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Auntie Mangos

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Everything posted by Auntie Mangos

  1. http://getmangos.eu/community/viewtopic.php?id=659&highlight=blink thats one of the original blink patches from way back. Used vmaps to calculate blinking location.
  2. Compilation failed http://getmangos.eu/community/showthread.php?p=60749
  3. after recent replace build system, you need use cmake for mangos build instead autoconf/etc. at Unix. http://getmangos.eu/community/post/131751/#p131751
  4. http://getmangos.eu/community/post/129249/#p129249 is not a part of the patch
  5. If they walk through walls, it is working. mmaps add pathfinding that prevents walking through walls. The mmap project is still under development though.
  6. It's normal, FrenchW choose to use this patch http://getmangos.eu/community/showthread.php?t=13676&p=120338&viewfull=1#post120338 If you want all faction prefer this patch http://getmangos.eu/community/showthread.php?t=13676&p=120860&viewfull=1#post120860
  7. An attempt to fix was started here will look a the diff between those two
  8. http://getmangos.eu/community/showthread.php?12658-%5BBUG%5D-Deadly-Poison&highlight=deadly+poison
  9. Try: http://getmangos.eu/community/showthread.php?8653-[fix]-spell-target-type-77 Needs some improvement, but at least this exploit should be fixed^^ Edit: Hmm, just discovered, that the link does not work anymore :-( But probably anyway needs an update... Edit2: Oh, link was postet already. Then ignore this post, sry^^
  10. There are quite a bit of threads dedicated to Git that can get any newby on the right track, if you spend some time reading them. http://getmangos.eu/community/showthread.php?4027-Quick-and-dirty-GIT-Guide%21 http://getmangos.eu/community/showthread.php?4632-%5BMANUAL%5D-GIT-community-book http://getmangos.eu/community/showthread.php?4099-%5BGUIDE%5D-How-to-check-out-GIThub-from-Windows
  11. i rewrited it once that it worked but still affect only Night Elf druids. Something is wrong with sending update packets to Tauren players since 3.1.3 introduced . Posted bug report. http://getmangos.eu/community/showthread.php?11824-Barber-Shop-%28Horde%29&highlight=
  12. Yeah it changed alot.. just read the posts from above
  13. http://getmangos.eu/community/viewtopic.php?id=14789&p=120701&viewfull=1#post120701
  14. The changes in CheckCast() don't make much sense to me .. anyway, patches here http://getmangos.eu/community/showthread.php?5936-blink-patch-2009 should still work with master branch ...
  15. vBulletin's ignore system is a joke, and does very little. I reported the post and PM, so hopefully its dealt with.
  16. What bug does the patch fix? What features does the patch add? - fixes cooldown removing of Intercept 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=1043 Who has been writing this patch? Please include either forum user names or email addresses. - me diff --git a/src/game/SpellAuras.cpp b/src/game/SpellAuras.cpp index 2de02d2..a473fa0 100644 --- a/src/game/SpellAuras.cpp +++ b/src/game/SpellAuras.cpp @@ -4257,6 +4257,9 @@ void Aura::HandleModMechanicImmunity(bool apply, bool /*Real*/) } } } + // Heroic Fury (Intercept cooldown remove) + if (apply && GetSpellProto()->Id == 60970 && m_target->GetTypeId() == TYPEID_PLAYER) + ((Player*)m_target)->RemoveSpellCooldown(20252, true); } void Aura::HandleModMechanicImmunityMask(bool apply, bool /*Real*/) regarding immobilization removing part, I think it works as it should (for more info on immobilization effect see : http://www.wowwiki.com/Root , http://www.allakhazam.com/wiki/root_%28wow%29)
  17. http://getmangos.eu/community/post/135485/#p135485 system to do that
  18. For the 400 branch take a look at this http://getmangos.eu/community/topic/15508/is-client-40x-supported-yet/
  19. Unfortunately, this isn't very easy to explain with plaintext only... v9 and v8 store only the z value (in wow and mangos, z is height). It is the same in the client (but for rendering they compute xy values and tessellate) In the server, the triangle vertices' xy values aren't needed to calculate height - as seen in GridMap::getHeightFromFloat(float,float), the player position and triangle position are translated to {0,0}, and the calculation is done on a unit square (the player position is adjusted to be relative to the corners of a 1x1 square). If you care to render the terrain, you should probably look at the TerrainBuilder class from mmaps redux, in contrib/mmap/src/. (shameless plug ) As I said above, the server has the same data that the client has. Each vertex is only 2 'yards' away from another vertex, which ends up being fairly smooth in appearance. It's not super high resolution, but you don't 'snap' to a terrain mesh vertex when you want height - you calculate the z value of the position on the surface of a triangle. I should mention that the terrain height calculation isn't ray intersection - there is no mystery about which triangle will be hit, so we don't need to trace a ray through polygon soup. Ray intersection comes in the form of the vmap, which stores data for buildings, rocks, trees, fences, platforms, boats, and other static doodads. While the terrain may be viewed as 2.5d (it is 3d, but it never overlaps itself so it is easier to represent and handle), objects in the vmap are fully 3d (they can be round, get stacked on top of other objects, intersect other objects, etc). A ray can intersect multiple triangles, and with a naive implementation we have to test all triangles to find which ones. The BIH (Bounding Interval Hierarchy) is a tree for space-partitioning 3d scenes - their purpose is to let us do as few intersection tests as possible. The nodes in the BIH are essentially bounding boxes for all models in child nodes - if your ray doesn't collide with a node's bounding box, you can prune all of the geometry under that node from the search space. [if any of this is wrong, I apologize - from descriptions, BIH and BVH sound exactly alike. Maybe Lynx3d can help ]
  20. It was my first idea has you can see above. Cons : I don't know all the implication off this flag nor if all the boss have it. It's olso possible some none boss creature have it or GO or QuestItem.... So i prefer to not use it. Achivement system can use Encounters to trigger some achievement. But Encounters have nothing to do with Achievement. Have a complete support of DungeonEncounter can be done but it's not my priority. Has i already say to other one if i want to release one day this code i must make some limit Be free to give your comment on this http://getmangos.eu/community/post/131219/#p131219
  21. @lecails I used online=2 (or online>1...doesn't matter) because if I use online!=0 it show double players if real player is online (i guess its because of original code)...
  22. Changes applied as suggested by provided URL.
  23. I won't work, it's like for mage arcane missiles, it's fine if you are alone and only with one mob around but when you're in raid or surrounded by many mobs you'll get an odd behaviour while casting: wrong target message o cast on another target or cast to caster itself too. The problem is well described here: -spell-target-type-77"]spell target type 77 the only way I found to make penance and arcane missile usable was using the channelling target: obviously this is another hack since the real problem is the current (bad) implementation of target type 77.
  24. blueboy: http://getmangos.eu/community/showthread.php?12148-%5B9219%5D%5Bpatch%5D-Allow-configure-to-find-OpenSSL-if-pkg-config-fails
  25. http://getmangos.eu/community/viewtopic.php?id=8695
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