

Schmoozerd
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Everything posted by Schmoozerd
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You are right, there is a bug, and even one that might(pretty sure) crash on 25H This should fix it, but I am not sure about the style, and I couldn't really test it alright (don't know any spawned mobs for all 4 difficulties) diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp index 1fe54b0..4157d3a 100644 --- a/src/game/Creature.cpp +++ b/src/game/Creature.cpp @@ -208,14 +208,14 @@ bool Creature::InitEntry(uint32 Entry, uint32 team, const CreatureData *data ) // and if more high version not exist must be used lesser version // for raid order different: // 10 man normal version must be used instead not existed 10 man heroic version - // 25 man normal version must be used instead not existed 24 man heroic version + // 25 man normal version must be used instead not existed 25 man heroic version CreatureInfo const *cinfo = normalInfo; for (uint8 diff = uint8(GetMap()->GetDifficulty()); diff > 0;) { // we already have valid Map pointer for current creature! - if (normalInfo->DifficultyEntry[diff]) + if (normalInfo->DifficultyEntry[diff - 1]) { - cinfo = ObjectMgr::GetCreatureTemplate(normalInfo->DifficultyEntry[diff]); + cinfo = ObjectMgr::GetCreatureTemplate(normalInfo->DifficultyEntry[diff - 1]); if (cinfo) break; // template found
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can you explain, which abilities will remove anything at all?
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[0.12] Don't allow enter in a instance in combat
Schmoozerd replied to Auntie Mangos's topic in ... rejectedOld
I would love to see this feature finally implemented in master, however there might be one problem: we use for quite some encounters - while they are in progress - SPECIAL to save something special with them, so this might need some thinking how to handle the InProcess then -
hten just clean your build, and rebuild the system, sometimes the build-dir gets polluted
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works fine for me (rev 10380) verify your mangos scriptstring is localized correctly
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ah, yes, my suggestion was: "Do not post on the forums unless you have read about this"
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Mangos Version: 10307 Custom Patches: no SD2 Version: 1778 Database Name and Version : YTDB 560 How it SHOULD work: Mage Spell 43046 combined with glyph 56382 shouldn't hit the player himself How it DOES work: the player hits himself now and then Sorry for this extremely bad bug report, but I am lousy with spells I heard from a few players, that the Molten Armor spell 43046 dmges themselves sometimes. I verified the combat logs, and indeed: P hits P with Molten Armor for 166 Firedmg. P hits P with Molten Armor for 287 Firedmg.(critical) The player had in additon the glyph, and it seemed that the bug only happend with the glyph 56382 - [Glyph Molten Armor][passive][active] I myself couldn't reproduce with a fresh char, so perhaps there is something messed up with "older" chars .. Edit: Lol, just happened to port to a different zone, and I got dmg from me to me Edit: It seems that the zone-change dmg happens also without glyph, and everytime! on change to dalaran
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* wrong forum REV 10373 ytdb 338 sd2 win server r64bit you know, the DB is kind of unimportant for this problem, that you have a win server, too the only important thing is your sd2 version as it is less then 1780 the source of your error is clear
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I told patman to add an additional hint "READ THE README" or "read in the Forums-FAQ" into this user-friendlyness message
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perhaps we should implement a few basic cheats to mangos like vladimirs birthday or similar
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hm, ofc this also would be possible I really don't understand why blizz made this achievement not like any other timed achievement..
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well, I didn't translate from english, and don't know enough about latin, but naturalis seems to be a valid latin-word But I see the point, logarithmus is the german word, and it's connection to latin was stupid by me, as this word originated from greek, but anyhow, the combination "logarithmus naturalis" (german, latin) is not uncommon in german ^^ (infact I wrote this from my school memories) UNfortunately wikipedia doesn't link copies of the original works, because it seems that logarithms have been used for quite some time, and the first naming similar to logarithm was 1614 by JohnNapier - this was of a time when science was done in latin, and so he seems to named logarithm "Logarithmorum". So yes, you are right, it is kind of Harry Potter approach (take one word, and add one latin word) - I never had thought of this being a mixup of german and latin before
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no, it is some thing about intellectual touch I think: ln - logarithmus naturalis (or so, never had latin)
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in C++ log seems to mean (surprising, because this is what it should, log) and not log_10 I don't really know why (especially germans) use ln for log, but log means log_e in most literature
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if you are using VC100 you need some special version to allow compiling 64bit
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the problem with this achievement is, that it has counter = 1, and is no timed achievement, hence you have to "somewhere" store the time of the first killed turkey, and count (for each player) the killed turkeys, and if they reach 15 in the timeframe, you have the spell onto them. Main problem about this is, that we have no suitable place to store this data for normal maps (where the turkeys are on) - so unless you start modifying the map system such that any map becomes scriptable, I cannot see anything that you can do with this achievement
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yes, me too, only works if given additional spawntimesecs
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[fixed] windows compile problem
Schmoozerd replied to a topic in OldInstallation, configuration & upgrades
http://paste2.org/p/955268 helped me -
sr, didn't look closely enough. the spell 25285 has to be casted onto the player, once the achievement is completed, so I think this needs more research
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[fixed] windows compile problem
Schmoozerd replied to a topic in OldInstallation, configuration & upgrades
even for a non-german, the more important information would be with which revision, and if clean sources -
and the fun fact about this "competition" is, that there is no big difference between the servers, even the laziest admin has not much less working than others I rather see as problems, that if admins encourage their developers to work only for their own server, that we tend to get more half-finished stuff, because usally this is good enought for a pserver using custom content.. And then we end up with a couple of different versions of the same thing and all are only working to 80% or so (all ofc some different 80%) and ofc extremely important: I am quite sure this way of doing things forces the (pserver's) devs to burn out rather fast, because there is nothing more annoying than to do the same thing again and again ..
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yes and no The mob (3101) has a EventAI script (with Acid 304), where he is casting spell 11921 So, _if_ Mylifesuxito has acid 304 installed, and the mob _has_ the script set up alrigt, usally the way to go is: Go to SD2 forums, and report the bug (be sure to check your stuff before!) to the Acid Project Tracker. However, there should be no difference between lvl 3 and lvl 4 version of the mob, so _if_ there is indeed a difference then this could leed to a core bug - but this has to be confirmed by XS
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Edit: nonsense take a look at creature_template.AIName and creature_template.ScriptName, this should give you some ideas why they are casting (and what)
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no, the DBC file are ok as far as I can see - 1day or 1 week in seconds also the config float is correct with default == 1, and if not set I think it will be 0.0, so the period will be set to 1 DAY (line 230, which also is correct I think I think you must focus on any "-" calculations in the different places there is something to reset time related, like ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event); resetTime might be zero for some dungeons, so there might be a check missing Edit: If I am not mistaken, the code in line 640 should also be modified along the config Var Edit2: line 640 is _wrong_ in any case: uint32 period = mapDiff->resetTime * DAY; with the 5man hero we multiply DAY*DAY as period, instead of DAY
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just wait - should be ok till tomorrow, the SD2 admin (KingPin) is working there
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