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KiriX

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Everything posted by KiriX

  1. KiriX

    MMaps Redux

    Confirm KAPATEJIb's posts. I have no problem with mob's aggro in world but have problem in instance. Uldaman for example. First mob immidiatly evade... I think that mob can't find way. Mob try to closer to me, move but go to evade. Pet's problem: Warlock with pet try to go to instance (Uldaman). Pet in instance stay as Unknown and not move. Change config (off mmaps), reload config - no problems -> so this problem from mmaps. And I have get many memory leak in debug... Can't confirm at it Release...
  2. KiriX

    MMaps Redux

    why? maybe my problem appears because i'm using "ad.exe -f 0" to extracting maps ? No... I don't use key -f 0 but have error with immediately evade...
  3. You are wrong... Dungeonfinder made this conflict... Look at 394 line in PlayerbotMgr.cpp and modify parameter for RemoveMember as it should be if you install Dungeonfinder patch...
  4. KiriX

    MMaps Redux

    Confirm KAPATEJIb's posts... NPC immediately evade at map Tirisfal Glades. Reextracted mmaps yesterday with key --hiResHeightmaps true --skipContinents false
  5. cyberium why new branch? Why not to continue exist branch? And I think what this: // if (isLfgQueued()) // sLFGMgr.Leave(NULL, this); shoudl be comment in RemoveMember too because I had crash in RemoveMember...
  6. Yes, you understand me correct now =) One more problem: Start LFG, teleport to the instance, Alt+F4, login into account but not login into world and try to delete char who was in instance when was Alt+F4 -> char not delete and server crash... And after last commit LFG dont work for me =( I can registration, registr 5 players but nothing to happen =(
  7. Ok, i'll give you screenshot. It's too hard for me explain what I mean =) My netive language is Russian =) 4) I try to delete char that crash client at login, but get server crash... Call stack: Address Frame Function SourceFile 009C593A 00000000 Object::GetUInt64Value+3A e:\\test\\rsa\\src\\game\\object.h line 159 009C60FB 00000000 Object::GetGuidValue+1B e:\\test\\rsa\\src\\game\\object.h line 183 009C5308 00000000 Object::GetObjectGuid+18 e:\\test\\rsa\\src\\game\\object.h line 113 010C6031 00000000 LFGMgr::Leave+91 e:\\test\\rsa\\src\\game\\lfgmgr.cpp line 696 00B9B8EF 00000000 Group::RemoveMember+6F e:\\test\\rsa\\src\\game\\group.cpp line 360 00BE3A33 00000000 Player::RemoveFromGroup+33 e:\\test\\rsa\\src\\game\\player.cpp line 2541 00BEB8F2 00000000 Player::DeleteFromDB+1B2 e:\\test\\rsa\\src\\game\\player.cpp line 4277 0112ADF2 00000000 WorldSession::HandleCharDeleteOpcode+462 e:\\test\\rsa\\src\\game\\characterhandler.cpp line 572 00DF0246 00000000 WorldSession::ExecuteOpcode+36 e:\\test\\rsa\\src\\game\\worldsession.cpp line 926 00DECF5B 00000000 WorldSession::Update+24B e:\\test\\rsa\\src\\game\\worldsession.cpp line 239 00E04EE2 00000000 World::UpdateSessions+102 e:\\test\\rsa\\src\\game\\world.cpp line 1990 00E02F79 00000000 World::Update+289 e:\\test\\rsa\\src\\game\\world.cpp line 1508 00A87538 00000000 WorldRunnable::run+98 e:\\test\\rsa\\src\\mangosd\\worldrunnable.cpp line 61 012A3871 00000000 ACE_Based::Thread::ThreadTask+21 e:\\test\\rsa\\src\\shared\\threading.cpp line 187 5FD5FB55 00000000 ACE_OS_Thread_Adapter::invoke+E5 e:\\test\\rsa\\dep\\ace_wrappers\\ace\\os_thread_adapter.cpp line 86 5FCDABDA 00000000 ace_thread_adapter+2A e:\\test\\rsa\\dep\\ace_wrappers\\ace\\base_thread_adapter.cpp line 120 60E3DFD3 00000000 _beginthreadex+243 60E3DF69 00000000 _beginthreadex+1D9 76ED1194 00000000 BaseThreadInitThunk+12 777DB495 00000000 RtlInitializeExceptionChain+63 777DB468 00000000 RtlInitializeExceptionChain+36 Line is not correct, I use not clean mangos core... 2) Incorrect telepor if I teleport by click on LFG eye near minimap then player is in instance...
  8. Test again =) 1) Client don't show group building progress (that role is already enter to group) 2) Teleport from dungeon is incorrect, should teleport at last point of characters before it was teleported to the dungeon 3) I can't test dungeon finish reward =( 4) Some times client is crash at teleport to the dungeon and login after client cras if cher is in instance...
  9. 1) Don't show who is already join to group (shoul show role then cursor on LFG eya) 2) One from test char wasn't telepor into dangeon 3) Some players who was teleported into dangeon have name "Unknown" 4) I can't complite dangeon (test on VanCliff)
  10. Thank you very much! I'll test your dungeonfinder patch right now =)
  11. KiriX

    MMaps Redux

    One more crash: Registers: EAX:0000003C EBX:00000000 ECX:0ABA513C EDX:0ABA5124 ESI:00F30716 EDI:0ABA513C CS:EIP:001B:00409E2B SS:ESP:0023:0ABA50C0 EBP:00000014 DS:0023 ES:0023 FS:003B GS:0000 Flags:00010216 Call stack: Address Frame Function SourceFile 00409E2B 00000000 dtDistancePtPolyEdgesSqr+4B 004047E2 00000000 dtNavMeshQuery::closestPointOnPolyBoundary+152 007A03E6 00000000 PathInfo::findSmoothPath+56 458B20EC 00000000 =( hint: dont compile in Release Why? Debug can resolve this crash? =)
  12. KiriX

    MMaps Redux

    This is all that was in crashdump...
  13. KiriX

    MMaps Redux

    Very often crash at last version of mmaps =( Call stack: Address Frame Function SourceFile 007A042A 00000000 PathInfo::findSmoothPath+9A 004806EA 00000000 MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>::Visit+A 4589FFFE 00000000
  14. Now I understand that bot cast impliment by bad way =( Any cast fully remove anything bot movies =(
  15. Can you post your patch at this topic? Spell* const pSpell = m_bot->FindCurrentSpellBySpellId(spellId); Is just moved up. No anything modify in fact...
  16. And how many people will be show in who list? =) One (if one player online)? But count will be 100 - interesting =)))
  17. I don't think that patch need update, but if you need I post it evening...
  18. KiriX

    MMaps Redux

    Can be implement easy with current mmaps patch And without =)
  19. KiriX

    MMaps Redux

    I didn't say anything about players. I said about testers who use this patch at his server...
  20. KiriX

    MMaps Redux

    Some testers say that after latest commits too much memory leak...
  21. KiriX

    MMaps Redux

    What is this: diff --git a/src/shared/vmap/MapTree.cpp b/src/shared/vmap/MapTree.cpp index 5e34061..8ea449f 100644 --- a/src/shared/vmap/MapTree.cpp +++ b/src/shared/vmap/MapTree.cpp @@ -386,7 +386,7 @@ namespace VMAP #ifdef VMAP_DEBUG if (referencedVal > iNTreeValues) { - [color="DarkGreen"]DEBUG_LOG("invalid tree element! (%u/%u)", referencedVal, iNTreeValues);[/color] + [color="Red"]DEBUG_LOG("invalid tree element! (%u/%u)", referencedVal, iNTreeValues);[b][u]dd42b44[/u][/b][/color] continue; } #endif Typo? =)
  22. 1) Thanks, I don't know it. 2) Just set show online player WHERE `online`>0; =) Toinan67 for me it's interesting just for fun. Make anything new, more learn mangos code. It's all that I need. High online is not my target. I don't use this mod. Just interesting =)
  23. Try the apply commit from repo: http://github.com/zergtmn/mangos/commits/stable Need cut some commits (all that ??? with vehicle and multiseat_mounts). Sorry, I can't say that this commit =( And need DB support...
  24. I had time to think about this mode. Some idea: 1) Why only 49 players? 2) What about online in site? 3) Player can find his second char from his account, so fake char must be in own tables 4) Fake player always stay at one level + at one location (may be need to update it's?) 5) Many fake online player just startup server - is strange... Need some uptime itneruption/ 6) Add 3 param to config: max fake player, diff for max online player (always fixed online player is strange too) (+/- 50 players), time for update count of fake-player online (for 5 point) I understund that it is fantastic for this mod, but it's just my ideas =)
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