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Toinan67

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Posts posted by Toinan67

  1. You can't add a new graveyard, you can only make players who die in a zone A respawn in the graveyard of a zone B.

    For instance you can say "players who dies in Orgrimmar will respawn in Stormwind".

    The only way to really add a new graveyard is to modify the core. See in Player.cpp : RepopAtGraveyard.

    And congrats for the world cup :P

  2. OK ^_^

    On a AMD Phenom x4 945 (+intel ssd) this code is up to 20 times faster in parsing than the dotconfpp mangos configuration class i don't think performance matter if we parse configuration files but this is still an interesting fact.

    Performance does matter, especially when you think about the .reload config command

  3. I didn't say anything about players. I said about testers who use this patch at his server...

    Ok ! Usually when people talk about "testers" it's players, so I had some troubles understanding how players could see mem leaks oO

  4. Okay...

    If the heat meter reaches or exceeds 100, the gun overheats and both shots are locked for five seconds until all heat has been drained.

    This could be handled by a simple SD2 creature script :

    void UpdateAI(const uint32 diff)
    {
       if (m_creature->GetPower(POWER_HEAT) == 100)
       {
           //Remove all passengers
           //Apply something like spell 69470
       }
    }
    

    At best there is some way to handle this in the core, at worst with a creature SD2 script. No need of a vehicle-specific scripting system.

  5. just replace that word with "assert" ,lower characters.

    Better to use MANGOS_ASSERT now, Vladimir just modified that.

    About the SD2 vehicles, I don't really see how vehicles could be handled with an external scripting system actually.

    call vehicle+handle spells and auras+do complicated actions...

    This is quite vague. Imho, the spell and auras should definitely be handled by the core.

    Can you give an example of a "complicated action" a vehicle does? I think those complicated action are supposed to be handled by the spells themselves.

  6. An external scripting module would help vehicles dev (and speed it up) for sure, but keep in mind it's still a "hacky" way (imo)

    For master branch, the goal is not to have as much things working (or partially working) as possible. The goal is to implement everything we can in a proper way

    I don't know how many vehicles there are, obviously a lot less than scripted bosses. And vehicles don't have a very specific AI/behavior which would justify something like SD2.

  7. Perhaps someone can explain what this fake player business is all about?

    Same question, even if I have my own reason.

    Low populated public server, new players see the 3 players connected and think "this is shit, nobody's there, I'm not playing on this server."

    Fake players : "Oh ! 50 connected! That's a good start. Let's have a look at this server"

    Does anyone have a better reason than that?...

  8. Ok I finally managed to compile/install on OS X -_-

    But now I have another error at startup :

    Player::DeleteOldChars: Deleting all characters which have been deleted 30 days before...
    WORLD: World initialized
    SERVER STARTUP TIME: 0 minutes 11 seconds
    ../../../src/shared/Threading.cpp:231: Error: Assertion in setPriority failed: _ok == 0
    Stack Trace:
    Assertion failed: (STRINGIZE(_ok == 0) && 0), function setPriority, file ../../../src/shared/Threading.cpp, line 231.
    <stack traces unsupported platform>Abort trap
    

    Anyone had the same issue?

    Edit : corrected, removed the MANGOS_ASSERT in Threading.cpp :)

  9. I don't have anything against them as long as they don't replace this one...that's all I'm saying.

    English is not the native language for many of us (including me) but we all make efforts. Today, if you want to get involved to an international community project, english is nearly mandatory...

  10. neither do i, but using google Chrome browser, i get the option to translate, and while its not a 100% perfect translation allt he time, it lets you understand 99% of it.

    Yes I've tried. Translation is bad but we can understand the idea of each post :P

    im sure the devs that speak Russian find it much easier to converse in their own language, thats why they use mangos.ru

    of course they do, but what about international contributors who can't speak their language? :)

    They can read, ok, but that's all. Completely useless.

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