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issues's Issues

License

Created by @SkirnirMaNGOS on 2012-09-14 07:08:03
Closed on 2012-09-14 11:16:54


You might want to license your code. Otherwise the forked project continues to copy your code without mentioning you in the headers ;)
Just add your Copyright Information above the old one. Guess Schmoo has a tool to do this.

Regards
Skirnir

/*

[Bug] Proffesion skill bug

Created by @ghost on 2013-01-09 05:50:51


Rev: ANY

How to reproduce?
give your char some mining/herb skill and go to a vein/herb that is green to gather/mine for you.
Click on it and don't loot it! Close the loot window and start over. Click on it and don't loot it until it gives you 1 point of skill.

The bug is that it should not give you skill if you do that way. once the server made the calculation that you don't get a skill point it must stay that way. But by that method you change your faith!

Pet Movement Bug

Created by @tarwyn on 2012-10-08 04:09:30
Closed on 2012-10-08 04:16:32


I've noticed an issue where hunter pets with instant abilities on autocast would stop chasing an enemy and instead slowly walk towards them. I've spotted the offending code in PetHandler.cpp and made this fix for it:

Edit:
Tested the fix on another machine where it produces no effect so withdrawing it / back to factory. Sorry!

Stealth is removed on fall damage

Created by @Lillecarl on 2012-08-28 06:33:22


Stealth should not be removed on falldamange, but prowl should.
(Found this information on wowwiki)
http://www.wowwiki.com/Stealth
"Stealth is no longer broken due to falling damage, unless of course it kills the stealthed unit. However, fire damage from camp fires will still reveal it."

Doors to Violet Hold do the opposite of what they should...

Created by @jududdar on 2012-12-02 04:14:45
Closed on 2012-12-08 01:42:33


Small issue with the doors into Violet Hold (doors inside the portal, not the ones in Dalaran to the zone). When going through portal, doors close. I've ported to the NPCs inside the door to see if event still starts - it does. Once starting the event, and the NPC says they're going to lock the doors, the doors open. The rest of the event works fine, though. Note: the door worked correctly in 12270, but when I upgraded to 12289 this started.

Another thing that has happened since the jump from 12270 to 12289, and I may need to make a new issue, is the world server service restarts completely when the 24 hour instance lock reset happens. Once the server comes back up, it does the same thing again in about 10 minutes. Then, everything works great for the remaining ~23hrs 50mins.

18 SCRIPT_COMMAND_DESPAWN_SELF

Created by @Grz3s on 2012-11-18 01:16:48
Closed on 2012-11-18 08:58:15


Creatures after using this command should respawn at theirs "spawn point" not where they was despawned.
This makes a lot of problems ... if we using this command with other scripts

creatures spawn aura

Created by @Grz3s on 2012-11-20 08:31:50


Hi

creatures after spawn ( if they got random lvl: example.. 60-63 etc.. ) choosing lvl... and if that lvl is diff. to previous one... will see golden aura on them...
This aura should only happen when player gets lvl ... and shouldnt be added for creatures.
Can we pls .. remove this aura from npcs/creatures ?
.. Easy to reproduce...
kill any creature and use .respawn
exmaple:
npc=20872 <-- should be ok :)

[Add creature_linking] To delete command

Created by @ghost on 2013-01-10 10:09:37
Closed on 2013-01-13 09:57:34


Whenever you delete a creature it also should check for creature linking of that creature and delete it's guid

For example:
DELETE FROM creature WHERE guid=29978;
DELETE FROM creature_addon WHERE guid=29978;
DELETE FROM creature_movement WHERE id=29978;
DELETE FROM game_event_creature WHERE guid=29978;
DELETE FROM game_event_creature_data WHERE guid=29978;
DELETE FROM creature_battleground WHERE guid=29978;
also should be
DELETE FROM creature_linking WHERE guid = 29978;

mmaps and caves+liquids

Created by @Grz3s on 2013-01-05 10:45:27
Closed on 2013-01-06 09:34:42


Hi
Got problem with caves with liquid (water?) inside... when mmaps are 'on'.
Just spawn any npc/creature there ( with randomovement or wps) and it will be kicked outside (through roof)...
Good places to check:
-3747.44 1072.97 56.8049 -- Warden's Cage
-3367.08 2144.22 -8.28585 -- The Deathforge
Just use .go xyz command and spawn anything there ...
Problem doesnt appear when mmaps are off.

NPC "Warping"

Created by @tarwyn on 2013-01-13 09:39:37
Closed on 2013-01-15 07:12:47


Saw this happen several times w/Core 12316. When you incapacitate an NPC as they are fleeing (for example use Rogue "Gouge"), the NPC disappears and eventually reappears at the point it chose to run to.

(R12321) mangos.sql

Created by @NeatElves on 2012-12-26 03:12:08


In the file is not changed from 11940 commits:
dbscripts_on_ *
buddy_entry MEDIUMINT (8)
search_radius MEDIUMINT (8)

Roadmap

Created by @ghost on 2012-08-26 10:54:01


This issue should give a small overview, which major points are to be implemented in the near and not so near future.
If a feature is listed here, this does not mean, that it can be expected that it will be implemented anytime soon.

This should just be a rough roadmap, to collect the following:

  • Some larger scale development goals
  • Hints of cool features which are in development
  • Important things that don't get the attention they deserve

Features in development

  • NPCs on transports
  • Warden system
  • Rewrite MovementHandling, especially due to limitations of MotionMaster
  • Battlefields

Wanted Features

  • Dungeon Finder
  • Aura stacking rewrite
  • Better Pet Support
  • Missing BGs, missing Arenas

Features open to discussion

  • Hooks for Scripting Library for spells (see #80 )
  • Stop shipping VS files and only use CMake files (see #69 )
  • Switch from ACE to boost

Points that can be discussed

Of course, things that are important and are missing here
Maybe we want to add User who show serious development interest to the topics they work with, maybe add links to development threads - which opinions do you have.

This issue is NOT to complain about missing spells, or crying about a single class and similar, for such things form proper bug report for every single bug in the appropriate forum

Apply area aura friendly doesn't work properly

Created by @xfurry on 2012-11-02 10:19:07


Hi,

I encountered an issue while working on the Illidan scrip. Here are some details:

In phase 2 he sumons 2 blades (npc entry 22996), and each blade summons a flame (npc entry 22997).
Each blade casts an area aura 41997, which should apply a dummy aura on each friendly creature in the radius. The dummy aura should work as a range checker for the flames. If the flame gets out of range it casts spell 39869.

The problem is that the area aura doesn't work properly, and is not applyed on the friendly creature.

Of course, that this can implemented by a workaround in script, and I can do a manual range check, but I believe that using the dummy area aura would be look better.

Database integrity

Created by @Schmoozerd on 2012-09-07 03:33:04


Hi guys,

some time ago while discussing ways to improve the integrity of the database crackm suggested that we use dark DB powers to get things improved.

A very natural concept would be:
http://dev.mysql.com/doc/refman/5.6/en/ansi-diff-foreign-keys.html

However there are some problems:
In the moment foreign keys are not supported by MyISAM engine which mangos uses by default.

Personally i don't think that using MyISAM for the world database is important for the performance, but it is possible that this should not be changed.

In this case it would be interesting to provide foreign keys at least as an additional concept especially for DB-providers who need to take care of integrity.

Example where this could be usefull:
Trying to delete a creature by GUID if the creature still has waypoints (by guid).
Such things could be caught and throw errors as expected

But there might be other and superior ideas to get better data integrity to the mangos databases :)

NPC on Transports

Created by @ghost on 2012-08-26 11:37:58


Well, I think there is no real development topic yet

Some history into the patches: http://getmangos.com/community/viewtopic.php?id=12913

A few short known facts:

  • Most transports work with an assigned "internal" map - so spawning can be done by DB providers easily and directly onto these maps.
  • These maps are assigned to entities (I think GOs)
  • Doing things onto these transports is done in local coords client-side.
    (local coords means relative to the position of the object holding the transport(map)
  • All local actions always are marked with an additional transport guid.

Problem is that things on transports can interact with things not on transports.
Hence I strongly think we must not use the internal map at all, but only take this as way to spawn (ofc with local positions)

Also as there can be interaction between npc on transport and npc on normal map, I think we should convert all coordinates into global coordinates, as otherwise we will go mad.
Example: Assume mob1 and mob2 would be on two different transports (say A and B), if we would store the local position for mobs the distance between mob1 and mob2 would be:
distance (mob1, mob2) == distace( calculateGlobalPosition(mob1, A), calculateGlobalPosition(mob2, B) ).
Similar calculations would have to be made for most functions that have anything to do with positioning (spell-filling, spell-range and so on)

However if we basicly always use a global reference system, we get issues with LoS checks, mmap paths and so on, as they should take the local representation into account mostly.
What I mean that a LoS check should realize that it is supposed to check between two local positions, and then use the local map for checking (no idea yet how to do this relatively neatly for the hard case:
Cast from transport onto land and vice-versa

That is a very difficult desicion what is better approach (use local coords mainly, or use global coords mainly).

I personally think we should use global coords always, because positioning, range checks and similar are of higher priority than LoS checks and similar.

So actually my implementation idea is to use a CoordsTranslaterClass for every transport, that stores the local positions for each passenger and has the ability to update the global positions for all passengers when required.
Note: to the client we must send the local coords in most cases, but as they are stored such a calculation should be relatively neat.

This approach will require that we do calculate every input position from the client we get into global positions before processing (like when a spell is cast),
and also recalculate every global position on a transport we send to the client to local positions.

This is a draft for a possible HelperClass to store the local coords and help translating: http://paste2.org/p/2076721
Main idea: any transporter includes such a helper class, that stores the required local information

Warlock Talent: Improved Health Funnel

Created by @tarwyn on 2012-10-05 07:05:03


As far as I can tell, this talent simply does not apply its effects.

Health Funnel continues to transfer health to the pet at a 1:1 ratio, even though this talent should turn it to 0.9:1.1 at 1 point and 0.8:1.2 at 2 points.

Theoretically, with 2 points in the talent, if the base calculation would result in 100 health loss to the player and 100 health gain to the player's pet, the talent should turn it into 80 health loss to the player and 120 health gain to the player's pet.

I was not able to verify the damage reduction part (30% during health funnel channelling), but I am pretty sure it doesn't work either, as I have not noticed any reduction in incoming damage.

[Request] Account Force Permissions

Created by @ghost on 2013-01-15 08:48:26
Closed on 2013-01-15 11:51:55


Well we need this feature, I saw it in mangosr2 and trinitycore, and would be nice to have.
It's purpose is to give a certain user permission to:

  • if you have a test realm, and it's closed, you can give a persson permission on that realm ONLY with any gmlevel, on same account without being afraid that if you give him level 3 gm on that realm, on main realm he will be a gm as well.
  • it is good for multirealms

Respect

[Item] Bobbing Apple

Created by @ghost on 2012-10-28 08:34:12


This item doesn't work at all... it doesn't give any stats increase... as I know it should give you 25% (I think base stats) increase

Patches that could be worked on

Created by @ghost on 2012-08-26 10:55:15


Hi guys,

this is a list of patches that could be contributed in a neat way: They should be relatively easy, touch not too many parts of the code and relay into relatively clear parts of the code.

Maybe someone want's to pic up some as challenge and to get some feeling into mangos code!

If you need help related to any of these suggestions, just drop by in IRC on irc.rizon.net channel #cmangos

There is no need to address issues here in any order - pick any you consider challenging!

1) Conditions system: Remove old system Done in [12184]

2) Conditions system: Expand for non-player conditions Done In [12304] to [12308]

3) CreatureAI - Move CombatMovement from SD2 or EventAi to CreatureAi Done in [12314]

5) Some Bug Reports and fix drafts
Well this requires testing before vs after, maybe some problem analysis and some thoughts about.

If you want to test a bug you must test:

  • What does not (in which way) work before the patch. This will give you some feeling for the problems
  • What changes the patch (and why!) - Actually the why part is the important part, because this is the understanding of the problem and a solution
  • What might destroy the patch -- Well this is the most difficult, depending on the patch - which possible negative sideeffects might be there?

7) Not Moving Mobs Attack behaviour
Normal NPCs that are routet should attack enemies in range, and not the tank if the tank is too far away.
This is a rather generic behaviour, but there are a few not too easy parts
Examples: a normal melee mob will attack enemies in range if rooted, a caster mob will continue fireballing his enemy, as will a hunter (if no enemy is in range)

Main Difficulty: Which mobs should under which circumstances prefer melee targets???

Touches: Unit::SelectHostileTarget and Unit::IsSecondChoiceTarget
Actually most of the required implementional interface for this is already in place, so basicly all cools down for a neat wrapper to define this behaviour. Maybe CreatureAI is a good place, maybe Creature is good enough
Here are some old code snippets related to SelectHostileTarget and prefering Melee - much of this patch is already included in master, but maybe some parts give an inspiration :) http://paste2.org/p/2078785

8) Expanding item_convert functionality
Main commit: d375d7d0e47969d093c4f3f65eea741cdc73290
In the moment item_convert is only used for BOA items, and i think it would be nice to use this for normal ally/horde items as well
With a possible main goal could be the loot system, to allow writing loot-tables that contain as example only the alliance item, but horde players can loot this item as well, but get the converted (horde) item displayed and looted.
This should make things easier for DB-providers, prevent some unwanted effects with mixed groups and items with conditions (the TEAM condition would be required only in rare cases).
And also simplify other places as well.

9) Converting "custom" table loading to generic SQLStorage Systems
As with commit [12190] is must be possible to load most tables with the generic SQLStorages:

  • SQLStorage for a table that is pretty much filled
  • SQLHashStorage for a table that is not too small, and contains relatively view entries (SELECT MAX(key), COUNT(key) FROM table; -- "key" is normally entry, guid, id or such
  • SQLMultiStorage for a table that contains no unique-field key (like gossip tables maybe)

Advantages:

  • Cleaning and optimizing code in mangos
  • Getting along different data structures and tables, which is always good

Example commit: cmangos/mangos-wotlk@1cd91c6

10) Save and use a Pool-respawn time
In the moment the pool system does not safe any respawn-time to the database.
As result of this, all pools are fully spawned on server-start.

It would be nice to store respawn-times in the (characters) db, and reuse them on server-start to get better results.

11) Add EncounterState functionality to tbc/classic
See replies in http://www.scriptdev2.com/project.php?issueid=1607

12) Update documentation to markdown (or another well readable supported format)
_12a) Update doc/EventAI.txt file_
_12b) Update doc/script_commands.txt file_
_12c) Update other remaining text-files, maybe incorporate into our wiki_

Question about achievement-criteria start up errors.

Created by @Rog360 on 2013-01-10 06:00:59
Closed on 2013-01-18 07:30:56


User asked me about the following errors. So I thought I'd ask here.
Are these just not implemented? or Are these db errors that can be fixed?
2012-12-31 13:14:44 Removed achievement-criteria 10784, because referred achievement does not exist.

Same as above with these entries-
(10785,10786,10787,10788,10789,10790,10791,10792,10793,10794,10795,10796,10797,10798,10799,10800,10801,10802,10803,10804,10805,10806,10807,10808,10809,10810,10811,10812,10813,10814,10815,10816,10817,10818,10819,11320,11321,11322,11323,11324,11325,11326,11327,11328,11329,11882,12199,12200,12201,12202,12203,12204,12205,12206,12207,12208,12209,12210,12211,12212,12213,12214,12215,12216,12217,12218,12219,12220,12221,12222,12223,12224,12225,12226,12227,12519,12618,12619,12620,12621,12622,12623,12624,12625,12626,12627,12628,12629,12630,12631,12632,12633,12634,12635,12636,13139,13140,13141,13142,13143,13144,13145,13146,13147,13148,13149,13150,13151,13152,13153,13154,13155,13156,13157,13158,13159,13160,13161,13162,13185,13186,13187,13188,13189,13190,13191,13192,13193,13194,13195,13196,13197,13198,13199,13200,13201,13202,13203,13204,13205,13206,13207,13208,13209,13210,13211,13212,13213,13214,13215,13216,13217,13218,13219,13220,13221,13222,13223,13224,13225,13226,13227,13228,13229,13230,13395,13397,13398,13399,13400,13401,13402,13403,13404,13405,13406,13407,13408,13409,13410,13411,13412,13413,13414,13415,13416,13417,13418,13419,13420,13422,13423,13424,13425,13426)

I tried adding them to db and get this error.
2013-01-01 02:16:50 Removed achievement-criteria 10784, because referred achievement does not exist
2013-01-01 02:16:50 ERROR:Table achievement_criteria_requirement.criteria_id 10784 does not exist, ignoring.

Thanks for your knowledge and work... :)

Compile error on linux

Created by @blueboy on 2012-10-29 01:59:46
Closed on 2012-11-17 04:19:00


Compile issue on linux. I'm using C/Cxx GNU 4.7.1

Error:

/mangos/dep/include/g3dlite/G3D/GMutex.h: In member function bool G3D::Spinlock::lock():
/mangos/dep/include/g3dlite/G3D/GMutex.h:51:25: error: usleep was not declared in this scope
compilation terminated due to -Wfatal-errors.

Solution:

Missing header file in GMutex.h. Need to include

include <unistd.h>

@edit: I see that this issue was fixed for MaNGOS zero & one, about four months ago

https://github.com/mangos-zero/server/commit/132cc18524dc0561a429be0313700b16029808f1

Hope this helps

Vmaps and Maps Not working

Created by @Doxramos on 2012-12-03 06:15:38
Closed on 2012-12-04 06:40:49


I keep getting the error that I have the wrong map files and vmap files. I've used the extractor binary included. I've attempted to compile the map extractors manually however vmap_assembler is giving me an error regarding an undefined reference to the G3D Filesystem. dep/libmpq has been compiled. I'm attempting it now using the extract resources shell but it does not look promising so far. I'm using Build 12340 and the Master branch of CMangos and ScriptDev Version from git://github.com/scriptdev2/scriptdev2.git master branch. Not sure what the issue is going here, but I'll keep trying and hopefully someone knows what the issue is.

[Opinion] Managing cmangos and scriptdev2

Created by @ghost on 2013-01-10 12:50:24
Closed on 2013-01-18 07:31:35


Wouldn't it be much easier to have a single repo for each mangos expansion in part?
cmangos with scriptdev2 and acid and all other repos the same example...

in this way we would have only one repo for each and not 6-7-8 repos...
Plus why not implement scriptdev2 as a part of cmangos? it's the same team, same goal.

Respect

VehicleAI behavior

Created by @xfurry on 2012-11-26 10:31:42


Hi,

I'm opening this in order to gather information and have a better understanding of how the vehicleAI should behave.

First I think that we should agree on the following facts:

  • Vehicles do not have own combat movement - they do not chase target on their own
  • vehicles don't automatically attack, on LoS or when attacked.
  • vehicles don't do melee damage
  • vehicles can be set in combat only if controller is set in combat

We have 2 main cases:

  1. Player controlled vehicles
  2. Creature controlled vehicles.
  3. For player controlled vehicles, player should do all the movement.
    When player is not in control seat, then the vehicle should do it's own movement - mostly for transport vehicles.
  4. For creature controlled vehicles, the movement should be done by the vehicle (random, waypoint or scripted movement)
    When master enters combat and master is in control seat, vehicle should inherit combat movement from master. So if the master can chase the target, the vehicle should be able to do so.

All these behaviors should be overridden by SD2 or eventAI scripts. Therefor I suggest that we add a SD2 base class for ScriptedVehicleAI (similar to ScriptedPetAI) which should allow us to use a standard vehicle behavior for special cases (mostly when the scripted vehicle can be controlled by player or other creature).

Please let me know what do you think about this, or if there are any mistakes in my documentation.

Call Pet & Pet Behavior

Created by @ghost on 2012-12-11 09:14:20


If you pet dies, after he despawn or you are very far away from your pet's corpe, use the "Call Pet" spell and your pet will come back near you with 1 hp alive....

Normally the pet should summon near you dead...

I play on wow4you server

[Question] Riding Skill

Created by @ghost on 2013-01-06 08:07:00
Closed on 2013-01-06 11:50:46


Shouldn't Riding skill rise as all others proffesions? if yes?

is it possible to implement?

I never saw this feature implement on any private server... and I am waiting it on wow4you too...also on cmangos master

Respect

[New Feature] New condition event based on day/night

Created by @ghost on 2013-01-13 11:00:52
Closed on 2013-01-14 09:40:05


As I reported back on udb forum, we need an extension to condition system or something else for this:

A npc can only emote and have waypoints on night (quest in The Barrens)

Respect

Mage talent: fingers of frost

Created by @ike3 on 2012-09-01 06:10:35


Fingers of frost procs at every chill effect ignoring 15% chance value.

The spell ids (3 ranks):
44543
44544
44545

Movement Script command run don't work.

Created by @cyberium on 2012-09-17 10:21:07
Closed on 2012-10-29 07:06:01


Problem
All creature with scripted movement run keep walking.
Ex, 2 childs Donna and William in Stormwind.

Cause:
ScriptMgr only call creature->SetWalk(false); to set run mode.
Flag is correctly set but overrided due to waypoint system.

Testing stuff
First proposal patch https://gist.github.com/3748733

Thank to X-Savior for pointing.

Rare mobs experience gain

Created by @ghost on 2012-11-21 09:28:20
Closed on 2012-11-22 12:45:14


I noticed that on official, when you kill a rare mob, you receive A LOT more experience than other mobs, even if those mobs are same level

Items summons 2 different NPCs

Created by @Rog360 on 2012-09-13 05:15:01


Figured I post this here instead of on mangos. This pertains to 2 different items [6913 & 6928] These are the items that spawn the voidwalker & succubus. Problem is on 1st use of these items they spawn the correct npc & a Stormwind guard [c68]. But, only happens on first use of item. On 2nd use they spawn only the correct npc. I checked the event scripts and they only have the correct npc. Thanks for your work... :)

respawntime of mobs (LoadCreatureRespawnTimes)

Created by @overy on 2013-01-17 03:28:07
Closed on 2013-01-18 07:55:42


Hi there are problem with load respawntime of mobs (for example world bosses). if you look to LoadCreatureRespawnTimes you can see
"FROM creature_respawn LEFT JOIN instance"
but world mobs have no record in table instance. So the values MapId difficulty is NULL.

for example from TBC:
Kazzak have spawn mapID = 530, but this select only give mapId=NULL

if (mapId != data->mapid)
continue;

NULL(0) != 530 so continue ...

That mean this respawnt time can't be loaded from DB.

Player's being changed must be reset for everyone logged in.

Created by @Lillecarl on 2013-01-18 02:41:47


Each time a player changed race/name they must be cleared in all logged in clients ram with "SMSG_INVALIDATE_PLAYER"

[15:17:01] Oh also! I discovered something in my brain, the SMSG_INVALIDATE_PLAYER is to be sent to all logged in clients when someone makes a name / race change!

[15:27:44] and this should be sent for every name/race/faction change and customization if the character's name is changed

I'm unsure of the most efficient way to do this, but it's clear that this should be done.

Taiming Rod Bug

Created by @ghost on 2012-12-09 09:30:22


Playing a hunter on wow4you server I noticed a little bug.

  1. Get the lvl 10 hunter quest for pet
  2. Go to the first animal to tame, or second or thing and so on...
  3. use the Taming Rod...
  4. Don't let the chanell to finish, and activate and aspect (In my case Monkey)

Voila the channel is interrupted and you have an instant pet tamed.

Respect

P.S. I will try the same thing with the hunter spell, after I finish my 3 quest chain. and report if there is a bug with Tame Beast spell.

Mob running away even if it is rooted

Created by @ike3 on 2012-09-01 06:17:34
Closed on 2012-10-20 10:00:22


Steps to reproduce:

  1. Damage a mob to 30% its health
  2. Root it in place (i.e. cast a frost nova)
  3. Damage it more so it start fleeing

It runs away while frost nova still applied (should stay in place or nova should break)

CMangos server crash when going to some WotLK zones...

Created by @jududdar on 2012-11-18 11:53:18
Closed on 2012-11-19 01:53:09


Greetings! Experiencing an issue with newer revisions of CMangos on Windows. Server information below:

Windows Server 2003 SP2 and Windows 7 x64 SP1 (compiled using VS2008 SP1 and VS2010 SP1)
Have done upgrades from 12224, and tried clean installations
Mangos 12270 (have compiled revisions all the way from 12260 to 12270, issue persists)
UDB 0.12.2 (405)
SD2 2751
ACID 3.10

I am currently running 12224 on my server, no issues whatsoever. Have been wanting to upgrade, but every time I do, the server crashes upon entering at least Dalaran and Icecrown. I can go anywhere in Vanilla and Burning Crusade, and can at least go to Borean Tundra, Howling Fjord, and Dragonblight in WotLK. The only odd line in Server.log when this happens is:

ERROR:SESSION: received not allowed opcode CMSG_LFG_GET_STATUS (0x0296)

Also, here is the text file from the crash dump: http://pastebin.com/Kcexei2K

I've re-extracted dbcs, vmaps, mmaps, etc. Have also disabled everything I can disable, including AHBot, all portions I can of vmaps and mmaps, and SD2. Will provide any other information needed.

Thanks.

Starting like a daemon

Created by @valcriss on 2013-01-06 10:34:40


starting realmd like a daemon works like a charm, but mangosd not not start, it dont say anything but it just dont start ? do i miss something ?

[Suggestion] About creatures falling underground

Created by @ghost on 2013-01-01 10:42:13


Doing some research this days I found a bug...
Some creatures do not have correct x,y,x and fall under the map

Is is possible to implement a sort of system like for player case, this time for creatures, that check the ground level of map, minimum for each point of it where a certain creature is spawned and if the x,y,z from database doesn't correspund with the minimum of the ground level, server to move the creature upper.

Also would be nice to have the option from the server to write down an sql file with the move that the server have done so we can move it after to the proper location.

Respect

Into the Realm of Shadows

Created by @csqcxq on 2012-12-22 07:46:44


when i kill the Dark Rider of Acherus,Acherus Deathcharger can't ride
win7 x64
cmangos 12319
scriptdev2 2780
DB: YTDB_0.14.6_R632_MaNGOS_R12289_SD2_R2767_ACID_R310_RuDB_R56

and server.log has erro follow

mangosd process priority class set to HIGH

GameEvent 72 "Stormwind City - Stockades Jail Break" started.
ERROR:SESSION: received not allowed opcode CMSG_LFG_GET_STATUS (0x0296)
ERROR:MoveSplineInitArgs::Validate: expression 'velocity > 0.f' failed for Creature (Entry: 29102 Guid: 89393)
GameEvent 33 "Leader of Jin'Alai, Gawanil" removed.
GameEvent 39 "Leader of Jin'Alai, Chulo" started.
GameEvent 71 "World's End Tavern - L70ETC Concert" started.
ERROR:MoveSplineInitArgs::Validate: expression 'velocity > 0.f' failed for Creature (Entry: 29103 Guid: 89361)
ERROR:MoveSplineInitArgs::Validate: expression 'velocity > 0.f' failed for Creature (Entry: 29103 Guid: 89364)
ERROR:MoveSplineInitArgs::Validate: expression 'velocity > 0.f' failed for Creature (Entry: 29103 Guid: 89364)
GameEvent 71 "World's End Tavern - L70ETC Concert" removed.
ERROR:MoveSplineInitArgs::Validate: expression 'velocity > 0.f' failed for Creature (Entry: 29102 Guid: 89409)
Halting process...

[Bug] Creature Warlock Pets

Created by @ghost on 2012-12-24 01:49:48


Whenever I kill a warlock that have a pet summoned, the pet remains alive after the warlock dies.

For example: Voidwalker minion or Burning Blade Apprentice ID: 3198

Hunter Autoshoot

Created by @ghost on 2012-12-11 09:46:01


Sometimes when you cast a spell first on an enemy and that spell is before the autoshoot, characters stop to autoshoot until u reset that manually

Mage talent: brain freeze and spell mana cost

Created by @ike3 on 2012-09-01 06:09:30


After brain freeze procs some spells became very costly in mana, such as Arcane intellect, Ice Barrier, etc. I.e. at level 57 Arcane Intellect costs 319 Mana but after brain freeze proc it becames 3454 mana.

Lich king Falls into ground

Created by @SADraco on 2012-09-15 09:21:03
Closed on 2012-09-17 04:51:18


i have come to a huge bug

First its final boss in icecrown - yes the big daddy Lich king himself

the encounter has to start with Therion but when you click on him to start nothing happens then when you just run to attack Lich King himself he just fall into the ground now we have treid verious solutions and none moving him to difrent locations but still nothing he just falls into the ground - looks like a core problim.

Can you please have a look at this.

Dynamic vmaps for TBC

Created by @xfurry on 2012-11-14 12:36:51
Closed on 2013-01-13 08:47:31


Hi,

I know this is not the right place to put this, but I can't find any better one.

I am trying to backport the recent Vmap changes to the TBC core. So far everything works fine, but I got a few issues,

  1. The vmap assembler crashes for some reason, and I couldn't find out why. However I can use the 335 assembler in order to finalize the vmaps extractions
  2. The liquid maps require some updates, because the DBC values don't match the 335 version. So far I managed to make the outdoor water work fine, including the water which has environmental spells (see the Hyjal Summit lake, located beneath the tree).
    However the magma and slime types are not working as they should, I suppose it's happening because they are not extracted right.

I will share the patch here, maybe some experienced developer has more ideas of how to fix these issues.
Patch: http://paste2.org/p/2476871
Liquid DBC: http://pastehtml.com/view/ciboo7w7u.html

Here is the part I can't understand and fix. Hopefully someone can put some light on this:

// Get from MCLQ chunk (old)
+    for (int i = 0; i < ADT_CELLS_PER_GRID; i++)
+    {
+        for (int j = 0; j < ADT_CELLS_PER_GRID; j++)
+        {
+            adt_MCNK* cell = cells->getMCNK(i, j);
+            if (!cell)
+                continue;
+
+            adt_MCLQ* liquid = cell->getMCLQ();
+            int count = 0;
+            if (!liquid || cell->sizeMCLQ <= 8)
+                continue;
+
+            for (int y = 0; y < ADT_CELL_SIZE; y++)
+            {
+                int cy = i * ADT_CELL_SIZE + y;
+                for (int x = 0; x < ADT_CELL_SIZE; x++)
+                {
+                    int cx = j * ADT_CELL_SIZE + x;
+                    if (liquid->flags[y][x] != 0x0F)
+                    {
+                        liquid_show[cy][cx] = true;
+                        if (liquid->flags[y][x] & (1 << 7))
+                            liquid_flags[i][j] |= MAP_LIQUID_TYPE_DARK_WATER;
+                        ++count;
+                    }
+                }
+            }
+
+            uint32 c_flag = cell->flags;
+            if (c_flag & (1 << 2))
+            {
+                liquid_entry[i][j] = 1;
+                liquid_flags[i][j] |= MAP_LIQUID_TYPE_WATER;            // water
+            }
+            if (c_flag & (1 << 3))
+            {
+                liquid_entry[i][j] = 2;
+                liquid_flags[i][j] |= MAP_LIQUID_TYPE_OCEAN;            // ocean
+            }
+            if (c_flag & (1 << 4))
+            {
+                liquid_entry[i][j] = 3;
+                liquid_flags[i][j] |= MAP_LIQUID_TYPE_MAGMA;            // magma/slime
+            }
+
+            if (!count && liquid_flags[i][j])
+                fprintf(stderr, "Wrong liquid detect in MCLQ chunk");
+
+            for (int y = 0; y <= ADT_CELL_SIZE; y++)
+            {
+                int cy = i * ADT_CELL_SIZE + y;
+                for (int x = 0; x <= ADT_CELL_SIZE; x++)
+                {
+                    int cx = j * ADT_CELL_SIZE + x;
+                    liquid_height[cy][cx] = liquid->liquid[y][x].height;
+                }
+            }
+        }
+    }
// according to WoW.Dev Wiki:
+        uint32 liquidEntry;
+        if (rootWMO->liquidType & 4)
+            liquidEntry = liquidType;
+        else if (liquidType == 15)
+            liquidEntry = 0;
+        else
+            liquidEntry = liquidType + 1;
+
+        if (!liquidEntry)
+        {
+            int v1; // edx@1
+            int v2; // eax@1
+
+            v1 = hlq->xtiles * hlq->ytiles;
+            v2 = 0;
+            if (v1 > 0)
+            {
+                while ((LiquBytes[v2] & 0xF) == 15)
+                {
+                    ++v2;
+                    if (v2 >= v1)
+                        break;
+                }
+
+                if (v2 < v1 && (LiquBytes[v2] & 0xF) != 15)
+                    liquidEntry = (LiquBytes[v2] & 0xF) + 1;
+            }
+        }
+
+        if (liquidEntry && liquidEntry < 21)
+        {
+            switch (((uint8)liquidEntry - 1) & 3)
+            {
+                case 0:
+                    liquidEntry = ((mogpFlags & 0x80000) != 0) + 13;
+                    break;
+                case 1:
+                    liquidEntry = 14;
+                    break;
+                case 2:
+                    liquidEntry = 19;
+                    break;
+                case 3:
+                    liquidEntry = 20;
+                    break;
+                default:
+                    break;
+            }
+        }
+
+        hlq->type = liquidEntry;

Thanks

MoveSplineInitArgs Client Freeze

Created by @Rog360 on 2012-10-15 02:39:15
Closed on 2012-11-09 05:18:44


I'm having a problem with freezing client on multi-able PCs. Happens every time I try to fly to or from ebonhold using skeletal gryphon. Anyone else having this problem? Tried with mmaps and vmaps off still same result.

ERROR:MoveSplineInitArgs::Validate: expression 'path.size() > 1' failed
ERROR:MoveSpline::init_spline: zero length spline, wrong input data?

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