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renegat344

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  1. Os: FreeBSD 8.0 x64 Conf with --with-std-malloc After few seconds when i start realmd i see in console this errors unable to register client handler: Invalid Argument and then realmd freezes any ideas? i think it is ace problems but this never did before
  2. Platform: FreeBsd 8.0 x64 Server crashes every 30-40 min with one error in console ../../../src/game/Object.cpp:1624: Error: Assertion in GetBaseMap failed: m_curr Stack Trace: <stack traces unsupported platform> But all okay with my maps and vmaps? core is clean, my HD raid is ok? memory tested... Sorry I have no crash dump( commenting this accert is not good idea i think)
  3. i7 processor support x64 like Core2duo if your system x86 it have limit 2g for one procces try using x64 platform
  4. Got these on gcc 4.2 : In file included from ../../../src/game/AchievementMgr.cpp:33: ../../../src/game/CellImpl.h: In static member function void Cell::VisitGridObjects(const WorldObject, T&, float, bool)â: ../../../src/game/CellImpl.h:289: error: invalid declarator before gnotifier ../../../src/game/CellImpl.h:290: error: gnotifier was not declared in this scope ../../../src/game/CellImpl.h: In static member function void Cell::VisitWorldObjects(const WorldObject, T&, float, bool)â: ../../../src/game/CellImpl.h:300: error: invalid declarator before gnotifier ../../../src/game/CellImpl.h:301: error: gnotifier was not declared in this scope ../../../src/game/CellImpl.h: In static member function c void Cell::VisitAllObjects(const WorldObject*, T&, float, bool)â: ../../../src/game/CellImpl.h:311: error: invalid declarator before gnotifier ../../../src/game/CellImpl.h:312: error: invalid declarator before wnotifier ../../../src/game/CellImpl.h:313: error: gnotifier was not declared in this scope ../../../src/game/CellImpl.h:314: error: wnotifier was not declared in this scope http://paste2.org/p/769947
  5. Using vehicle patch ) not vehicle system)
  6. well, it crashes when eye dies, using the stealth spell is only quick solution to prevent attack? it is not blizzlike but prevents crash when we destroy the object One more question? can we realise eye using vehicles? maybe it will be better? any ideas for this?
  7. we must correctly dispawn the eye, to prevent the crash, for example why we dont use the spell recall of eye of acherus when its die? fast solution use spell to prevent attacks from creatures))
  8. ((Creature*)unitTarget)->SendMonsterMove(x, y, z, orientation, SPLINEFLAG_UNKNOWN11, 1); now it works
  9. Yes it much better, but not so good, patch must be rewritten
  10. It is dummy aura but it cant be done in Spell::HandleAuraDummy? it" is necessary to search by loop in HandleModFear necassary dummy auras and then cast spell depending on results sorry for my english
  11. This patch is crashing server, who can rewrite it? mb likje this? diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 0207f54..dab9096 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -3234,6 +3234,22 @@ void Aura::HandleModFear(bool apply, bool Real) return; m_target->SetFeared(apply, GetCasterGUID(), GetId()); + + if(!apply) + { + // Nightmare + if(m_spellProto->EffectApplyAuraName[0] == SPELL_AURA_MOD_FEAR && m_spellProto->SpellFamilyName == SPELLFAMILY_WARLOCK) + { [color="Red"]+ uint32 spell_id = 0;[/color] + if(GetCaster()->HasAura(53754, 0)) + spell_id = 60946; + if(GetCaster()->HasAura(53759, 0)) + spell_id = 60947; + if(spell_id > 0) + m_target->CastSpell(m_target, spell_id, false); + } + } + } Not very good? but it dont crash very often like first patch? who can rewrite it? and i think Nightmare must implement like dummy aura
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