for error and reinvited just after, do he still gain the reward for LFG group in the end of the dungeon?

    3) The teleport out/in option is aviable anytime without cooldown?

    4) Actualy i choosed to keep the player in the queue if it will be logoff for a short laps of time. (<5 min) How it work on official?

    5) Suppose already existed group, if leader do LFG inscription all member recieve Role proposal. If someone refuse is the inscription canceled or other member will enter in the queue without the member who refuse is role?

    Thanks for advance :)

    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...

  9. To fix maxTileCount problem quickly:

    Apply this patch, then run movemapgen like you did before. It will 'patch' all your .mmap files.

    You can revert the patch change afterwards.

    As for using 1024 or 2048, sooner or later we're going to have tilecount go up by few factors.

    Seems like the only really good way to eliminate those long, thin triangles. It won't be soon, but we'll at least see how well it works.

    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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