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Talendrys

getMaNGOS Staff
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Everything posted by Talendrys

  1. Hello, No, this error existed prior the fix of the extractor. I couldn't get it working neither.
  2. Not sure though.. I know Classic raised until 2Gb on my computer. Dunno about BC.
  3. Are you copying these extractor in your WoW client directory ?
  4. There are blp files in the mpq archives which are the minimap background.
  5. Hello, Your last error shall have been fixed yesterday evening. Could you please update your codebase and re-compile ? Talendrys
  6. Should now be fixed by this commit: https://github.com/mangoszero/server/commit/df20a5b97f1b9a9507824565c40688ca30e98381 Release: https://github.com/mangoszero/server/releases/tag/v22.01.25
  7. Changed Status to Completed Changed Assigned to Talendrys Changed Implemented Version to 22.xx (Current Master Branch) Changed Milestone to 22 (Current) Changed Priority to High
  8. Hello, I hope this is not too technical and largely understandable. Some general information, in World of Warcraft (at least Vanilla), terrain information are represented by files called WDT which consist of: - An area info of 64x64 tiles, that area info express whether a tile exist at that location or not (e.g., if a tile exist in X: 32 and Y: 27, a tile file 27_32 shall exist in the MPQ) - Optionally, a global WMO (World Model Object) reference. Mainly for dungeons. More detailed information are then available in tile files called ADT, these ADT contains (highly simplified): - The terrain heightmap. - The terrain holemap. - The terrain liquid height and types. - References to doodad (M2 or MDX files) and their placement on the terrain. - References to WMO (big buildings) and their placement on the terrain. WMO can contain liquid and be made of several groups. ADT references to M2 and WMO files, these are both models, trees would fall under the first category, Stormwind, blacksmith building or dungeon would fall under the second category. Based on this, the extractors are extracting 3 types of maps data: Maps files are a 2D view of the terrain storing the height map, the area data, the liquid height map, liquid type and the hole map: - Height Map: The Z-index of the terrain at each location. It allows to move your char up and down to follow the terrain - Area data: Helps to know whether you're changing from a sub-zone on a tile (you know, when you get XP because you found a new area) - Liquid height map and type: Same as for height map but for liquid, knowing when you are in "swimming mode", liquid type helps to know if fatigue must be enabled or if you need to take damages. - Hole map: Hole map is a series of unsigned int indicating whether a chunk on a tile has a hole or not. That's an advanced calculation but it's used, for instance, to insert a WMO such as a gold mine inside a terrain. It just tell the engine "do not render geometry at this location". Vmaps files are a 3D view of the terrain, storing the terrain and model bouding boxes to allow collision detection, helps to calculate Line of Sight using Bounding Interval Hierarchy and Raytracing methods to achieve it. They are built the same way as the WDT/ADT/Model files: .vmtree files contain BIH calculation for a WDT level .vmtile files contain BIH calculation and model information (placement) for an ADT level .vmo files contain BIH calculation and geometry of a single model Mmaps files are a 3D view of the terrain allowing for path finding and navigation. From the extracted data, navmeshes are then created (navmesh is a series of simplified polygons easing navigation calculation server-side). It uses recast to build navmeshes and detour to calculate the paths on these navmeshes. I can't give details on the files content yet but they very look like they have a similar WDT/ADT organisation. Hope this helps, Talendrys
  9. This should now be fixed: https://github.com/mangoszero/server/commit/df20a5b97f1b9a9507824565c40688ca30e98381 :)
  10. Wait.. the second view is the table structure, don't touch that First image is the data table with the record to be updated. Update the "address" field with your public IP and it should be exposed.
  11. getmangos.sh actually performs this operation, hence there's no guide.
  12. Talendrys

    Configuring MaNGOS

    HI, no its not. You can use your own user with full access o' mangos schemas.
  13. Hi, do you see any connection attempt on the realm process ? I feel like there's something wrong on the network configuration. Is the realmd process authorized in your Windows firewall ? Tal'
  14. Maybe related to the -c option which gives only mangosd.conf. There should be extra options for ahbot conf file. Tal'
  15. Talendrys

    spell_affect

    So, with an override table for spell.dbc, we could add that information in there ? Tal'
  16. Talendrys

    spell_affect

    Was only wondering I did some work/research to merge some tables in the database and reduce duplicate information too. Tal'
  17. Talendrys

    spell_affect

    Is this an info missing for that spell only or is it in general a missing element ? Tal'
  18. The head of van cleef is considered as shared. Everyone can loot it but only the player for who it's the turn to loot can see the other items. If the loot type is: Master loot: Only the master can see the loots and assign them Once it is assigned, the assignee can see the loot Free for all: The first one get the loots Group loot: Everyone can see the loots and a roll window appears for the items that are higher to the rarity level The one who win the roll gets the loot transfered to him Tal'
  19. Which is logic.. Depending on the loot mode, only a single person, or many, can loot the boss. Actually, I'm thinking that this is a wish, not a bug. Tal'
  20. @stefan100, can you please reply to the questions ? It's really difficult to pinpoint issues if we are not able to reproduce them accurately. There are many scenarios to test.. Tal'
  21. i find it messy. We Will have blob fields again.
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