DC Mob Bug Fix for Vana V.02 (Need Testers)

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  1. #26
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana

    odin? o.O i dint know odin had this problem


    what problem odin has?



    works with more than 2 people in the same map?

    i can check this..


    could someone check this for me?

    PLEAS

  2. #27
    Kaotic Owner resinate is offline
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    Re: [release] DC Mob Bug Fix for Vana

    odin u dc if mobs r killed too fast or more then 1 person, ALSO!!!

    i found that increasing the spawn time, increase DC rates thro the roof

  3. #28
    Apprentice AlmogXD is offline
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    Re: [release] DC Mob Bug Fix for Vana

    Quote Originally Posted by AlmogXD View Post
    can i have that fix to titan plz?
    help? =[

  4. #29
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana

    Quote Originally Posted by resinate View Post
    odin u dc if mobs r killed too fast or more then 1 person, ALSO!!!

    i found that increasing the spawn time, increase DC rates thro the roof

    maybe a new protection from Nexon, against private servers?

    lol


    and for titan im not sure i will check it

  5. #30
    Apprentice talamsalem is offline
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    Re: [release] DC Mob Bug Fix for Vana

    someone can up for here the mob.ccp after change? that all the time feild when i debug

  6. #31
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana

    someone check if this work?

    i need more people cheking it works :p

  7. #32
    Apprentice ahpiak is offline
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    Re: [release] DC Mob Bug Fix for Vana

    Tested the codes, works w/o dc but mobs didn't spawn. Had to restart the server for the mobs to spawn back ( the initial spawn pos). Means they dun respawn, they only spawn when the server was initially started but didn't respawn when die.

    The coding needs some tweaks. But i am not good enough to edit it.

  8. #33
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana

    what you edit?


    and in wich map they dont spawn?

  9. #34
    Enthusiast YahooGuy is offline
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    Re: [release] DC Mob Bug Fix for Vana

    Every single map that has monsters that spawn in it. Once you kill all the monsters in the whole map, the map is empty. They don't respawn.

  10. #35
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana

    Quote Originally Posted by YahooGuy View Post
    Every single map that has monsters that spawn in it. Once you kill all the monsters in the whole map, the map is empty. They don't respawn.

    huh what? i think you did something wrong..
    since for me is working perfect


    and this is only for Vana, and are you using the lates rev?

  11. #36
    Enthusiast YahooGuy is offline
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    Re: [release] DC Mob Bug Fix for Vana (Need Testers)

    I'm using vana with the latest rev and I don't think I did anything wrong.

    Edit : Is it suppose to lag when you use the command killall?

  12. #37
    Apprentice ahpiak is offline
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    Re: [release] DC Mob Bug Fix for Vana (Need Testers)

    Let me put this in a simpler way.

    In short, i used your code the way u coded it (i didn't add anything else or edit it). ALL maps doesn't respawn after mobs die. Lagness on the mobs map untill all mobs are kill. (Maps that had their mobs killed became lag-free).

    I specify that I am currently using VEDB-9, Rev 592. THE LATEST POSSIBLE.

    This is what I did:

    In Mobs.cpp under code:
    PHP Code:
    void Mobs::dieMob(Player *playerMobmob) {
        if (
    mob == NULL) return;
        
    MobsPacket::dieMob(playerMaps::info[player->getMap()].Playersmobmob->getID());

        
    // Account for Holy Symbol
        
    int hsrate 0;
        if (
    player->skills->getActiveSkillLevel(2311003)>0) {
            
    hsrate Skills::skills[2311003][player->skills->getActiveSkillLevel(2311003)].x;
        }
        else if (
    player->skills->getActiveSkillLevel(5101002) > 0) {
            
    hsrate Skills::skills[5101002][player->skills->getActiveSkillLevel(5101002)].x;
        }

        
    Levels::giveEXP(player, (mobinfo[mob->getMobID()].exp + ((mobinfo[mob->getMobID()].exp*hsrate)/100)) * ChannelServer::Instance()->getExprate());
        
    Drops::dropMob(playermob);

        
    // Spawn mob(s) the mob is supposed to spawn when it dies
        
    for (unsigned int i 0mobinfo[mob->getMobID()].summon.size(); i++) {
            
    spawnMobPos(player->getMap(), mobinfo[mob->getMobID()].summon[i], mob->getPosX(), mob->getPosY()-1);
        }

        if (
    mob->getMapID() > -1// Add spawn point to respawns queue if mob was spawned by a spawn point.
            
    respawns[player->getMap()].push(mob->getMapID());

        
    player->quests->updateQuestMob(mob->getMobID());
        
    mobs[player->getMap()].erase(mob->getID());
        
    delete mob;

    I overwrite this ENTIRE code with yours.

    PHP Code:
    void Mobs::dieMob(Player *playerMobmob) {
        
    int map player->getMap();
        
    //mob != NULL && 
        
    if (map > -){ 
        
    MobsPacket::dieMob(playerMaps::info[player->getMap()].Playersmobmob->getID());

        
    // Account for Holy Symbol
        
    int hsrate 0;
        if (
    player->skills->getActiveSkillLevel(2311003)>0) {
            
    hsrate Skills::skills[2311003][player->skills->getActiveSkillLevel(2311003)].x;
        }
        else if (
    player->skills->getActiveSkillLevel(5101002)>0) {
            
    hsrate Skills::skills[5101002][player->skills->getActiveSkillLevel(5101002)].x;
        }

        
    Levels::giveEXP(player, (mobinfo[mob->getMobID()].exp + ((mobinfo[mob->getMobID()].exp*hsrate)/100)) * ChannelServer::Instance()->getExprate());
        
    //Mobs::
        //mobinfo[mob->getPosX()]  mobinfo[mob->getPosY()]
        
    Drops::dropMob(playermob);

        
    // Spawn mob(s) the mob is supposed to spawn when it dies
        
    for (unsigned int i 0mobinfo[mob->getMobID()].summon.size(); i++) {
            
    spawnMobPos(player->getMap(), mobinfo[mob->getMobID()].summon[i], mob->getPosX(), mob->getPosY()-1);
        }

        
    player->quests->updateQuestMob(mob->getMobID());
        if(
    mob->getHP() <= 0){
        
    mobs[player->getMap()].erase(mob->getID());
        
    delete mob;
        }
        else
            return;
        
    //mobs.erase

    Any solutions?

  13. #38
    Account Upgraded | Title Enabled! robtbs is offline
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    Re: [release] DC Mob Bug Fix for Vana (Need Testers)

    Quote Originally Posted by ahpiak View Post
    Let me put this in a simpler way.

    In short, i used your code the way u coded it (i didn't add anything else or edit it). ALL maps doesn't respawn after mobs die. Lagness on the mobs map untill all mobs are kill. (Maps that had their mobs killed became lag-free).

    I specify that I am currently using VEDB-9, Rev 592. THE LATEST POSSIBLE.

    This is what I did:

    In Mobs.cpp under code:
    PHP Code:
    void Mobs::dieMob(Player *playerMobmob) {
        if (
    mob == NULL) return;
        
    MobsPacket::dieMob(playerMaps::info[player->getMap()].Playersmobmob->getID());

        
    // Account for Holy Symbol
        
    int hsrate 0;
        if (
    player->skills->getActiveSkillLevel(2311003)>0) {
            
    hsrate Skills::skills[2311003][player->skills->getActiveSkillLevel(2311003)].x;
        }
        else if (
    player->skills->getActiveSkillLevel(5101002) > 0) {
            
    hsrate Skills::skills[5101002][player->skills->getActiveSkillLevel(5101002)].x;
        }

        
    Levels::giveEXP(player, (mobinfo[mob->getMobID()].exp + ((mobinfo[mob->getMobID()].exp*hsrate)/100)) * ChannelServer::Instance()->getExprate());
        
    Drops::dropMob(playermob);

        
    // Spawn mob(s) the mob is supposed to spawn when it dies
        
    for (unsigned int i 0mobinfo[mob->getMobID()].summon.size(); i++) {
            
    spawnMobPos(player->getMap(), mobinfo[mob->getMobID()].summon[i], mob->getPosX(), mob->getPosY()-1);
        }

        if (
    mob->getMapID() > -1// Add spawn point to respawns queue if mob was spawned by a spawn point.
            
    respawns[player->getMap()].push(mob->getMapID());

        
    player->quests->updateQuestMob(mob->getMobID());
        
    mobs[player->getMap()].erase(mob->getID());
        
    delete mob;

    I overwrite this ENTIRE code with yours.

    PHP Code:
    void Mobs::dieMob(Player *playerMobmob) {
        
    int map player->getMap();
        
    //mob != NULL && 
        
    if (map > -){ 
        
    MobsPacket::dieMob(playerMaps::info[player->getMap()].Playersmobmob->getID());

        
    // Account for Holy Symbol
        
    int hsrate 0;
        if (
    player->skills->getActiveSkillLevel(2311003)>0) {
            
    hsrate Skills::skills[2311003][player->skills->getActiveSkillLevel(2311003)].x;
        }
        else if (
    player->skills->getActiveSkillLevel(5101002)>0) {
            
    hsrate Skills::skills[5101002][player->skills->getActiveSkillLevel(5101002)].x;
        }

        
    Levels::giveEXP(player, (mobinfo[mob->getMobID()].exp + ((mobinfo[mob->getMobID()].exp*hsrate)/100)) * ChannelServer::Instance()->getExprate());
        
    //Mobs::
        //mobinfo[mob->getPosX()]  mobinfo[mob->getPosY()]
        
    Drops::dropMob(playermob);

        
    // Spawn mob(s) the mob is supposed to spawn when it dies
        
    for (unsigned int i 0mobinfo[mob->getMobID()].summon.size(); i++) {
            
    spawnMobPos(player->getMap(), mobinfo[mob->getMobID()].summon[i], mob->getPosX(), mob->getPosY()-1);
        }

        
    player->quests->updateQuestMob(mob->getMobID());
        if(
    mob->getHP() <= 0){
        
    mobs[player->getMap()].erase(mob->getID());
        
    delete mob;
        }
        else
            return;
        
    //mobs.erase

    Any solutions?

    oh.... i forgot i add some modifiactions lol


    add the new version , sorry

    if you still have problems, feel free to post it , i will solve it

    cheers

  14. #39
    Enthusiast YahooGuy is offline
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    Re: [release] DC Mob Bug Fix for Vana V.02 (Need Testers)

    I've changed to version 2. The monsters respawns now but I still dc from killing the mobs..

  15. #40
    Member euro04 is offline
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    Re: [release] DC Mob Bug Fix for Vana V.02 (Need Testers)

    so is there any testing i want to test!

  16. #41
    Valued Member hyder531 is offline
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    Re: [release] DC Mob Bug Fix for Vana V.02 (Need Testers)

    it does'nt work.. anyway i heard that it's the client that makes the dc-

  17. #42
    Apprentice ahpiak is offline
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    Re: [release] DC Mob Bug Fix for Vana V.02 (Need Testers)

    I tested with your VERSION.02 codes. It respawns, but at a slower rate. Yet, the dc problem is still there. To be precise, it dc to me within 10 secs. Any solutions?

  18. #43
    Wut? Csharp? Kerelmans is offline
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    Re: [release] DC Mob Bug Fix for Vana V.02 (Need Testers)

    Vana needed this. I couldn't run a Vana server because of the crash :p
    thx



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