LordJZ
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Posts posted by LordJZ
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It should diminish with itself.
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Note that Invincible counts as 310% mount, and that "Harmony Harmony Pony" doesn't.
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This is caused by revision [9784].
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We don't check if m_target == NULL
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Use .pdump command to create character dump.sorry my dumbness but how can i get that?this bug should be database related or core related?
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Just look at realmd code:
QueryResult *result = loginDatabase.PQuery("SELECT unbandate FROM ip_banned WHERE " // permanent still banned "(unbandate = bandate OR unbandate > UNIX_TIMESTAMP()) AND ip = '%s'", address.c_str());
This query will not select not active IP bans.
///- If the account is banned, reject the logon attempt QueryResult *banresult = loginDatabase.PQuery("SELECT bandate,unbandate FROM account_banned WHERE " "id = %u AND active = 1 AND (unbandate > UNIX_TIMESTAMP() OR unbandate = bandate)", (*result)[1].GetUInt32());
This query will not select not active account bans.
And also WorldSocket.cpp code:
// Re-check account ban (same check as in realmd) QueryResult *banresult = loginDatabase.PQuery ("SELECT 1 FROM account_banned WHERE id = %u AND active = 1 AND (unbandate > UNIX_TIMESTAMP() OR unbandate = bandate)" "UNION " "SELECT 1 FROM ip_banned WHERE (unbandate = bandate OR unbandate > UNIX_TIMESTAMP()) AND ip = '%s'", id, GetRemoteAddress().c_str());
Should I say more?
You have some failure in another place. If you have some 3rd party scripts using mangos ban system with auth and the ban check fails, then you have to rewrite the queries in your script, not in mangos.
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than situation is more concenrning, if I try login every few secounds sucha a query is running whole table every few seconds?
Yes...
...
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This is wrong patch, realmd removes all active bans when a player tries to log in.
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The ones related to Spell::EffectScriptEffect are because of this quest: http://www.wowhead.com/?quest=13082
After accepting this quest server instantly crashes. The reason behind this is the fact that map scripts been called after casting a script effect. The crashing spell is 53141, which is casted at accepting the quest. At first effect the player is teleported to Dalaran from Shattrath, and while he's loading the script effect is executed. Hope it helps.
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http://filebeam.com/1a9f5b8bbf50518f05f6c011e9e5681f [Edit: fixed a crash]
spell_work for 3.3.2
Authorship belongs to DiSlord, my job was updating structs only
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On offy it doesn't check distance between speaking persons, so you can be in some chat channel and at different maps and you will hear each other. Same with raid, party & BG chats.
Also, client-integrated voice chat does not allow you to modify someone's voice (as Ventrilo does). So if someone's mic is very loud, every one will hear the same level of sound, only modified with general sound settings of target's client.
It's also worth mentioning that you will still hear the voice chat if you get disconnected from the server. (Didn't check mic though.)
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Characterhandler.cpp
void WorldSession::HandlePlayerLogin(LoginQueryHolder *holder)
data.Initialize(SMSG_FEATURE_SYSTEM_STATUS, 2); // added in 2.2.0 data << uint8(2); // unknown value data << uint8(0); // enable(1)/disable(0) voice chat interface in client SendPacket(&data);
You can enable/disable voice chat menu in client here.
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You can just useMaybe in future I will add this feature, but it won't be soonYou can use strtotime(date('d-m-Y H:i:s')); php function or generate timestamp online on www.unixtimestamp.com
time();
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You can also remove the following line from SpellEffects.cpp to fix it:
dynObj->SetUInt32Value(DYNAMICOBJECT_BYTES, 0x01eeeeee);
(from trinitycore)
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Try this patch.Core: 9320Once logged in, character's title is reset and does not appear. However, you can re-select it in the titles list and it will be displayed until the next logon.
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index c2f2790..a772dff 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -15302,7 +15302,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded - uint32 curTitle = fields[10].GetUInt32(); + uint32 curTitle = fields[47].GetUInt32(); if (curTitle && !HasTitle(curTitle)) curTitle = 0;
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Great work. Thank you.
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Anyway, I recommend you to create an extractor application instead of downloading files from armory. It's not very difficult to do so, and I can give you examples of code I wrote to extract textures for Wowhead (and AoWoW) 3D modelviewer. You can contact me via email.
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You will also need textures & animation data files that are linked directly from .m2.I got this data in first day when 3D viewer feature was releasedI have parsed DBC files and now i got all textures urls and downloading it to my local server. Main problem is correctly generate texture filenames in character-model.xml.
Size of all unpacked textures & blps is ~1.5GB =(
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Every (almost) in-game language has a spell associated with it, for darnassian it is http://www.wowhead.com/?spell=671.MaNGOS: 9134 (tested both on Linux x64 and Windows 32)UDB: 386
ScriptDev2: 1542
ACID: 3.0.2
If you learn a language, you can't use it and you don't understand it.
For example if you learn Darnassian to a Dranei player, he has that in his Skills but he doesn't understand a nightelf speaking in darnassian and can't speak in darnassian.
All of them are described in ObjectMgr.cpp:
LanguageDesc lang_description[LANGUAGES_COUNT] = { { LANG_ADDON, 0, 0 }, { LANG_UNIVERSAL, 0, 0 }, { LANG_ORCISH, 669, SKILL_LANG_ORCISH }, { LANG_DARNASSIAN, 671, SKILL_LANG_DARNASSIAN }, { LANG_TAURAHE, 670, SKILL_LANG_TAURAHE }, { LANG_DWARVISH, 672, SKILL_LANG_DWARVEN }, { LANG_COMMON, 668, SKILL_LANG_COMMON }, { LANG_DEMONIC, 815, SKILL_LANG_DEMON_TONGUE }, { LANG_TITAN, 816, SKILL_LANG_TITAN }, { LANG_THALASSIAN, 813, SKILL_LANG_THALASSIAN }, { LANG_DRACONIC, 814, SKILL_LANG_DRACONIC }, { LANG_KALIMAG, 817, SKILL_LANG_OLD_TONGUE }, { LANG_GNOMISH, 7340, SKILL_LANG_GNOMISH }, { LANG_TROLL, 7341, SKILL_LANG_TROLL }, { LANG_GUTTERSPEAK, 17737, SKILL_LANG_GUTTERSPEAK }, { LANG_DRAENEI, 29932, SKILL_LANG_DRAENEI }, { LANG_ZOMBIE, 0, 0 }, { LANG_GNOMISH_BINARY, 0, 0 }, { LANG_GOBLIN_BINARY, 0, 0 } };
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— What bug does the patch fix? What features does the patch add?
Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).— For which repository revision was the patch created?
[9212]
— Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread.
Failed to find one.
— Who has been writing this patch? Please include either forum user names or email addresses.
Me
URL: http://paste2.org/p/619708
A patch that implements this feature was written a couple of weeks ago, I've just forgotten to post it here.
— A bit of explanations
A new, 4-th in a row, column in ItemExtendedCost.dbc was added in 3.2, containing values from 0 to 2. Most of entries use 0 value, indicating no bracket resrictions. Seven use '1', they are 2699, 2677, 2696, 2694, 2636, 2692 and 2697. Another one, 2678, which I've never found on offy, uses 2 as bracket restriction. The tooltip of an item with such an extended cost says it requires 5v5 arena rating, as expected.
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If I remember correctly those objects should respawn.
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You can set in config GameType = 16. This is FFA PVP - custom game type, designed special for fun servers.Hey I was wondering if it was possible to make all or any zones hostile within the MaNGOS Core without edit DBC files which is illegal? I know you can make areas sanctuaries by usingif(zone->flags & AREA_FLAG_SANCTUARY || zone->ID == 876)
But I wanted to know if there was a way to reverse that into Hostile/PVP zones? My goal is to have every zone Hostile/PVP but even just one would be great thanks!
[fixed][10208] Remove all movement impairing effects and loss of control
in OldBug reports
Posted
Here's a patch for you guys.
Tested and works. Written by me.