Jump to content

Wojta

Members
  • Posts

    244
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by Wojta

  1. I think its related to http://github.com/mangos/mangos/commit/defd3a9274c3935509371383e225958fa63d0e20
  2. I had same problem with character database, configuration was correct, so i just commented ( "/*" and "*/") this connection check and everything is fine
  3. One bug - visual effect (not damage) of blizzard (and Rain of Fire I guess) does not end when caster stop channeling - with my 10% haste (which is not very much), visual effect continue about 1s after end of spell. Not serious bug, but does anybody know how to fix it?
  4. As you suggested V1b: http://pastebin.ca/1770596. I used int32 ticks = int32(duration / periodic); because I did not know if compiler get over this without int32 - result can be float.
  5. If you apply full haste to periodic time, ticks will be too short, now its like in tooltip, isnt it? EDIT: SPELL: 42846, m_maxduration: 4880, periodic: 976, ticks: 5.000000 and in tooltip is "..every 0.98 for 4.88". I will try just apply haste to periodic time... EDIT2: with just haste apply on periodic time its... SPELL: 42846, m_maxduration: 4880, periodic: 975, ticks: 5.000000 I will try it with blizzard, there should be bigger difference.... EDIT3: Blizzard SPELL: 27085, m_maxduration: 7808, periodic: 976, ticks: 8.000000 - just with haste SPELL: 27085, m_maxduration: 7808, periodic: 975, ticks: 8.000000 - my calculation Penance (Tooltip says ".. every 0.98 for 1.95") but thats crazy..penance does not get 3 ticks, only two... what the..? Oh...maybe because penance does not get first instant shot, and...thats caused by my patch...i will fix it SPELL: 52988, m_maxduration: 1950, periodic: 975, ticks: 2.000000 - my calculation SPELL: 52988, m_maxduration: 1950, periodic: 975, ticks: 2.000000 - just apply haste hmm its almost same, but it looks like haste/ticks idea is correct... EDIT4: wait, priest on my server says that first tick of penance was never instant....
  6. I tried it with many different haste ratings and I never lost last tick. Yes, its possible, but time is in ms, so even if its by one ms higher, I think its ok. EDIT: hmm but it can be 1ms/tick higher....so for example blizzard (16 ticks) can really lost one tick...damn your right, I'll try to rewrite this.
  7. I reverted it and it seems that its "stable" now. Uptime 2 hours and 16 min now(345 ppl), before it was 30-40 min max.
  8. For flying vehicles I using this in my master branch: http://github.com/Tasssadar/Valhalla-Project/commit/f5aa6072bcd0a8fa1e498a26ea2d4eff9d941c0f but its hacky, so I dont put it in vehicle branch. http://github.com/Tasssadar/Valhalla-Project/commit/055b29706250538482080a221e48ccf68294ffcb - vehicles does not damage itself anymore... and http://github.com/Tasssadar/Valhalla-Project/commit/07a89d6dd2b8b4d0bd634148b26e33164457a09e - vehicle combo points, packet structure from TC2.
  9. Ok, my vehicle branch is up-to-date now, but I cant test it due to compile error on revision 9212, but everything should work fine because I using this patch in my master branch without problem Tomorrow I will look at this thread again If I will have some time and add some new stuffs into my branch.
  10. What? Did I say that I have custom patches? This is from clean mangos. EDIT: But, you remind me vehicle branch - i will update it now. EDIT2: wow, you must be really angry that i did not keep it up-to-date, as I look into some topics But i really dont read everything on mangos forum, one PM would be enough EDIT3: Its up-to-date now, but due to this mangos compile error, i cant test it.
  11. Hello, since 9212 i get this: ../../../src/game/TargetedMovementGenerator.cpp:286: error: specialization of ‘void FollowMovementGenerator<T>::_updateSpeed(T&) [with T = Player]’ after instantiation ../../../src/game/TargetedMovementGenerator.cpp:292: error: specialization of ‘void FollowMovementGenerator<T>::_updateSpeed(T&) [with T = Creature]’ after instantiation Comments on github are not working and nobody mentioned this, so I post it here.
  12. ¨Sorry, my bad, its fixed now.
  13. hmm...I think if we make vehicle spells able to target gobjects and destroy them, then, with this vehicle patch, we will be able to make Strand of the ancients working. What do you think? ...
  14. Same error, happens if hunter enter (heroic) instance with http://www.wowhead.com/?spell=58983. wtf?
  15. what wrong with it? maybe some compile errors because i expect my custom patches(for example completeAchievement() hack...) in mangos
  16. yeah...but my experience is that whole if is checked, no only first argument, even if theres && operator...so if (obj && m_target->GetDistance(obj) <= 40.0f) check for obj, and then for "m_target->GetDistance(obj) <= 40.0f" in any case - and if obj is null->crash...?
  17. Im using this patch: http://github.com/Tasssadar/Valhalla-Project/commit/3d9c4a98d36a5b9eb14beef389ba01b9584f5701 and http://github.com/Tasssadar/Valhalla-Project/commit/586a09e9a3250fdfe76c32bf41e7e906be8d1542 on server with 400 ppl, no serious problems found. EDIT: This crash server when obj is NULL, isnt it?
  18. Because I using my master branch as main source for my server - and I using this vehicle patch (well, I will - mangos is extremly unstable now, so I have to wait) EDIT: Ah, my bad - wrong selected branch when push Now its fine
  19. Thanks. http://github.com/Tasssadar/Valhalla-Project/commit/d46ceee93a5deadf7ca3bb7f75a2192a573f9d8b Looks like I did not put your signed-off correctly into commit. I am so sorry, I never did this and it looks like just put it into commit is not correct
  20. ERROR: Attempted to get in ByteBuffer (pos: 44 size: 47) value with size: 4 WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 1179) from client 83.240.110.109, accountid=1254332. Skipped packet. bad news...I get this when I try to switch seat, even if there is no accessory in vehicle...
  21. yes. Maybe current function to handle packet works fine, but this error does not allow to execute it
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use