mangosarchives / mangos-one-server-old Goto Github PK
View Code? Open in Web Editor NEWThis repo has been moved to https://githubs.com/mangosone/server
Home Page: http://getmangos.eu/
License: GNU General Public License v2.0
This repo has been moved to https://githubs.com/mangosone/server
Home Page: http://getmangos.eu/
License: GNU General Public License v2.0
I don't know where the main website or forums is for mangos-one. but I have run into a major problem... I cannot get any gossip_scripts to work. They just don't show up on the npc. I even downloaded that jukebox script thingy, imported it and nothing. the npt_text comes up just fine. here is one of my scripts, if this helps any...
This is supposed to give an option to "help" and it spawns a small child. the option never shows up on the npc, and I cannot figure out why. This might be core related, which is why I posted the issue here.
Hi,
I compiled the lastest rev of MaNGOS One, i compiled it under Debian x64 OS and i get these error :
In file included from /opt/test/server/src/game/HostileRefManager.cpp:23:
/opt/test/server/src/game/SpellMgr.h: In function 'bool IsAuraAddedBySpell(uint32, uint32)':
/opt/test/server/src/game/SpellMgr.h:495: error: 'sSpellStore' was not declared in this scope
/opt/test/server/src/game/SpellMgr.h: In member function 'ClassFamilyMask SpellMgr::GetSpellAffectMask(uint32, SpellEffectIndex) const':
/opt/test/server/src/game/SpellMgr.h:814: error: 'sSpellStore' was not declared in this scope
make[2]: *** [src/game/CMakeFiles/game.dir/HostileRefManager.cpp.o] Erreur 1
make[2]: *** Attente des tâches non terminées....
[ 75%] Built target mangosscript
make[1]: *** [src/game/CMakeFiles/game.dir/all] Erreur 2
make: *** [all] Erreur 2
Thanks
as the title... mobs when pulled sometimes run too far when pull. They coming behind you, like young wolf at human start arena.
If you try to use an explosive sheep (Item #4384, Not sure what spell it is though) made through engineering it will fail to function properly.
The sheep will get summoned as your guardian but it will not find the nearest target and attack it. It simply follows you around.
The sheep is also supposed to last for three minutes and then disappear but it will last indefinitely. You have to log out and back in to remove the sheep.
When the heroic instances reset, the players that are inside a heroic instance do not get properly ported out and the server crashes on this. I can give a crashlog if needed, but I do not want to pollute this post.
Basically they do not get the "you will be teleported to your homebind" message, up until the hour that the reset happens and then boom. Server crashes.
Thanks for looking into this,
Atari
I came to believe that SMSG_GAMEOBJECT_QUERY_RESPONSE does not have the gameobject size field in 2.4.3 .
This info is based on many 2.4.1 sniffs so I am pretty sure but not 100% sure. OregonCore and TrinityCore1 also dont have that field.
It was added in http://mangos.svn.sourceforge.net/viewvc/mangos/trunk/src/game/QueryHandler.cpp?r1=6662&r2=6748 . Mangos zero also had that field but correctly removed in later.
Would be nice if someone has more info on that
Commit s1298 is wrong in mangos one. Triggering the GCD was no feature in TBC.
Currently players get spell crit rating from gear which adds melee crit rating.
I think this is related to a missed backport from master, in 3.0.1 if i'm not mistaken the spell and melee crit rating got unified into a single crit rating stat.
Method to Reproduce: Get some decent melee gear on a warrior, rogue, shaman,etc and check the spell crit rating for the character.
It's really gamebreaking cause it affects the hybrid classes the most, enhancement shamans especially get insane amount of crit for their spells.
Sometimes players are able to cast spell at already dead units, right after kill sometimes you start castng another spell.
fixed problem with casting spell at already dead target.
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index da04012..9e256e4 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -812,6 +812,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa if (BattleGround *bg = player_tap->GetBattleGround()) bg->HandleKillUnit((Creature*)pVictim, player_tap); } + CombatStop(true); } else // if (health <= damage) {
Well, the title describes it all, the bindings folder are not in the cmakelists.txt, which result in "new people" wont be able to get scriptdev2 to work (since it patches the Cmakelists.txt inside the bindings folder only)
I do not know how to make a patch, but there aint really a hard fix (doh) so anyone with push access to the one repo could probably fix this =)
Priest's Mass Dispel do not remove enemy's buff, but Dispel Magic removes.
Player can remove paladine's Divine Shield using Dispel Magic.
mangos for WoW 3.3.5a recently received a spline movement subsystem.
The goal of this is to backport the spline movement subsystem into the mangos-zero core, removing all the road bumps we may (or may not) hit while doing so, and adapting the system to differences between WoW client 1.12 and client 3.3.5a (of which there are quite a few).
Devastate on hit don't apply Sunder Armor, just refresh it.
https://gitorious.org/atlantiscore/atlantiscore/commit/560ce730203d74aebba9b97e5c9f8300cd993512 - here is fix.
You can also remove hack fix on mangos WOTLK:
if (!sunder || sunder->GetStackAmount() < sunder->GetSpellProto()->StackAmount)
m_caster->CastSpell(unitTarget, 58567, true);
It just cast the last rank of sunder armor & don't even matter have player the last rank of that spell or not.
You should start diving up when pressing space in water, but you just jump once.
I think it is problem with swimming flag.
Building mangos-one with CMake has been stable for a while, and produces working builds on several platforms.
As always there is room for improvement!
CMake has been making quite a few bigger steps with the last releases of the 2.8 series, especially with version 2.8.5 allowing for proper builds with both the free editions of Visual C++ and the professional editions.
Also of interest is the support for the clang C/C++ frontend for LLVM, which provides another compiler suite on which *mangos-one can be built.
Other improvements e.g. include support for resources using MinGW.
With all those improvements in mind, CMake version 2.8.5 should become the minimum requirement.
mangos-one should be configurable using CMake on at least these operating systems:
mangos-one should be compilable using these compilers:
In addition the CMake build definition should use native CMake modules where possible, and the custom extensions should be updated to follow identical coding conventions like CMakes' native modules.
This also includes using CMakes' builtin scripting functions to detect git support and get the current git revision, or to create the version / revision file using CMake instead of an executable being built.
When player swishes warrioir stances all skills from hot bar disappear
i noticed - as some other people too - that mangos crashs when shut down.
crashlog by dbg: http://paste2.org/p/1701449
Your enemies are supposed to lose target on you after casting feign death.
Does not work at'll.
This bug applies mainly to mages. Since their Water Elemental freeze is triggered, which makes you able to cast it as long as you can target with your mouse.
I can also note that https://github.com/lovelol/server/commit/dfb3a3246753bb94a437faf7e17f3b2cf1980aa8 Works properly as far as i have tested
Unable to use pet spells when the pet is on "auto attack"
Won't let me post this in the scriptdev2 repo so I'll put it here.
When trying to compile scriptdev2 for mangos-one in VC2010 i get the following error.
1>------ Build started: Project: ScriptDev2, Configuration: Release Win32 ------
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(299,5): warning MSB8004: Output Directory does not end with a trailing slash. This build instance will add the slash as it is required to allow proper evaluation of the Output Directory.
1> The system cannot find the path specified.
1> Extracting revision
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error MSB6006: "cmd.exe" exited with code 3.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
The only thing i changed was the build path as it was trying to compile in C:\Users\bin\win32_release which gave me an access denied error.
Can be deleted.
Movement maps by faramir118 have reached a stage where they should be integrated into the core, to provide for a broader spectrum of people using, and testing the system.
The goal of this is to integrate a clean, usable version of movement maps into the mangos-oneo core, removing all the road bumps we may (or may not) hit while doing so.
Possible forgotten stuff:
https://github.com/mangos/server/commit/aa65a175298693499202429368514814d2a45d17 (for tbc spells)
https://github.com/mangos/server/commit/0390d28e3e17e3e9a6fc877c7ca4162fd413d756
Laise's recent spell changes:
https://github.com/mangos/server/commit/e7da1b0c9b065fb3e28d8792839b882c97799ea1
https://github.com/mangos/server/commit/76f8a24fa18600364479354b2c15b5f051ff9666
https://github.com/mangos/server/commit/dbcf0f3fc2932b4bf9d5df33987befef753c679b
https://github.com/mangos/server/commit/0cd64d0bae6272ea65e61b3662b1ceb986feb82c
https://github.com/mangos/server/commit/ce04030906d8af51bad6295f38ef1d1648af0266
https://github.com/mangos/server/commit/7027f52c35dba53075493adc84fcea4f415a0843
https://github.com/mangos/server/commit/f683e3cb007a678cb537b3d3d09d29ab32321e99
https://github.com/mangos/server/commit/0ca23d519518a328555b828150c3b6637b2fd995
https://github.com/mangos/server/commit/bf7744be754ea49e90dd8cd767c933f89b2f8014
https://github.com/mangos/server/commit/ad46ddcf239a2dd92d52c56275f7cabd94cd7f53
https://github.com/mangos/server/commit/a725f83946c7833e1e33015324a5c9e69b2f6bf1
https://github.com/mangos/server/commit/218a7d7d6ae180f6a6b1256e482061973ef3d188
https://github.com/mangos/server/commit/8496f6dadf947dfcae9571a25c41844745c0ab1b
The first commit is actually the most problematic because it causes a conflict with https://github.com/mangos-one/server/commit/a15c62a9b63e19b8b4a066034f2864c99fe8a5c9 - after that it should be easy though
TOM_RUS's SMSG_CAST_FAILED updates:
https://github.com/mangos/server/commit/8125239fcd643525f0997090c73ee4ef6067af3d
Older stuff noted by Vladimir:
!+2f3c20ec14d386f1b784ef26fe6e76ba8ea03ac5 [8776] proper arena rating calculation
!+ca88fc52a7e17148a91532cbbfd9ea55b41bc5a6 [8780] fixed typos with arenarating
Need before for normal way move moveinfo to Unit, so manually recreate muster way work with movement info for creatures
!+5eec80f67ff310aa9b8004da175b6bdb05d2f0cd [8880] Some adjustments/additions for updateflag_living and flying creatures
!+60b1c604a656a322aaf702c61c8f180b219c5a3a [9210] Fix visual bug making npc run-in-same-position in client.
* addd8b5ea59a544e0b672a01c0119cc388930581 Movement packets fix.
* 5b0f7a88c180776cb58c76f9a78db0b1e6e11ffd Movement packets cleanup.
* 986e5b76ae8758d8c895edce483c8cb84801c57d Get rid of monster movement flags, since it's really spline flags. Thanks to Ralek for research.
!+404c8534283493c1dc9824343d9d91d1c3572808 [9335] Clarify error log message after rewrite of monster_* to spline_* flags
* 33596e718b20b1302452901408f7de7b9e17e44d How this happened?
* 93b2f8ff3966d7faa9f69cc1a75a58c9790f507c [10620] Fixed MSG_MOVE_HEARTBEAT structure. (need remove creature case)
*+14c9042dedce2f19e73aa7e9f4ab4a694157b513 [10759] Correctly reset mob orientation upon reaching spawn point. Should also improve visualisation of mob orientation on clients
*+17ffb949bfa3cd5dfcef2f77d9ffb3af1de7e31f [11149]*[unit moveinfo] Correct MSG_MOVE_SET_*_SPEED packet structures -> [11156] (need remove creature case)
*+e49699eb025c5a791f322cf5278641cb9e4ca36c [11210]*[unit moveflags] Set moveflags from CMSG_MOVE_SET_CAN_FLY_ACK to proper mover.
*+4c82c86e20c5abba0cdaed187f8951c15dde4f5b [11385] Add support for static vehicle spawns (movebuild part) ->[11386]
*+003c56143cc39b5142cc5fcc27afdf6c56e5e006 [11386] Revert small unexpected change -_-
*+1149a1034ab8c6fe86b2748a707c6dbe410eb2ba [11388] Don't add MOVEFLAG_ROOT in case creature has no moving state
Need per spell check
!+c646ed13fe95da0b0a37a158967a8909c6c0805b [9019] Add/update some hidden threat values for warrior/druid spells.
!+90c01bdcba252f66d73d66d751134a15f9159404 [11036] Update some data in spell_threat, making use of the new parameters
Unclear what do: 0.12 enum different from 3.x version but used numeric values fit to 3.x enums...
!+1265a13f63ff20fa48a90fbf715754b124b3c28a [10031] Replace hard coded quest dialog status value with enum value
Unclear how this must be in 2.x, all my expremeents fail
!+b640a6de05b0c8ca6390b4e36a956ba2eb4f3eb6 [10955] Fixed MSG_PVP_LOG_DATA data prepering.
Unclear how this must be in 2.x, have same structure without real usages
+ f9530a5de076a0b9647e5102658df5c022e83f39 [11554] Add some "tail" data for SMSG_CAST_FAILED and SMSG_PET_CAST_FAILED
@ - not for backup (need recheck for possible apply need with some small chance case)
! - need additional research
* - backported (need recheck for possible reapply need)
@@- not for backport 100% sure
**- backported (not required 100% sure re-apply after early commits backporting)
*+- need reapply in future after some not backported commit
This quest http://www.wowhead.com/quest=10146 works, you get appropriate credit for bombing the gameobject. But when someone else does it, it does not give credit. Until the server reboots or the grid is unloaded.
Probably something with the state of the gameobject not resetting properly?
Greetings,
Atari
Reproduce: go inside SWP, tag the first patrolling mob with a hunter and cast fear on it. Then cast scatter shot, make sure scatter shot expires before fear. The mob will come running towards you but do no melee attacks.
How it should work: melee should be reactivated :)
Tested on mangos-one s1628
Primarily in Warsong Gulch by the Alliance beserker hut, and the small hill at the base of the alliance GY. A mage that casts blink from most angles will fall through the map.
Steps to reproduce: .debug bg, queue for WSG. blink (.cooldown macro) around these area's in warsong gulch
Attempted to enable/disable vmaps, mmaps - same faulty calculation.
Rev 1623
PLAYER_FIELD_LIFETIME_HONORABLE_KILLS is
PLAYER_FIELD_LIFETIME_HONORBALE_KILLS in mangos ^^,
Core rev: 1333
TBCDB 1.0.4
SD2 rev: 2224
Too many opcode error flood in console. ex:
SESSION: received unexpected opcode CMSG_CANCEL_TRADE (0x011C) the player has not logged in yet and not recently logout
Mage's spell Arcane Power is incorrectly handled as a debuff, means the player gets the benefit from it but the icon is shown in the debuff section of the GUI and also makes the buff immune to enemy dispells/spell steals/etc.
Hacky fix:
diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index c2abfd6..86107c4 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -846,6 +846,8 @@ bool IsPositiveEffect(SpellEntry const *spellproto, SpellEffectIndex effIndex)
switch(spellproto->EffectMiscValue[effIndex])
{
case SPELLMOD_COST: // dependent from bas point sign (negative -> positive)
+ if(spellproto->Id == 12042) // Arcane Power
+ break;
if(spellproto->CalculateSimpleValue(effIndex) > 0)
return false;
break;
Tho I'm sure this needs to be handled in a different way/place since a couple of other spells suffer from wrong handling.
Waiting for suggestions.
When mangosd.exe finishes loading an error appears saying "The procedure entry point ?SetHover@Unit@@QAEX_N@Z could not be located in the dynamic link library mangosd.exe".
If I click ok everything seems to run ok just thought I'd point it out!
Shouldn't spell casts be cancelled when a target goes into invis (Stealth, vanish, prows etc)?
Seems like its not working on the realm I'm on atm.
Look at this Video:
http://www.youtube.com/watch?v=-senSyU0bAI&
DBErrors.log:
https://gist.github.com/823261
I have fix realmd related queries and work fine
https://gist.github.com/823286
UNIX_TIMESTAMP() simply replaced by round(date_part('epoch',now()))
If it's a good fix I can make patch for all queries
If you cast a dot within shadowform, then leave shadowform it will keep ticking 15% extra shadow dmg until its over.
If you cast a dot while not in shadowform then enter shadowform, dot will keep ticking as normally if not reapplied.
I want to use playerbot, but I do not know how to achieve.Please help, thank you very much
When using the included vmaps extractors to extract the vmaps opening mangosd.exe gives me this error:
2011-09-24 13:13:39 ERROR:VMap file './vmaps/000.vmtree' is missing or point to wrong version vmap file, redo vmaps with latest vmap_assembler.exe program
2011-09-24 13:13:39 ERROR:Correct .map files not found in path './maps' or *.vmtree/.vmtile files in './vmaps'. Please place *.map and vmap files in appropriate directories or correct the DataDir value in the mangosd.conf file.
the vmaps are in the correct folder and i've double-checked all the configs but they still arent being recognised.....
If you cast a spell with casttime, for example Wrath (Druid), and spam rightclick your target. The spell visible wont be shown.
rev 1614
2012-07-26-13:25 on offy test server
I successfully compiled mangos-zero last year (September 2011) and so I've decided to try my luck with mangos-one. I haven't updated any of my dependencies, so maybe that's my problem. I'm using Mac OS X 10.6.8, gcc 4.2.1 and mysql 5.5.15. I don't know how to check the version of the mangos on git (I cloned it today: July 15, 2012) and I also don't know how to check my ACE version. I'm a complete novice compiler and just created my github account today, so please forgive me if I haven't formatted any of this correctly. Here is my error message:
Heron:build kyle$ sudo make -j2
[ 0%] [ 1%] Built target TBB_Project
Built target genrev
[ 2%] Built target ACE_Project
[ 3%] Built target detour
[ 3%] Built target gsoap
[ 9%] Built target g3dlite
[ 10%] Built target mangosscript_pch_dephelp
[ 11%] Built target framework
[ 11%] Built target revision.h
[ 12%] Built target game_pch_dephelp
[ 12%] Built target pch_Generate_mangosscript
[ 12%] Built target pch_Generate_game
[ 16%] Built target shared
[ 17%] Built target realmd
[ 17%] Building CXX object src/game/CMakeFiles/game.dir/ConfusedMovementGenerator.cpp.o
In file included from /Users/kyle/source/mangos-one/server/src/game/movement/../MoveMapSharedDefines.h:23,
from /Users/kyle/source/mangos-one/server/src/game/movement/../PathFinder.h:22,
from /Users/kyle/source/mangos-one/server/src/game/movement/MoveSplineInit.h:23,
from /Users/kyle/source/mangos-one/server/src/game/ConfusedMovementGenerator.cpp:23:
/Users/kyle/source/mangos-one/server/dep/recastnavigation/../recastnavigation/Detour/Include/DetourNavMesh.h:33: error: conflicting declaration ‘typedef uint64_t uint64’
/Users/kyle/source/mangos-one/server/src/framework/Platform/Define.h:112: error: ‘uint64’ has a previous declaration as ‘typedef ACE_UINT64 uint64’
make[2]: *** [src/game/CMakeFiles/game.dir/ConfusedMovementGenerator.cpp.o] Error 1
make[1]: *** [src/game/CMakeFiles/game.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 75%] Built target mangosscript
make: *** [all] Error 2
Atm if you try to mount while stealthed you get an error stating you can't mount while in shapeshift form. You need first to right-click/cancel the stealth buff then mount.
Suggested fix: https://github.com/NoReturn/one.server/commit/fdc5be9
I ported a patch from TC. It makes you able to cast WE freeze while autocasting Waterbolt. Im not sure if its 100% blizzlike, but it sure is blizzlike enough for me and my friends ;) So here is the patch:
Seal of blood is doing very wrong selfdamage.The self damage should be calculated like this:
selfdamage = (whitedamage * 1.35) * 0.1;
Idk where, but that is how it should be, the only thing i currently found about seal of blood is here:
basepoints[0] = triggerAmount * damage / 100; ( Line 1252 in UnitAuraProcHandler.cpp)
hit 1:
224 Seal of blood
693 melee
312 selfdmg
;917 / 10 = 91.7 (selfdmg should be 91 or 92)
hit 2:
272 seal of blood
794 melee
361 selfdmg
;1066 / 10 = 106,6 (selfdmg should be 106 or 107)
Devour Magic, can't dispel from hostile targets.
There is fix -> https://gitorious.org/atlantiscore/atlantiscore/commit/dbda402fa617bc116935586bf0f41cbd235a7d0f
PLayer's cast bar disappear after taken any damage, but cast does'not stop, player continue casting but he can not see cast bar
There is something really strange about how dual wielding works atm on One. I tested on rogues but might be the same with warriors and shamans.
Basically you get and extra white hit whener you are damaging a target.
Something like:
MH oh oh MH oh oh MH oh oh MH MH oh MH oh oh MH MH oh MH oh MH oh oh....
Visually the character is acting normal, but somehow there are extra attacks triggered that have nothing to do with any talent or spell, they are just pure white hits.
Stealth should not be removed by falldamage, but druids prowl should.
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."
Hello, when you move on example mount,travel form, ghost wolf, or even flight form inside a building with the "inside flags" you dont get disformed/dismounted, but if you manually dismount you cannot mount up again
You should be able to cast Mana tap (http://old.wowhead.com/spell=28734) only to npcs which have MANA? but you can cast it on anyone instead. I couldn't find a way to fix this one.
Not much to say about this, creatures shouldn't be able to crit with spells.
Suggested fix:
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 6c83010..2ef38c7 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -5986,6 +5986,10 @@ int32 Unit::SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask)
bool Unit::IsSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType)
{
+ // Creatures shouldn't crit with spells
+ if (GetObjectGuid().IsCreature())
+ return false;
+
// not critting spell
if (spellProto->HasAttribute(SPELL_ATTR_EX2_CANT_CRIT))
return false;
/home/mangos/src/cleanone/src/game/Level2.cpp: In member function âbool ChatHandler::HandleNpcAIInfoCommand(char_)â:
/home/mangos/src/cleanone/src/game/Level2.cpp:1531: error: must #include before using typeid
make[2]: *_* [src/game/CMakeFiles/game.dir/Level2.cpp.o] Error 1
make[1]: *** [src/game/CMakeFiles/game.dir/all] Error 2
make: *** [all] Error 2
I get this error on 04a4cc7
OS: Debian Squeeze
Compiler: gcc (Debian 4.4.5-8) 4.4.5
Tested both on my own repository and on clean one if there is anything else you would like to know then you can find me on the forums as LilleCarl
SOLUTION:
add #include to the incude in Level2.cpp'
PS: Tested and compiles with both VC and GCC now :)
"are immune to their own spell"
https://github.com/mangos-one/server/commit/850d0db97384e3934710a49b84fe87174a05a550#comments
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.