Jump to content
TrinityCore

All Activity

This stream auto-updates     

  1. Today
  2. Yesterday
  3. I managed to fix the issue with language. I reset all my spells, and then .learn all my default I would skill like to know how quests are stored in the DB for future migrations though.
  4. I suppose this is two questions in one. I ".reset spells", etc and now when I login to WowTLK 3.3.5A I get "can't speak that language" I have a macro that selects a language and then I can talk normally.... or I can just choose a language. What language is my char/client trying to use? I cleared my account/cache in my client. Only new chars work. I then thought, I can't solve this, all I can do is "select" a language every login... I can't even use GM commands until i do. So, perhaps make a new char and "copy" the quests over.... I've no idea how I might do this. Any help?
  5. Last week
  6. Hey guys, maybe stupid question but, me and a friend can fly when jump, i mean, when press space bar we jump but if hold spacebar we float... and can jump again to go up again, how to fix this? Is there any command o permission to disable gravity or something? Tried creating another account and still present... but another friend can jump fine...
  7. Hello, We're trying to hotfix all items to change their required levels. If we add only some of the items to `hotfix_data`, it works just fine. Once we add all of the items, the client crashes when it gets to the character selection screen after login. The server doesn't crash, but always gives the following error messages (and nothing else): ``` 2020-10-20_16:27:06 ERROR [network.opcode] Received not handled opcode [CMSG_BATTLE_PAY_GET_PURCHASE_LIST 0x36BB (14011)] from [Player: Account: 2] 2020-10-20_16:27:06 ERROR [network.opcode] Received not handled opcode [CMSG_BATTLE_PAY_GET_PRODUCT_LIST 0x36BA (14010)] from [Player: Account: 2] 2020-10-20_16:27:06 ERROR [network.opcode] Received not handled opcode [CMSG_UPDATE_VAS_PURCHASE_STATES 0x36F4 (14068)] from [Player: Account: 2] 2020-10-20_16:27:06 ERROR [network] WorldSocket::ReadHeaderHandler(): client <redacted> sent malformed packet (size: 831740, cmd: 13797) ``` Any suggestions about how to fix this or at least where to begin to look? Thanks
  8. Where do you find the worldserver.conf.dist and authserver.conf.dist ?
  9. Earlier
  10. Hello guys, I have an issue with recompiling Trinitycore 3.3.5 on Server 2019 with Bots, like in the attached. Steps I took: 1. Install Git-2.28.0-64-bit 2. Install Visual Studio 2019 3. Install Win64OpenSSL-1_1_1h to the /bin directory 4. Install and add to Windows path boost_1_72_0-msvc-14.2-64.exe 5. Install cmake-3.18.4-win32-x86.msi 6. Install and configure MySQL 7. Pulled the Core Source to a folder 8. Pulled the bots Source to the same folder ( https://github.com/trickerer/Trinity-Bots ) 9. Run bot Patch -> patch -p1 < NPCBots.patch (no Error) 8. Created a Build folder 9. Run CMake (no error) 10. Run Visual Studio 2019 get errors see attach. If i compile without bots it works fine. Please Help! VisualStudio_2019_error.txt
  11. Hello guys, I have an issue with recompiling Trinitycore 3.3.5 on Server 2019 with Bots, like in the attached. Steps I took: 1. Install Git-2.28.0-64-bit 2. Install Visual Studio 2019 3. Install Win64OpenSSL-1_1_1h to the /bin directory 4. Install and add to Windows path boost_1_72_0-msvc-14.2-64.exe 5. Install cmake-3.18.4-win32-x86.msi 6. Install and configure MySQL 7. Pulled the Core Source to a folder 8. Pulled the bots Source to the same folder ( https://github.com/trickerer/Trinity-Bots ) 9. Run bot Patch -> patch -p1 < NPCBots.patch (no Error) 8. Created a Build folder 9. Run CMake (no error) 10. Run Visual Studio 2019 get errors see attach. If i compile without bots it works fine. Please Help! VisualStudio_2019_error.txt
  12. Hello everyone, faced with such a situation. I assembled server 8.3.7, configured it and everything works from a local address, but as soon as I try to configure it through an external one, the client simply does not see it and does not let it into the game world when entering mail and password, I opened the ports, the external address is permanent, in what maybe the case? Help me please! Using the arctium launcher for run!
  13. Ignore this... i figured it out
  14. Unfortunately, it's not. It uses socket(AF_INET, SOCK_STREAM, 0); to create its world connection sockets, v4 only
  15. Hi everybody, I'm wondering if the WotLK client is IPv6 capable. It's difficult to test because the Trinity isn't supporting IPv6. However I have good reasons to believe that the client may has IPv6 capabilities. - On the login screen is a frame where Blizzard News appears. This frame is definitely IPv6 capable. We modified the client to use a custom web-address. And I can see in my Apache log IPv6 requests from 'Blizzard Web Client'. It works even with https on Port 443. - Entering in the realmlist a IPv6 only domainname and starting the client has success. In the WoW log is only a message LOGIN_STATE_FAILED result: LOGIN_SERVER_DOWN. But this is logical. - Blizzard was at the building time of the 3.3.5 client clever enough to use a lot of Microsoft API calls. That's the reason why the client is even running these days without problems. May they have used a MS network framework that supports IPv4 and IPv6? What do you think?
  16. hi shauren; i've found the problem. it's database column order an i don't know why, the column "ID" of the db2 is on unsigned, and i find it in signed. If i write it in signed, the core send this error
  17. At this point I will say this: post full changes and the crash log to get any more help with this
  18. Yep, that looks correct Oh, how did you create the prepared statement? Did you write it by hand? If yes, then you should use https://github.com/Shauren/WowClientDB2MySQLTableGenerator instead to generate fully correct queries
  19. yes, it's problem with database? The structure is good?
  20. I said it doesnt use setBool, not prepared statement...
  21. HOTFIX_SEL_GROUP_FINDER_ACTIVITY does'nt use preparestatement? I ve tried your solution, i have the same problem...I don't understand why...
  22. If you are using Visual Studio then recent versions have some sort of bug not properly clearing/recompiling changed files, try fully deleting your build dir and start fresh from cmake None of DB2 code uses PreparedStatementBase::setBool which is why i think you are running into that bug
  23. Hi, i want implement lfg list but i want implement GroupFinderActivity.db2, GroupFinderActivityGrp.db2 and GroupFinderCategory.db2. After add structure, meta, loadinfo, the core start but i ve this error : thanks for help me : struct GroupFinderActivityEntry { uint32 ID; LocalizedString* FullName; LocalizedString* ShortName; uint8 GroupFinderCategoryID; uint8 OrderIndex; uint16 GroupFinderActivityGrpID; uint8 MinLevel; uint8 MaxLevelSuggestion; uint32 Flags; uint16 MinGearLevelSuggestion; uint16 MapID; uint8 DifficultyID; uint16 AreaID; uint8 MaxPlayers; uint8 DisplayType; }; struct GroupFinderActivityMeta { static DB2Meta const* Instance() { static DB2MetaField const fields[14] = { { FT_STRING, 1, true }, { FT_STRING, 1, true }, { FT_BYTE, 1, false }, { FT_BYTE, 1, true }, { FT_SHORT, 1, false }, { FT_BYTE, 1, false }, { FT_BYTE, 1, false }, { FT_INT, 1, false }, { FT_SHORT, 1, false }, { FT_SHORT, 1, false }, { FT_BYTE, 1, false }, { FT_SHORT, 1, false }, { FT_BYTE, 1, false }, { FT_BYTE, 1, false }, }; static DB2Meta instance(974813, -1, 14, 14, 0xB0090189, fields, -1); return &instance; } }; struct GroupFinderActivityLoadInfo { static DB2LoadInfo const* Instance() { static DB2FieldMeta const fields[] = { { false, FT_INT, "ID" }, { false, FT_STRING, "FullName" }, { false, FT_STRING, "ShortName" }, { false, FT_BYTE, "GroupFinderCategoryID" }, { true, FT_BYTE, "OrderIndex" }, { false, FT_SHORT, "GroupFinderActivityGrpID" }, { false, FT_BYTE, "MinLevel" }, { false, FT_BYTE, "MaxLevelSuggestion" }, { false, FT_INT, "Flags" }, { false, FT_SHORT, "MinGearLevelSuggestion" }, { false, FT_SHORT, "MapID" }, { false, FT_BYTE, "DifficultyID" }, { false, FT_SHORT, "AreaID" }, { false, FT_BYTE, "MaxPlayers" }, { false, FT_BYTE, "DisplayType" }, }; static DB2LoadInfo const loadInfo(&fields[0], std::extent<decltype(fields)>::value, GroupFinderActivityMeta::Instance(), HOTFIX_SEL_GROUP_FINDER_ACTIVITY); return &loadInfo; } }; PreparedStatementBase::setBool ASSERTION FAILED: index < statement_data.size()
  24. I've run into this same problem. only i am a little fuzzy on how to properly update my database. ( new to Databases ) usually when i update my core i compare the databases on the workstation i use to assemble the core with the database on my virtual server, Create an SQL file to update the database on my Virtual server then move everything over. Up until now that seems to have worked just fine. however with the removal of the the sha_pass_hash i'm not sure how ( or if it can be done ) to keep / convert the passwords for all the accounts to the new format. any info or advice would be greatly appreciated!
  25. Currently compiling the 3.3.5a branch under Linux. I know there's been some updates to the extractors since I last did this. Is the high detail mode command line option still a thing? If so, what's the switch? I can't seem to find that anywhere.
  26. You cannot have custom race/class combinations with just db edits, potential skill list is taken from playercreateinfo_skill and then filtered with SkillRaceClassInfo.dbc and SkillLineAbility.dbc And editing dbc files isnt something we support
  1. Load more activity
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...