renegat344
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Posts posted by renegat344
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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)
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i7 processor support x64 like Core2duo
if your system x86 it have limit 2g for one procces try using x64 platform
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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
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what for? i havnt crash's
maybe you doing something wrong?
on 5 server patch worked without crash
at first version it was vehicle =))
Using vehicle patch ) not vehicle system)
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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?
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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))
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Go to the Db web site or turn off GM mode
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((Creature*)unitTarget)->SendMonsterMove(x, y, z, orientation, SPLINEFLAG_UNKNOWN11, 1);
now it works
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thank you, i will test it
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Yes it much better, but not so good, patch must be rewritten
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it can crash server because GetCaster() can be null
How it can??
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One of my first patches 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
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Wrong paste, sorry:)
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
[10283] Realm Daemon Freeze
in OldBug reports
Posted
Os: FreeBSD 8.0 x64
Conf with --with-std-malloc
After few seconds when i start realmd i see in console this errors
and then realmd freezes
any ideas? i think it is ace problems but this never did before