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Everything posted by Auntie Mangos
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[patch][8944] Use SummonProperties.dbc and related
Auntie Mangos replied to Auntie Mangos's topic in ... acceptedOld
yes but pasdVn patch is more complexed and probably should be splitted like this one. code we are talking about affects only one feature - summoning method of all pets simplifying it and makeing more generic. I can resolve basic conflicts but don't feel strong enough in c++ to update patch so waiting fo qsa answer. Will gladly test and post results if the new ver became availeble. -
[Help] Implementing Vehicles
Auntie Mangos replied to Auntie Mangos's topic in OldCore modifications
player vehicle_mounts were changed in 3.1.0, so working on them now is useless. i will update it to 3.1.x when mangos will change to 3.1.x use git pull git://github.com/rastikzzz/mangos_vehicles.git master -
For what revision? 7069 Description: with 303 packet MSG_PVP_LOG_DATA had a change, which crashed clients at the end of a rated arena-battle also i changed some other parts of the packet-data, they should be more correct now.. Bugreport: http://getmangos.eu/community/showthread.php?p=56937#post56937 Author balrok patch can be viewed here: http://mangos-files.eu/patches/index.php?file=pvplogdata.patch and downloaded here: http://mangos-files.eu/patches/pvplogdata.patch also thanks to tom_rus for pointing out where the change was..
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As a result of this post, a topic to map the road for mangos was created. Aside from this, about your very questions: LFG is worked on and likely will mark the next milestone. Anyhow: http://geekandpoke.typepad.com/.a/6a00d8341d3df553ef0133f4cddba1970b-pi
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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 ]
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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
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I think AURA_316 should be implemented with [patch] Apply haste rating to channeled spells, cuz both from each other depend directly. Thx.
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Ok but according to this, spirit guide should resurrect some players and not others if they are in "right" and "wrong" grid ? But when spirit guide doesn't cast spell, nobody is resurrected , no matter of the distance or grid where they are. So ?
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Mangos have an indipendent project too for 1.12 client, but it's not very known here... http://getmangos.eu/community/showthread.php?84-3rd-party-projects-%28DB-scripting-forks-for-support-different-client-versions%29 www.udw.altervista.org/zeroproject/ we update it every day..take a look
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Already posted here: http://getmangos.eu/community/showthread.php?494-[bug]-Frostbite-Talent Looks like a wrongly backported commit, anyone haven't figured the problem out yet.
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http://getmangos.eu/community/showthread.php?11866-Rogue-Stealth
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If i may... please learn to use the search function http://getmangos.eu/community/viewtopic.php?id=7261&highlight=dash http://getmangos.eu/community/viewtopic.php?id=6237
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reading the installation guide and using GiT instead of just downloading the zip of the source is MUCH better. http://getmangos.eu/community/viewforum.php?id=17 no need to visit any web site for a (possibly) out of dat list of commands, just look in the commands table of your database, or type .commands ingame.
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damned, used corba about 2 or 3 years ago. It was a bit of a pain in the as, but when used correctly it gave nice results. I do not really see your point why multiprocessing excludes multithreading, except nobody would like to implement both at the same time into a project like mangos. thinking about multiple process running maps on each node, and each map on each node could be multithreaded too... but this is not point of this discussion. (of cause do clustering on map base ist creepy and imo not how a cluster should work like, but well....) about the switch from multiprocess to multithread, as you said.. it's possible in theory, but no one would like to do it. If you want to read some things about frameworks that could make it possible (if everything in code respekts that whish) I can suggest the book (german) "automotive embedded systems" I personally love clusters, so I would perfer this solution first. ( looking forward for a character database merge tool to combine testing communities ) this is correct, so I won't vote, it's up to the devs to decide such things, but really nice to see a discussion about this!
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What bug does the patch fix? What features does the patch add? Add feature to easily link NPCs together For which repository revision was the patch created? 11499 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. no Who has been writing this patch? Please include either forum user names or email addresses. me Description This patch uses a table of the format (npc_entry, mapId, master_npc_entry, flag) to link npc_entry to master_npc_entry (on a map with mapId) The linking (which actions of slave on events for master) is described by the flag. History: http://getmangos.eu/community/topic/14050/feature-spawn-despawn-mobs-depending-on-other-mobs-or-instancedata/ http://getmangos.eu/community/topic/15654/how-are-creatures-linked/ Currently supported: -- (V2) (original version here) FLAG_AGGRO_ON_AGGRO = 0x0001, the "slave" aggroes when the "master" aggroes FLAG_TO_AGGRO_ON_AGGRO = 0x0002, the master aggroes when the slave aggroes FLAG_RESPAWN_ON_EVADE = 0x0004, the slave respawns when the master evades FLAG_TO_RESPAWN_ON_EVADE = 0x0008, the master respawns when the slave evades FLAG_DESPAWN_ON_DEATH = 0x0010, the slave despawns when the master dies FLAG_SELFKILL_ON_DEATH = 0x0020, the slave goes suicide when the master dies FLAG_RESPAWN_ON_DEATH = 0x0040, the slave respawn when the master dies -- (V3) FLAG_RESPAWN_ON_RESPAWN = 0x0080, the slave respawns on master respawn FLAG_DESPAWN_ON_RESPAWN = 0x0100, the slave despawns on master respawn (TODO: check for slave != master) FLAG_FOLLOW = 0x0200, the slave follows the master, very basic, see TODO notes in commit, or post below -- (V5) FLAG_CANT_SPAWN_IF_BOSS_DEAD = 0x0400, the slave cannot respawn while boss is dead FLAG_CANT_SPAWN_IF_BOSS_ALIVE = 0x0800, the slave cannot respawn while boss is alive Full Patch http://paste2.org/p/1627967 (V5 for 11783) - Fix recently introduced issues, add prevent respawning or https://github.com/Schmoozerd/mangos/tree/CreatureLinkingMgr Implementation: - class CreatureLinkingMgr - hold the static information that is directly related to the table - class CreatureLinkingHolder - holds the dynamic information (GUIDs) of every map (every map has a member of this class) Discussion Further planned work: - Improve flags for following - support for DB-guid (needed for some fine-linking and following) - Possible some speed-optimation (?) Any input (style, naming, better ideas^^^) or hints for needed features are very welcome -- V3 a few improvements, including (very) basic following V4 Move to use ObjectGuid instead of uint64, replace naming to not-hungarian V5 Fix recently introduced issues, add prevent respawning
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ChangeLog - 29th November 2010
Auntie Mangos replied to Auntie Mangos's topic in OldSite feedback & help
10th October 2010 Regular stuff still is regular, and so we now have a HTML5 compliant start page on getmangos.eu. Fixes Code highlighting is unreadable. Oh, the dark background is gone, and most (if not all) supported highlighters should now be readable. Feedback this way, please. -
see http://getmangos.eu/community/showthread.php?t=14997&p=122438#post122438 Got same Problem here.
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Check out my thread, it will tell you how to fix these errors. http://getmangos.eu/community/showthread.php?13675-How-can-I-fix-this
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Dear MANGOS!!! I found something wrong with this spell! It looks linke: BUT it disarms the main hand weapon ONLY * the shaman can defense herself * the warrior can use he shield bash * the paladins armor not recuded * if the Lava lash would work, the shaman can use his offhand thing * etc... Please fix ! Thanks
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Hi engineers of this forum I found a bug, i think. ^^ On the profile page when you want to change your avatar there is no option to use Gravatar, although there is a hint for doing this. (maybe this isn't the real problem) Because i wanted to see if a link would appear if i delete my avatar but the link http://getmangos.eu/community/delete/avatar/XXXXXXX/$2/ contains a strange $2 at the end, and manual changing doesn't work due to ref checker Maybe i didn't see all but i think so, LG
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I compiled and applied this mod, as mentioned in first post. went alright. extracted maps, dbc, and vmaps. Now when I am ingame, everything looks fine. But when I enter a cave / building / anything with a roof the NPCs / Mobs fly in the air. I'm not sure if it is a problem with the vmaps, or with a patch I applied. I encountered the "flying attack" bug and changed the code as mentioned in another thread (Thread | Post). Well, could be both. any help would be appreciated. Also I am trying to get mmaps running. I know, not the right thread, but anyone got the generator working with Linux?
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u sayed this is included in your repro It includes: PvP Ranks & Titles Vehicles Dual Talent MT-Maps Playerbot Insider42's branch i check your repro, i see no sql files for dual specc or verhicles
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