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renegat344

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Posts posted by renegat344

  1. 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)

  2. 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

  3. 1st after summon eye mustn't have stealth 52006

    2nd after eye die its despawn correcrly without crash (with error message if recall eye of acherus use)

    i found 3 problems:

    1) quest objectives doesn't update

    2) spells doest interrupt 52006 stealth

    3) and ghouls summons near eye

    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?

  4. 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

    char * text1 = "The Eye of Acherus is in your control";

    Eye1->MonsterTextEmote(text1, Eye1->GetGUID(), true);

    m_creature->CastSpell(m_creature, 51890, true);

    m_creature->CastSpell(m_creature, 52006, true);

    to prevent attacks from creatures))

  5. One of my first patches :D Never mind, and i'll rewrite it:)

    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

  6. Wrong paste, sorry:)

    http://paste2.org/p/143111

    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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