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Schmoozerd

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Everything posted by Schmoozerd

  1. Added in [11793] Description of the feature? Put some Additional checks to SelectAttackingTarget For which repository revision was the patch created? 11662 Is there a thread in the bug report section or at lighthouse? none - But NoFantasy already marked the selection for players (though in different way) Who has been writing this patch? me pretty self explaining, on the long term I think this will be usefull to iE use the corresponding LoS & Range Check as default for EventAI, but there might be some discussion related. For SD2 this is surely helpful (and could even use more functions, but KISS) Patch: http://paste2.org/p/1489932 (11662) History: http://paste2.org/p/911613 Ver for 10179 http://paste2.org/p/949045 (for 10353) - additional check melee range flag, needs break; http://paste2.org/p/951208 (R 10360) style issues, needs break; http://paste2.org/p/1094614 (10728, last tested was 10439, but no code changes) http://paste2.org/p/975457 (R 10439, tested)
  2. confirmed rev 10168 (no relevant custom stuff) confirmed Rev 10176 (clean), no SD2, with fresh spawned hogger at GM Island -- EDIT: version 3, for rev 10176 http://paste2.org/p/910266 Server log: I think there is a problem: The mob seems to aggro the player two times! -- EDIT: version one, just one mob including http://paste2.org/p/910256 Server log: -- version two, with many mobs http://paste2.org/p/910238 What I did: learned MindCOntrol (spellid 605) Used MindControl with Gm.off on a mob1 started attacking mob2 with mob1 mob1 aggroed a few more mobs I .die ed the other mobs Aura wore off, mob1 started to attack me (heading my direction) mob2 didn't move Crash after a few seconds My server log actions:
  3. I used the exe files I built myself, without further problems (win32-debug)
  4. yes, kind of ping pong game: first post (detailed!) at SD2, hope for others to reproduce it, let the SD2 code be verified, and if the code is correct, then there is need to forward a bug report to mangos
  5. Hi guys, while discussing the Ulduar Achievements we crossed a problem: There are (for boss-kills) Achievements related, which require SpellCast, but for which no spell exists. Example: http://www.wowhead.com/achievement=2890 A (not perfect-not yet ported 335 spell.dbc to my sql) research yield 316 achievements which have achievement_criteria_dbc type 28 or 69 and Field3(spell then) for non-existing spell! my sql query: SELECT spells.entry,ID,referredAchievement,requiredType FROM achievement_criteria LEFT OUTER JOIN spells ON Field3=entry WHERE requiredType in (28, 69) ORDER BY entry; So, the question is, what we can do about these "virtual" spells? * Use a possibility to implement "own" spells * Or create - especially for the achievements - something like "SimulateSpell[Hit]"
  6. I was not refering to whole ToC, but rather the Faction Champions Encounter: "Players encounter members of the opposite faction in PvP Arena-styled combat." I have not yet started to really think about it, but there are this two block of information: http://www.wowwiki.com/Faction_Champions http://www.scriptdev2.com/info-faction-champions-t4867.html (a few internals) So, my very point is, that there is (nearly) no chance at all to get the AI 100% like on retail, but I think it should be possible to get a good AI And I see that "your" playerBot system uses some sort of AI, and hence I thought it _might_ help to use some of your experience to script this encounter.
  7. For this(maybe) there is somewhere something like maxtargets = .. (Search files for wrath of the plaguebringer)
  8. the good thing is - except these errors there are none But I wanted to post here anyway: I wanted to ask if you have a generic AI class, which could be used for ToC (with modifications of course), or if this is too far fetched?
  9. User Friendlyness: (there are maps, dbc, buildings, vmaps, so it might not be easy to know which) I think "Your output directory "buildings" .. would be helpfull Also I think you should implement a short message: "Openeng data from <Dir>" "Press Enter to continue, or abort with CTRL+C, and use the extractor with -d Path/To/Data/Dir" Because it might be possible, that it takes the wrong dir (even if you copy it into the right dir) Edit1: A tiny correction for .gitignore s diff --git a/contrib/vmap_extractor_v2/win/.gitignore b/contrib/vmap_extractor_v2/win/.gitignore index 52fa31b..44a8625 100644 --- a/contrib/vmap_extractor_v2/win/.gitignore +++ b/contrib/vmap_extractor_v2/win/.gitignore @@ -1,4 +1,5 @@ +*.ncb *.opensdf *.sdf *.suo diff --git a/dep/libmpq/win/.gitignore b/dep/libmpq/win/.gitignore index 6fd3935..3877368 100644 --- a/dep/libmpq/win/.gitignore +++ b/dep/libmpq/win/.gitignore @@ -1,4 +1,5 @@ +*.ncb *.sdf *.suo bin Edit2: A few of these things seem to interfere with master (but I think this problem will perish once vmaps are in master (but could also be ineptitude by me): What I did: <Clean Master> git checkout -b vmap_final git pull Lynx3d vmap_final <built files> <commit the .gitignore change abouve> git checkout master git status: Edit3: Compiler (VC90 win32 debug) Warnings double to float diff --git a/src/shared/vmap/VMapManager2.cpp b/src/shared/vmap/VMapManager2.cpp index 6ae0e66..197b2ff 100644 --- a/src/shared/vmap/VMapManager2.cpp +++ b/src/shared/vmap/VMapManager2.cpp @@ -56,7 +56,7 @@ namespace VMAP Vector3 VMapManager2::convertPositionToInternalRep(float x, float y, float z) const { Vector3 pos; - const float mid = 0.5 * 64.0 * 533.33333333; + const float mid = 0.5 * 64.0 * 533.33333333f; pos.x = mid - x; pos.y = mid - y; pos.z = z; @@ -69,7 +69,7 @@ namespace VMAP Vector3 VMapManager2::convertPositionToMangosRep(float x, float y, float z) const { Vector3 pos; - const float mid = 0.5 * 64.0 * 533.33333333; + const float mid = 0.5 * 64.0 * 533.33333333f; pos.x = mid - x; pos.y = mid - y; pos.z = z;
  10. as it seems noone is really paying attention to this problem, and the only information about actual using of type-5 GOs are yet the Beacon Torch for All along the watchtowers quest, I conclude my thoughts as follows: + /* Generic GO despawn + ** GOs that shall despawn: 179511, 179563, 183771, 190094(maybe UpdateEntry - could also be used by 179485(type 2)) + ** GOs that shall not despawn: 176093 + ** 176093 and 190094 have both data1=1, the rest of the GOs is all 0 => no information possible Surely to be despawned are 179511, 179563, 183771, 164729(wrongly type in DB, should be 5) GOs 190094, 179485(type 2) would rather need an UpdateFunction() call I think - is open The Beacon Torch 176093 shall not despawn. (used by Player) Differences: these GOs have in most cases 0s in all data fields, so in short: There is nothing in common By player will be used 176093 and (extremely likely - depends spell and event system) 164729 so this is also no way to decide what to do.(no-despawn and despawn by player) However, 176093 will have to get a SD2 script, so with this there can be the Player-Use part skipped. This is why (without further information) I think it is save, to Implement the Use -> Despawn for all Type5 GOs; The other possibility would be to implement it by hardcoded entries (which would need adaption every time we find a new to-be-despawned GO) Code sketch: + case GAMEOBJECT_TYPE_GENERIC: // 5 + { + /* Generic GO despawn + ** GOs that shall despawn: 179511, 179563, 183771, 190094(maybe UpdateEntry - could also be used by 179485(type 2)) + ** GOs that shall not despawn: 176093 + ** 176093 and 190094 have both data1=1, the rest of the GOs is all 0 => no information possible + */ + SetLootState(GO_JUST_DEACTIVATED); + return; or hardcoded: + case GAMEOBJECT_TYPE_GENERIC: // 5 + { + /* Generic GO despawn + ** GOs that shall despawn: 179511, 179563, 183771, 190094(maybe UpdateEntry - could also be used by 179485(type 2)) + ** GOs that shall not despawn: 176093 + ** 176093 and 190094 have both data1=1, the rest of the GOs is all 0 => no information possible + */ + if (GetEntry() == 179511 || GetEntry() == 179563 || GetEntry() == 183771) + SetLootState(GO_JUST_DEACTIVATED); + else + sLog.outError("GameObject::Use unhandled generic(5) GameObject (entry %u).", GetEntry()); + return;
  11. read <mangos-src>/sql/updates/README
  12. perhaps it would be good enough to use a sloppy check, ie check for 1sec GCD where it is 1.5sec
  13. What bug does the patch fix? What features does the patch add? * First Part: Adds support to keep Track of Wild Summoned GOs * Second Part: Delete Wild Summoned GO after it got JUST_DEACTIVATED (like needed for freyas chests) For which repository revision was the patch created? Mangos R 11277 Is there a thread in the bug report section or at lighthouse? not found, at SD2 regarding Quest Kindness (works fine with this fix) Who has been writing this fix? Please include either forum user names or email addresses. me New patch: * Formated patch with two parts http://paste2.org/p/1320094 --- Rejected Patch for Rev 10767 http://paste2.org/p/1101901 (R 10767)
  14. there are many interesting things in it, but it is rather testing, so it depends what you want to do
  15. just updated and worked fine for me (debug win32)
  16. bump 1) A new version included, don't be afraid of the templates, just think of them as additional parameter 2) I would be glad if anyone is willing to read through it to give suggestions (and perhaps a few 'stress' tests) 3) A few unresolved information, about what is needed: * mobs by guid or entry? (are there any mobs on blizz who have Boss-Depended spawn behaviour which is not the same for all of them? (Examples!npc-entries) * boss by guid or entry? (atm it is by entry - change would be somehow smoother for coding problems) does anyone know a few 'big' mobs (one entry), who have a set of adds whose spawn behaviour is dependend on the 'big' mobs * the flags I really think that they are handy, but I haven't the experience to solve what is needed * the additional GO support, I suspect ie the fishing pool for SSC (lurker below) could use this system, and also it should be possible to use this system for chests, but the more example you can give, the easier it is get the rich overhead acceptable thanks for your time
  17. create a simple program, that creates password, uses the same hash algorithm as mangos uses and creates a list hash, password, then you only have to look up your pw to get a possible clean text pw
  18. This looks like the one who implemented it this way gave this some thought, so I would expect there are many mobs, which shouldn't be SpellClicked if one is in combat, and you now have a few examples where they should, so this will need some research what the common pattern is .. (just took a look at unit_flags and dynamicflags and flags_extra, they are 0 for these npc here (udb 391)
  19. this is a problem with the precompiled headers try to delete ScriptDev2\\VCXX\\ScriptDev2__WinYY_ZZZZ\\precompiled.obj
  20. you have to fully rebuilt your sd2 project (second option in the build menu)
  21. well, if you think of a server with more than let's say 50 people, I am sure there often will be cases where 10 people agree to bully one player - and so this one would be kicked .. and increasing the number also won't help, because most likely hackers won't hack in areas where everyone will see them
  22. if you haven't updated for two weeks, then perhaps your config files aren't up to date - veify them. and you can see the error message, if you start mangos via console (ie git bash)
  23. Hi all, I want to implement a new feature to allow GO type generic(5) despawn, and I need some information IF any of you has a rather large logfile (or archive) could you please post the result of grep "GameObject::Use unhandled GameObject type 5 (entry" <YOUR logfile(s)> (with win I think there should be a grep inside the git-bash) If you haven't any of these errors in your log, and it is a rather big log then please post also Why: We have approx 4000 type5 GOs, and I know yet of 4 which have to be despawned, but I only can see "allow despawn for all gos" or "allow despawn by entry" yet as possibilites, with the error information from you, I think it will be possible to say if "all" is acceptable -- First information: 500pl 2weeks -> only Beacon Torch used
  24. Just use the new realmd.conf.dist.in - and install it as in the guides
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