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VladimirMangos

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Everything posted by VladimirMangos

  1. core already have for item conversion special table that can be reused also and for faction switch cases: `item_convert` Just look how it used in core itself and use in same way for faction case.
  2. kisslota, why you think that it is "long time work". In fact no in clean core code.
  3. I also get it sometime, but possible not long load source, but It can be in result rounding coordinates. Just add some +z for lading height can help. In fact this in like case same problem with any far/near teleports. calculated z coordinates can be less at small value that expected from height data from client point.
  4. Provide real place where you need seelct and this will point for discussion generic talks useless except small note: client data must be always considered as cheating/corrupted if you want normal working game server.
  5. if ignore GO casting case: spell cast function have special originalCasterGuid arg -> who command cast, who provided spellmods if player and etc caster -> unit that visually cast spell target -> target of spell target->cast(target, ... original) is self cast target to target but by command of original caster last also meaning that LoS calcukated from target to target, so possition original caster not important, just must be at map.
  6. Hmm, you expect that boss itself do multiply casts for each spike.... I not sure in this...
  7. I don't know where you get so strnage settings. From config.in: Visibility.Distance.Grey for avoid constnt hide show unit that for example move at Visibility.Distance.Instances distance Instead: object show when less that Visibility.Distance.Continents from player, but hide at more far distance Visibility.Distance.Continents+Visibility.Distance.Grey.Unit
  8. mangosd.conf.in have comments for options. If some unclear maybe it can be changes to better wording...
  9. Schmoozerd already comment. options allow _server-side_ part. But its can't prevent client restrictions.
  10. Hmm, look like i add redundent code. Base at your descriptions area switch not prevent dule continue, just distance stop duel and ofc teleport to another map. [added]At list will be less limited as before after [11569]
  11. I have installed VS8/VS9/Vs10 and sometime build mangos at FreebSD form command line. Use plain editor for edit in last case
  12. I think currently impossible use any non-VS IDE at Windows for mangos build. mangos have some explicit exceptions that if windows problem then used VS headers, etc.
  13. thanks for info. As i expect in one early note but without real confirmation data. Possible we not remove `character_battleground_data` and like post crash case. Data indicate for core that player removed from BG and so need restore pre-BG-start point, but ofc for correct work it must be removed after this. I will look for fix.
  14. It must be in directory that current when you execute mangosd. Example: you have /opt/mangos/AAA and /opt/mangos/BBB and have mangosd in AAA and from BBB execute mangosd as /opt/mangos/AAA/mangosd, then you must have data subdir in AAA Another way set correct path in DataDir option in mangosd.conf.
  15. update your SD2 sources. Also please NOT post SD2 build problem to this forum. SD2 have own forum where you can ask and find more up-to-date and directly help for SD2 problems.
  16. then your current directory (directory used as current for mangosd run (this NOT directory where mangosd binary placed) not have data/maps in it.
  17. if have problem with use some custom patch then post it in _patch_ thread, instead spam at forum.
  18. Rate.Honor related only to PvP kill honor, and not affect currently any other sources.
  19. So as i understand this meaning "Circle of Wills subarea must allow duels as non-city areas allow".
  20. 1) i not see why need remove unMaxTargets case (instead use in new code) 2) resize to 5 unsafe without check that targets > 5 With this changes added into [11556]. Thank you.
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