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Auntie Mangos

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Everything posted by Auntie Mangos

  1. Touche`. The problem I see with using premade enviroments, (I say this because I have worked on projects, as stated before), is that it never has a good outcome. Of course, I am coming from an area that is an actual field. I created video games for money. Of course, as a hobbyist its a completly different world vs a competitive world. Sit on board meetings, having people bashing in there heads because they decided to go with Torque instead of Panda. When you have been where a project you have been working on for 3 years gets cancelled out of nowhere because the Director decided that the project just well wasn't good enough to his expectations. Let me know what you think then. I come from experiance, and well truth be told. I would take the time to program what I want in the game, and what is needed. Or you can go with the latter. The direction of a video game changes from pen and paper to full scale design. It doesn't change once, it changes alot. That three year project caused me to go bankrupt, as I went without pay for 5 months. I joined the military because of it. Why? We went with Torque instead of Panda, and blew 32,000$ plus another $100,000+ on getting studio version for multiple people. It was great, until we wanted to add this, or create that.. or we found out the hard way that PS3 doesn't support all of Torques Engine. Had we used Panda (library) instead of a premade, we could have written and adapted the renders in the engine.. but once again.. thats all up to the head man. I don't agree with using a premade. I don't agree with not using a premade. It boils down to exactly what you said. Are you in for the long haul, IE making something that would ultimatly just be outdated very simply by writing your own. Or you looking for effeciency. Are you the next Age of Conan? Or are you the next World of Warcraft. I bet alot of you didn't know that Warcraft 3, and WoW are based of the Unreal3d Engine. The new diablo is also ;-). However, Orge3d is being used in SC2. But what do I know.. I have only made 2 launch titles, and 1 unsuccessful game. -Mynt
  2. Thanks for explaining Schmoozerd. It is weird indeed, since the mentioned XP system hasn't had any hardware/software changes for about 4 years now (except putting on a new mangos rev offc) Mangos yielded 26 days of uptime once (irl things made me forget to backup). Only thing that has changed over the past few months has been the system wich compiles. So is there any way this is related to compiling on win7 64bit, vs2008 release mode x86, to let it run on xp 32 bit? (http://getmangos.eu/community/topic/16863/xp-win7/) Thus far i've held off to install dualboot, but if you guys confirm that the compile might be the source, then i shall have too look into it. Thanks in advance. edit: aiai /me is puzzled.
  3. Following up the ideas suggested in Playerbot thread I thought of a more generic system to enable ingame bug reports. For userside I think some "all-you-can-drink" command(s) like .report <type> [hidden] <status> [guid or target or Shiftlink] <comment> .reportTo <Whom> <type> <status> <comment> with possible versions like: <type> quest: <status> = 0 undefined (cannot be used) 1 not-completable 2 bugged completable 3 looking good 4 blizzlike // Possible more, similar to project tracker Shiftlink = Quest Shiftlink npc: <status> = 0 missing spawn 1 wrong position 2 double spawn 3 bad stats 4 bad candy (ie equip) guid or target (for status > 0) the npc of whom we are talking go: <status> = 0 missing spawn 1 wrong position 2 double spawn 3 bad stats guid or target (for status > 0) the go of which we are talking [hidden] Mark report as hidden The reportTo command should behave the same, only that this report is for automatic report to the project-sites (ie something like the udb quest tracker) Now about the internally mechanism: The reports should be stored in a database table, with this format: (id, whom, process-state, type, status, entryOrGuid, comment, reporter, pos(map, x, y, z), version(core, db, scripting)) Where whom = To Whom it should be reported (0 for .report command) process-state: 0 = normal, 1= hidden, 2=to-sent, 3=validated, 4=sent // Maybe some additonal states like fixed, etc.. type, status, entryOrGuid, comment from above reporter = user that reported (I think char-guid is fine pos = position where the user was For the reportTo command, I some additional special configs are required (for each used WHOM): - WHOM_NAME (ie "udb" for the udb quest tracker) - WHOM_USER (some random string identifying the user on udb-tracker - iE a hash value of AdminsUsername+RandomSeed ) - WHOM_BEHAVIOUR (validate before submitting / direct submit) So what is to discuss: * types - status combinations * ReportTo - must agree on some sort of way to send datas (format) (Actually I have no idea how this could be handled when down to coding ) * Possible GM/Admin addon to work with these things? * Role based command rights might come in handy for reportTo command - so that only knowing users are able to use it * Interaction to Bugtracker/ Website - I don't know how to handle such things * Feedback from our site hosters, if there would be possibilities to create wrappers to ie forward to github issues or other trackers
  4. spell_work is a utility, orignally created by DisLord (a.k.a. Chestr ). He no longer develops or maintains this program, but did release the source code so others may continue work upon the code. Put briefly, spell_work is used for reading and comparing spell data from the client DBC files and server database. Perhaps someone having more experience with this tool can provide a more complete description. It has been ported to C# and is currently maintained by LordJZ and Konctantin. Here's a link to the thread... http://getmangos.eu/community/topic/13617/spell-work-in-c/
  5. http://getmangos.eu/community/viewtopic.php?id=7568
  6. What features does the patch add? Auction house bot has 2 functionnality: - Automatically sell random items on auction house of the 3 factions. - Automatically buy item selled by real player. (under some condition) For which repository revision was the patch created? 11191 Is there a thread in the bug report section or at lighthouse? http://getmangos.eu/community/viewtopic.php?id=13676 Who has been writing this patch? Please include either forum user names or email addresses. Originally Created by ChrisK & Paradox Buyer functionality was added by Kerbe and Paradox After this the AHBot was maintained by Naicisum Xeross155 took over the maintenance/development until Naicisum returns and continues development (has he said) Me Here is the complete patch -> http://www.mediafire.com/file/tpyvyrq3aht43at/ahbot_11191.patch Here is the branch if you prefer -> http://github.com/cyberium/mangos/tree/new_ahbot Details Seller part: In a small server, see auction house completely empty can be a bit frustrating. This bot resolves this problem by randomly filling the auction house with items for sale. I think the administrator of the server keeps a lot of freedom with items type and quantity he wants to see in auction house. All options are detailed in the file ahbot.conf. Buyer part: Still in a small server, it is olso frustrating not being able to sell its objects. This bot gives this possibility. Of course we tried to make a minimum intelligence to simulate theses operation as close as possible to a real auction house. I am waiting any of your remark and still here to adapt some part of the code if needed. Stuff must be done to be MaNGOS compliant : - Code style doesn't meet MaNGOS standards (spaces, naming, braces) Work in progress... - Don't use public class variables. Done - Use typedefs for things like std::vector<std::vector<std::vector<uint32> > > Done - Use inheritance or singleton instead of AHB_Base* m_BaseConfig; Done - Use 'const' specifier where possible. Done Update - Patch updated with recent change (only code reorganised and cleaned no new function) - Just modified file reference to ahbot in some helping strings - Patch uodated for rev 11191
  7. hi i just want to know why my threat was deleted ? did i break a rule or something . if i did well at least mod could post the reason and close it ? this was the link of my threat about the account manager, but nothing there now http://getmangos.eu/community/viewtopic.php?id=15114&p=123377#post123377.
  8. Possible To Make A Client? is back.
  9. Since I removed Vehicle patch from rsa branch, this bug is fixed. I attempt to add again it based on latest patch here : http://getmangos.eu/community/post/131470/#p131470 I don't understand why player fall from transport with this patch... I will look for an issue (may be my fault) In any case clean MaNGOS sources don't have problem with it.
  10. http://getmangos.eu/community/viewtopic.php?id=7568
  11. See more general bug fix for solution http://getmangos.eu/community/viewtopic.php?pid=127334#p127334
  12. This has already been discussed. One topic is sufficient.
  13. @KAPATEJIb: Did you experience any measurable performance differences?
  14. It always depends what you wanna do with it .... I beleive if your cpu is at most 4 years old, than it is easely possible to make your computer dedicated for a bunch of people... 5 people or whatever... But if you want to be able to host 50 well i suggest you get something hight performance... Check this thread http://getmangos.eu/community/showthread.php?12411-High-Performance-Tips
  15. What bug does the patch fix? What features does the patch add? Mind Sear,Mind Flay cannot trigger proc at the moment, thus cannot invoke vampiric embrace healing. Possibly some other triggers ( none that I have in mind now ) For which repository revision was the patch created? 7517 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=5772 http://getmangos.eu/community/viewtopic.php?id=6081 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index bbbaba9..c1aa949 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -747,8 +747,8 @@ void Spell::PrepareDataForTriggerSystem() case SPELLFAMILY_WARLOCK: // For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it if (m_spellInfo->SpellFamilyFlags & 0x0000800000000060LL) m_canTrigger = true; break; - case SPELLFAMILY_PRIEST: // For Penance heal/damage triggers need do it - if (m_spellInfo->SpellFamilyFlags & 0x0001800000000000LL) m_canTrigger = true; + case SPELLFAMILY_PRIEST: // For Penance,Mind Sear,Mind Flay heal/damage triggers need do it + if (m_spellInfo->SpellFamilyFlags & 0x0009800000800000LL) m_canTrigger = true; break; case SPELLFAMILY_ROGUE: // For poisons need do it if (m_spellInfo->SpellFamilyFlags & 0x000000101001E000LL) m_canTrigger = true; Those are pretty ugly hacks in Spell::PrepareDataForTriggerSystem(), are you sure those are necessary? I was trying to find something that makes all procs which allow other procs off them unique and it looks like those always have SpellFamilyFlags set. Wasn't able to find a single proc which shuldnt proc and have SpellFamilyFlags. It makes sence, if you set family flags you do want it to be affected by others. Take care.
  16. but i don't want to edit that manually... this should be replaced by make, shouldn't it?
  17. Implement dummy effect for spell 28006: Dummy effect for spell 28006 should simply trigger spell 29294 to be casted. This spell will then complete quest 9378 which is the requirement to enter map 533. Revision: 6480+ (patch made for 6480) Bug report: None found Who made it: NoFantasy Info: some related information in post http://getmangos.eu/community/viewtopic.php?id=29515 Patch: Index: src/game/SpellEffects.cpp =================================================================== --- src/game/SpellEffects.cpp (revision 6480) +++ src/game/SpellEffects.cpp (working copy) @@ -900,6 +900,12 @@ } //case 26074: // Holiday Cheer // return; -- implemented at client side + case 28006: // Arcane Cloaking + { + if( unitTarget->GetTypeId() == TYPEID_PLAYER ) + m_caster->CastSpell(unitTarget,29294,true); + return; + } case 28730: // Arcane Torrent (Mana) { int32 count = 0;
  18. I saw now, so there are more then one warden branch? I personally think it would be better to have warden in the mangosd but who knows - LilleCarl
  19. See more general bug fix for solution http://getmangos.eu/community/viewtopic.php?pid=127334#p127334
  20. state is open now... "Rockbiter Weapon should not apply to both weapon" https://mangos.lighthouseapp.com/projects/18208/tickets/637-rockbiter-weapon-should-not-apply-to-both-weapon it's have been fixed by Rev. 10636, at here http://getmangos.eu/community/viewtopic.php?id=15517
  21. take a look in this thread: http://getmangos.eu/community/showthread.php?12022-bug-Conflagrate.-After-switch.
  22. Guys, i think you should try this [patch] Camera system from SilverIce, i tested it and it's working very good with no crash at all.
  23. Tested Vehicles for a couple of minutes. A horrible crash happen. So it is not stable. Kich0 was right.
  24. What bug does the patch fix? What features does the patch add? adds correct triggered spell For which repository revision was the patch created? should work on latest Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=10886 Who has been writing this patch? Please include either forum user names or email addresses. me diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index d89e39c..ea3d998 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -7238,6 +7238,13 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredB break; } + // Blessing of Ancient Kings + case 64411: + { + trigger_spell_id = 64413; + basepoints[0] = int32(damage * 0.15f); + break; + } } // Blade Barrier if (auraSpellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && auraSpellInfo->SpellIconID == 85)
  25. This patch would fix the bug that ppl cannot enter pre-wotlk instances in heroic mode as the server reports that the instance is full, which is caused by maxPlayers == 0. With this patch such instances would use their normal maxPlayers value from dbc. Bug report thread: http://getmangos.eu/community/viewtopic.php?id=11123 From 18ef283d4707aac672deed26b06d44336399344d Mon Sep 17 00:00:00 2001 From: Lightguard <[email="[email protected]"][email protected][/email]> Date: Tue, 24 Nov 2009 09:25:23 +0100 Subject: [PATCH 1/1] - Fix heroic instance difficulty/maxPlayers issue Signed-off-by: Lightguard <[email="[email protected]"][email protected][/email]> --- src/game/Map.cpp | 14 ++++++++++++-- 1 files changed, 12 insertions(+), 2 deletions(-) diff --git a/src/game/Map.cpp b/src/game/Map.cpp index 1a4d642..056c312 100644 --- a/src/game/Map.cpp +++ b/src/game/Map.cpp @@ -1134,8 +1134,18 @@ MapDifficulty const* Map::GetMapDifficulty() const uint32 Map::GetMaxPlayers() const { - MapDifficulty const* mapDiff = GetMapDifficulty(); - return mapDiff ? mapDiff->maxPlayers : 0; + if(MapDifficulty const* mapDiff = GetMapDifficulty()) + { + if(mapDiff->maxPlayers) // Normal case + return mapDiff->maxPlayers; + else // We have no maxplayers for heroic insances with expansion < 2 + { // The heroic entry exists, so we don't have to check anything, simply return normal max players + MapDifficulty const* normalDiff = GetMapDifficultyData(i_id, DUNGEON_DIFFICULTY_NORMAL); + return normalDiff ? normalDiff->maxPlayers : 0; + } + } + else // I'd rather assert(false); + return 0; } uint32 Map::GetMaxResetDelay() const -- 1.6.5.1.1367.gcd48 Patchfile
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