Wojta
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Not really, player movement is (mostly) handled by client and it only sends updates to server so other players can see that you are moving. But I guess you could implement some ".jump" command which will knock you up or something like that.
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If it does not say it on every tile then yeah, this is correct. Some tiles are just empty, therefore theres nothing to build.
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It just shows other players joined for raids and their roles(and comments). It will not port into instance, it will not create raid, Raid leader must do that by himself. Its just place where you get players for pug, pretty much like old Looking for Dungeon. So it should be done separately I think. Anyway, its not really much popular on official servers...
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He means low guid part. From ObjectMgr.h: So no, you cant use low guid from database. But you can generate full guid from it, or you can use player name, which you can get from database. By the way, this is wrong section for questions like that
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1. I prefer to have only groups in queue - look at eye icon near minimap, it shows which roles are already in, so it seems logical. Yes, I have my own implementation of Dungeon finder, but its written by teenage guy who wants to know "how the hell it works", and it looks by it. But I'll help with everything I can. 2. Well, It uses same packets for instance. LFR is just another category of Dungeon finder, although it works differently. (I am not really sure I properly understand your question, sorry if I am answering to different thing Oo)
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http://valhalla-team.com/snap8.png wait..whaat? I generated all from scratch using extractors from your mmap branch Oo EDIT: never mind, i must have done something wrong, going to re-extract all mmaps. EDIT2: So far, so good.
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Warden - The definitive anti-cheat system
Wojta replied to Auntie Mangos's topic in OldCore modifications
Well, I guess blizz has source code of warden since its their creation, so they can compile it for whatever they like. And they do not need to load it, neo2003 is loading the modules because its the easiest way to get hash/crypted something - forgot what already, but tom_rus explained it here a few posts ago - i think blizz is doing it entirely different way. -
WMOs seems to be positioned correctly, but walkable areas are generated little bit off the map (or map is bit misplaced), not sure if its because i only took "+ Change in WMO rotation matrix. Should fix couple issues. " and not "+ MMAP Extractor: ..." commit. Will do some more testing tomorrow, need to sleep, good night.
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Thank you. Kinda surprised nobody noticed this Oo
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If so, then not only in one axis - the bridge near mage tower in-game and from RecastDemo: http://valhalla-team.com/WoWScrnShot_072911_200016.jpg http://valhalla-team.com/snap7.png
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I tried to read most of this thread and I didnt see this one noticed: http://valhalla-team.com/snap4.png http://valhalla-team.com/WoWScrnShot_072911_162911.jpg - the whole wmo is misplaced in mmap mesh, but vmaps are all right. Same thing happened for bridge on the other side of EoS. But I have slightly modified and most likely little outdated version of mmap patch, can someone test this please? EDIT: It seems like it is just rotated by 180 or the rotation wrong, because bridge is too low on one side and too high on the other: http://valhalla-team.com/snap5.png http://valhalla-team.com/snap6.png EDIT2: Now when I look more closely, I think the left and right bridge is just swapped, lol Oo EDIT3: No, they are not, more like rotated by 180 degrees. EDIT4: By the way, the bridges are on two tiles at once: for example the one between mage tower and fel reaver ruins is on both tile 566 28 28 and 566 27 28
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Hi, long time no see Is there any vehicle repo or patch present? And what about some improvements, I can see this thread has grown since I looked last time. I will at least update first post with new informations
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I thought this buff is present always when you are in dungeon via DF, but i was only some heroics on offi.
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I've got some sniffs from 335, tell me if you want them
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What about GameObject::Delete()?
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