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World of Warcraft 2.4.3 Server Emulator

Home Page: https://oregon-core.net/

License: GNU General Public License v2.0

CMake 0.68% Shell 0.08% Batchfile 0.01% PHP 0.10% JavaScript 0.02% C++ 89.64% C 7.84% Perl 0.59% D 0.04% Python 0.04% Makefile 0.08% Objective-C 0.06% M4 0.20% Roff 0.25% PLpgSQL 0.40%

oregoncore's Introduction

logo Welcome to OregonCore!

OregonCore is a piece of software that targets emulation of a World of Warcraft: The Burning Crusade game server. Our goal is to create a stable MMO framework and to help teach and learn development among our community. OregonCore has sustained itself with its tight knit community of developers, testers and bug reporters and thanks all those who have been involved with the project over the years.

Build Status

Compiler Platform Branch Status
clang Linux x64 master Build Status
MSVC++ 2015 Windows x64 master build Status

Docs, Community and Support

Development went ahead and documentation was left behind. Although we try to keep stuff documented, there's a lot to do. Here's what we've saved from old wiki and our growing new official documentation here.

Next place is our Discord, you can get support there as well as be a part of our growing community. We have also a forum, this is a place for developers to hang out and discuss all things.

If you have found a bug you may report it on our bugtracker, issues must include revision hash and as many details as possible to aide us in resolving it as quickly as possible.

oregoncore's People

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oregoncore's Issues

Reset pet talents removes pet skill (BB #45)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 25.02.2010 11:44:47 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/45


After you reset pet talents, as a hunter, the pet loses his main attacking skill. Such as for scorpids, they lose scorpid poison after you reset their talents. Also there is no starting training points.

Combat stuck (BB #3)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 22:29:02 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/3


Sometimes, when you run from mobs, they remain targeting you and woun`t get out of combat untill that / those mobs are killed.

chests - q item (BB #1)

This issue was migrated from bitbucket.
Original Reporter: staszek
Original Date: 31.12.2009 11:17:52 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/1


There is a problem with all chests which have any quest item inside.
It fail when we opening. It works only with autoloot, but doing manually all 'chests q' is not good idea.

Save interface (needs to be added to all instances) (BB #2)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 08.01.2010 22:19:11 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/2


Proper instance reload after crashif(pInstance) { // Not in progress pInstance->SetData(DATA_SHADEOFARAN_EVENT, NOT_STARTED); if(GameObject* Door = GameObject::GetGameObject(m_creature, pInstance->GetData64(DATA_GAMEOBJECT_LIBRARY_DOOR))) Door->SetGoState(0); }You have tu add a check before setting the event data to NOT_STARTED.if(pInstance) { if(m_creature->isAlive()) { // Not in progress pInstance->SetData(DATA_SHADEOFARAN_EVENT, NOT_STARTED); } if(GameObject Door = GameObject::GetGameObject(*m_creature, pInstance->GetData64(DATA_GAMEOBJECT_LIBRARY_DOOR))) Door->SetGoState(0); }To be implement in all instances :)

[spell] intercept (BB #48)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 28.02.2010 12:59:26 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/48


let's say you are in arena, and you are going against warrior/holy paladin. to interrupt the paladins casting, you have him for your focus. and you use a macro for intercepting your focus. after you do that, even though you have the warrior for your main target your auto attack (white hits) still hit the paladin. so you have to clear your target and target the warrior again in order to auto attack him.

[exploit/dupe] Player can clone stacking items (BB #39)

This issue was migrated from bitbucket.
Original Reporter: pdx15
Original Date: 22.02.2010 12:44:45 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/39


There is a simple wat to clone stacking item without any special soft. I'm going to show this step by step:

You need 1 additional empty bag in 'f8' slot (all other bag slots are empty), stack of items you want to clone in main bag (stack should be full, 5/5 for healing potion, for example ) and someone to trade with.

Split 1 item from stack and place it in to 'f8' bag

Now you should fill all 15 slots in main bag with any items, water or food, for example; so, after that you have 16/16 slots filled in main bag

Use mouse to move bag from f8 slot to f10 slot; than move it back to f8;

Use mouse to move bag from f8 slot to f9 slot; than move it back to f8;

Place item from f8 bag into main bag; so now we have full 5/5 stack of healing potion again.

Use mouse to move bag from f8 slot into main bag. We have no free space in main bag and bag from f8 disappears;

Delete any 1 item from main bag to free 1 slot in it, split 1 item from 5/5 stack and place into that 1 free slot.

Open trade with other character and give to him 4/5 stack of healing potions,

Logout now

After logout there are 4/5 stack on your main bag and same stack on yours companion bag;

Profit!


note:

Windfury (BB #46)

This issue was migrated from bitbucket.
Original Reporter: murki
Original Date: 27.02.2010 23:07:20 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/46


Right now it over procs and is basicly abusive. It should have a cooldown after it procs so it does not proc every hit or so.

I think the cooldown is around 3 secs after proc till it can proc again.

[Spell] Shadowfiend (BB #20)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:20:04 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/20


When Shadowfiend attacks enemy he doesn't add to his dmg bonus from Priest's Shadow spell power. Shadowfiend shuld add to each normal attack +6% of Priest's Shadow spell power.Other bug: shadowfiend shuld apear near opponent, not near us and run to enemy.

Movement Handler - Movement Update Bugs (BB #32)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 15.02.2010 09:21:04 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/32


If Creature charges to an enemy e.g. 1st boss in Hellfire Ramparts or Nalorak in Za, there position isn't updatet after Charge. So Client shows the creature at the enemy that got charged but on the other side server sais you can't hit the enemy caus it stands to far away.

If you now change your position, so the Creature have to move its position, everything become fine. Hopy anyone can help.

Water elemental autocast (BB #26)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 03.02.2010 12:01:41 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/26


Mages pet (Water Elemental) should, when summoned, instantly start to cast water bolt until cancelled or oom. At the moment the spell is inactive and you need to right click the pet action bar to make it cast. Next time you summon your pet it's back to non active.

This happens all the time, everywhere.
The spell should ALWAYS be on "Autocast" instantly from summon.

Wand Specialization talent = 25% more dmg @all classes (BB #49)

This issue was migrated from bitbucket.
Original Reporter: niyo
Original Date: 28.02.2010 18:31:24 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/49


If you put 5 points into Wand Specialization than you have 25% more dmg on all spells, not only for wand.

This bug really sucks for pvp servers, its like a permanent berserker buff

Think this is the correct link: http://www.wowhead.com/?spell=14528

Drink bug (BB #9)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:08:03 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/9


It is possible to drink while mounted. The bug is hard to introduce. It's work like this: Start to drink and at the same time start cast mount. The result is you will be mounted with drinking aura. Very strong bug.. especially on arenas.

Shadowstep (BB #23)

This issue was migrated from bitbucket.
Original Reporter: romseguy
Original Date: 11.01.2010 06:14:01 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/23


Shadowstep only adds 20% extra damages to "ambush" and "garrote". Instead it should be all the abilities used.

Serpent coild braid (BB #7)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:05:24 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/7


This trinket apply only the first effect, the mana bonus, but not the spell bonus in unit.cpp line 6937case 5497: Improved Mana Gems (Serpent-Coil Braid) triggered_spell_id = 37445; Mana Surge break;but it doesn't give the buff 37445

Wand (BB #27)

This issue was migrated from bitbucket.
Original Reporter: romseguy
Original Date: 09.02.2010 20:40:57 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/27


Low priority but...When you're snared (e.g roots, frost nova, etc) you cannot use your wand.

Pet can't follow (BB #25)

This issue was migrated from bitbucket.
Original Reporter: xoslayer
Original Date: 18.01.2010 11:06:32 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/25


When set hunter's PET to the [follow] state , pet should come back and follow player after the enemy has been killed.
In MANGOS this function can works,but in Trinitycore or Oregoncore, it can't works well.

  1. If PET give enemy the final hit,pet will back and follow.
    2. If player (or someone else except PET)give enemy the final hit,pet will stay and can't follow player until press the [follow] button again.

Server Crashes when encountering Reliquary of Souls (BB #38)

This issue was migrated from bitbucket.
Original Reporter: niyo
Original Date: 21.02.2010 14:51:34 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/38


Server is always crashing, when you are trying to get close to the Reliquary of Souls (Essence of Suffering ( http://www.wowhead.com/?npc=23418 ) to be exact).

copied from the forum, from user toaster

Shadowstep not usual in PVE (BB #4)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:01:54 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/4


Shadowstep is not usable on monsters, some times you appear at the wrong places and most of the times the monster attacks you before you can do things like ambush, also when using distract before shadowstepping

Sword Specialization bug (BB #28)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 10.02.2010 13:03:56 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/28


Hello,
Sword Specialization proccs like 2-4 times in one seconds. If you get a Sword Specialization procc, it always proccs 2-4 times.

How it should work:
It should only procc one time and then the procc has a internal cooldown.

Loot (BB #13)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:13:04 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/13


When a mob/NPC dies, and has no loot, you can still loot it, just you get nothing from it. How it should work: mobs/NPCs who drop no loot, shouldn`t be lootable, too. This is working on Mangos and on TC2, too, I think.

Exit out of combat to early (BB #6)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:03:54 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/6


You can exit from combat state too early...the rule of the 5 seconds doesn't work always....i mean there could be some ability wich aren't counted as offensive/attack and then you can exit faster than it should be

Vampiric touch (BB #11)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:11:18 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/11


- last talent from the priest shadow tree - r1769Is this spell gives back enough mana ?I think there is a visual bug : mana gain doesn't appear in SCT or combat log afaikBut in my opinion SPs are loosing theirs mana way too fast.

Ruthlessness (BB #16)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:17:55 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/16


It is supposed to Gives your melee finishing moves a 60% chance to add a combo point to your target.

Resilience (BB #24)

This issue was migrated from bitbucket.
Original Reporter: romseguy
Original Date: 11.01.2010 06:17:48 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/24


Physical damages output is too high. I think it's a miscalculation from resilience. I have already tested periodical damages to say that, so crit reduction should be tested now.

A lot of ppl complain about warriors on my server too.

Error at script compilations. (BB #41)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 24.02.2010 03:46:14 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/41


#

Создается библиотека ........\bin\Win32_Release/OregonScript.lib и объект ........\bin\Win32_Release/OregonScript.exp
precompiled.obj : error LNK2019: ссылка на неразрешенный внешний символ "__declspec(dllimport) public: __thiscall ACE_Thread_Mutex::~ACE_Thread_Mutex(void)" (_imp??1ACE_Thread_Mutex@@QAE@XZ) в функции "public: __thiscall Oregon::ObjectLevelLockable<class Map,class ACE_Thread_Mutex>::~ObjectLevelLockable<class Map,class ACE_Thread_Mutex>(void)" (??1?$ObjectLevelLockable@VMap@@VACE_Thread_Mutex@@@oregon@@QAE@XZ)
precompiled.obj : error LNK2019: ссылка на неразрешенный внешний символ "__declspec(dllimport) public: __thiscall ACE_Thread_Mutex::ACE_Thread_Mutex(char const *,struct ACE_mutexattr_t *)" (_imp??0ACE_Thread_Mutex@@QAE@PBDPAUACE_mutexattr_t@@@z) в функции "public: __thiscall Oregon::ObjectLevelLockable<class Map,class ACE_Thread_Mutex>::ObjectLevelLockable<class Map,class ACE_Thread_Mutex>(void)" (??0?$ObjectLevelLockable@VMap@@VACE_Thread_Mutex@@@oregon@@QAE@XZ)
........\bin\Win32_Release/OregonScript.dll : fatal error LNK1120: 2

VS 2008 PRO, NETFW 3.5
Please correct as soon as possible. I wish to try your core.

Alar (BB #43)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 24.02.2010 12:49:00 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/43


Huhu,

Wenn alar respawn nach der 1. Phase, crasht der Server.

MFG

Priest T4 (BB #31)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 13.02.2010 12:23:41 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/31


If Priest casts his flash heal he gets the buff that his next great healing cast time is reduced by 0,1s per stack. But if priest casts great healing, the buff isn't removed.

Wildhammer stronghold call for NULL target (BB #8)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:06:37 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/8


Hello,
I teleportet myself to "WildhammerStronghold", in the Shadowmoon-Valley. But then I looked at my console, and it was flooded with Error-Messages: ERROR:SCRIPT_COMMAND_CAST_SPELL call for NULL target.As I went outside of Wildhammer, it was fine, but as soon as I enter'd, it started again.(TrinityCore Rev: 1768 Hash: 1fd4df270feb (Win32,little-endian) (core-daemon)) With TDB0.0.2;All SQL-Updates applied.

[SPELL] Spell Reflection -> Multiple Reflects (BB #15)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:17:10 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/15


Multiple Reflects
Something less known about Spell Reflection is its ability to reflect multiple spells if they are both cast while the buff is still active (i.e. leave the caster's hand). This makes it very useful when coupled with a charge, as it allows the warrior to reflect the initial spell from each casting mob simultaneously if their casts have the same length and start at the same time.
Actually doesn't work

[Spell]Alchemist's Stone (BB #34)

This issue was migrated from bitbucket.
Original Reporter: pdx15
Original Date: 18.02.2010 17:18:01 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/34


Effect http://www.wowhead.com/?spell=17619 works partly

for example :

Sorry for English :)

PvE (BB #44)

This issue was migrated from bitbucket.
Original Reporter:
Original Date: 24.02.2010 13:14:29 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/44


Hallo,

SSC:
The Lurker Below ist nicht angelbar. Man kann sich vorher also nicht aufstellen.
Man wird auch unter wasser vom Schwal getroffen.

Man kann durch das wasser schwimmen normal müsste es kochen und man bekommt halt schaden.

ZA:
Akil´zon der Schaden von der Stattischen Störung macht zuviel schaden.

Jan alai die Vögel fliegen am steg lang. Normal fliegen die nur auf dme Steg.

Die Wellen vor Akilzon funktionieren nicht.

Kara:
Theater funktioniert nicht.
Nighbane macht nichts
Nethersplite ebenso nicht.
Schachevent geht nicht.

MFG

invisibility issues (BB #12)

This issue was migrated from bitbucket.
Original Reporter: oregon
Original Date: 08.01.2010 23:12:27 GMT+0000
Original Priority: major
Original Type: bug
Original State: resolved
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/12


Invisible players (e.g mages) should be able to see invisible players (working part) AND players who can see them (not working part).For example, buffed players with invisibility detection (e.g warlocks) are able to see invisible players without being seen by them.

[Spells]Proc chance Mace&Sword Specialization (BB #35)

This issue was migrated from bitbucket.
Original Reporter: pdx15
Original Date: 18.02.2010 17:56:05 GMT+0000
Original Priority: major
Original Type: bug
Original State: invalid
Direct Link: https://bitbucket.org/oregon/oregoncore/issues/35


Warrior talents Mace Specialization and Sword Specialization apparently work not correctly.

TBC links on talents
http://www.wowwiki.com/index.php?title=Mace_Specialization_(warrior_talent)&oldid=1464859
http://www.wowwiki.com/index.php?title=Sword_Specialization_(warrior_talent)&oldid=1552352

It becomes most more appreciable in combination with mace Stormherald http://www.wowhead.com/?item=28442 and trinket Hand of Justice http://www.wowhead.com/?item=11815

Maybe bug in items :)

For one extraattack it is possible to die.
Or it is possible to stay all fight in stun :D

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