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Wojta

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Everything posted by Wojta

  1. I dont see anything related to vehicle patch, but i didnt try to compile it under win(cuz of really bad pc)...do you use any other patches? EDIT: Now I tried to compile it in VS2008 and everythings ok.
  2. Hello again, after some time I made some improvements for vehicle patch (I would like to see Flame levithian encounter working), I fixed Change seat packet handler. I just guessed packet structure...and I've got lucky Should be working ok now, even with accessories in seats. If you find some bug, tell me. http://github.com/Tasssadar/Valhalla-Project/commit/08cc00883e05e68d9ab1912c5b7a9afbad806a5a PS: I hope i commited it right, i just tested if its compileable, not ingame EDIT: Oh, and also - thanks trinity core for Unit::ChangeSeat idea and one vehicle seat flag, but they have also wrong packet structure - I think it was from 3.0.x, and maybe even wrong - I have never seen such big(well..its not small) packet which wasnt begining with GUID of something.
  3. V1d: http://pastebin.com/k7LsAHZ2 - updated to 9605 - changes by Sarjuuk, thx - move m_duration = m_maxduration; behind ApplyHasteToPeriodic() in aura constructor, thx reeshack for notice this
  4. Yeah, with my previous patch you can use this for that aura type http://github.com/Tasssadar/Valhalla-Project/commit/c8c2861024bd957fe51393db91bd38af23c13c93 , but same bug with Vampiric Touch
  5. packet loss or possible client bug, I think mangos has nothing to do with that
  6. traponinet, make git repo and store all your changes in it, i will add link into first post in this topic. Making patches all over again is really not effective...
  7. No, it should not. Insider42 did not posted it to "..under review" because its hack - we need to find source of this, not just place something on it and be happy, thats TrinityCore way. can somebody confirm this?
  8. What bug does the patch fix? What features does the patch add? Surge of Power should affect only 3 targets in 25 man (http://wowhead.com/?spell=60936) For which repository revision was the patch created? 9572 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. Havent seen any Who has been writing this patch? Please include either forum user names or email addresses. Me I just had to fix this so why not to put it into mangos. diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index 037a6fa..c934584 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -1314,6 +1314,7 @@ void Spell::SetTargetMap(SpellEffectIndex effIndex, uint32 targetMode, UnitList& case 28796: // Poison Bolt Volley case 29213: // Curse of the Plaguebringer case 31298: // Sleep + case 60936: // Surge of Power (25 man) unMaxTargets = 3; break; case 30843: // Enfeeble TODO: exclude top threat target from target selection PS: Spell itself has also wrong duration in DBC(at least at wowwiki, wowhead and bosskillers they say its 5s, not 3), but i dont know any non-hacky way to fix this.
  9. rev 9548, mtmaps patch and many others, http://pastebin.com/Vq60gZ44. Anyone else has this issue? And...how can that happen? mysql server gone away?
  10. Well...when you kill boss in Raid or heroic dungeon, you should NOT be able to reset instance. Instance is bound to you, so you can kill boss only once a day(for heroic dungeons)/week(for raids). That is how it should work. you can only reset heroic dungeons and raids before you kill any boss.
  11. well..bug is that 10 man instance CAN be unbound maybe you just have not flags_extra=1 at 10 man version of boss
  12. I still geting these crashes, uptime max 10 min: http://pastebin.com/chXktxyt backtrace is always same. possible that its caused by some SD2 script, anyone has idea what can cause this? EDIT: Rev 9549, many custom patches, only two related are Visibility and relocation patch by SilverIce and Ambal, second one is MTmaps by Infinity_return
  13. If you can update it to newest mangos revision, then yes.
  14. He just add http://github.com/Tasssadar/Valhalla-Project-ScriptDev2/commit/aeca98eaf64e24ec3f694b604d788e8f82024327 this into SD2 script, I dont wanna write patch for auras in mangos right now, maybe tomorrow.
  15. Also, when you try to assault snowfall grave (the one which is neutral), nothing happens..
  16. I just updated repo to latest rev and "fixed" vehicle death state after summon...
  17. wrong grid search :D one of devs of our server, frca, figured out it happens because spell has 30s duration and ressurect is triggered at 30s too. Sometimes spell update is just not fast enough, thought. So, I just set spirit healer to cast http://www.wowhead.com/?spell=22012 every 30s, and problem is gone EDIT: check that at least one periodic tick was triggered would be much better, in fact change healer's script was just test, i did not believed that it will work.
  18. I am using this: http://github.com/Tasssadar/Valhalla-Project/commit/f8acbd00a77a773f44d67243b8350c1f221e0a62 maybe somebody can get non-hacky solution
  19. Of course its working, why do you think he posted it here?
  20. And...when it appears? I have mangos 9389 and SD2 1573 without these crashes. It cannot just appear from nowhere....
  21. He wrote animations, why dont you belive it? also, look into post #6
  22. hmm... its on previous page.. Vehicles take data from both of them..?
  23. Another one - when you have for example http://www.wowhead.com/?spell=32182, casting time is too short, for example arcane missiles have 7 ticks instead of 5. I thing its caused by // Apply periodic time mod if(modOwner && m_modifier.periodictime) modOwner->ApplySpellMod(GetId(), SPELLMOD_ACTIVATION_TIME, m_modifier.periodictime); How can I apply it to aura duraion? Simply by " modOwner->ApplySpellMod(GetId(), SPELLMOD_ACTIVATION_TIME, m_modifier.duration);? Or not use this spell mod at all? EDIT: Fixed in V1c: http://pastebin.ca/1795313
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