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Darkknight900

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Everything posted by Darkknight900

  1. [...]author - traponinet - able to independently add to or rewrite it, that is not true for much of the readers ... my fault wrong words used x.x yeah sure i just wanted to say that this pet system was used by rsa sry for this mistake.
  2. i also prefer the 2nd style and i would appreciate if this would be the standard
  3. please be careful using this version of vehicles. despite the fact that most of the cut right, here are some pieces of the new version of the pets as well (do not know why) from the old Wojta patch. In addition, the work on vehicle realization I am constantly - unfortunately zergtmn it scored. addition - absent part of correct spelltargets and spellrules, true pet(vehicle)casting. GO type 33 need separate extracting. in the sum this cut has 80-85% needed code. The rewrite of the Regeneration is needed for the different powertypes of the vehicles. The pet system was completly rewritten by rsa and i did not have time to compare my patch with daemons but i think more than 95% percent of this patch is needed would like to say 100%... This patch was extracted out of the rsa core which use a modifed vehicle system with work of zergtmn. Spell problems you will have are like on the player-side different spells you can also cast with gm so it is not a problem of the vehiclesystem in most cases. The attacking on the vehicle is made that your vehicle attacks for you, no autoattack, but a attack every click is possible. Also the sql files are not fully correct and also i saw some messing up with the camera on bigger vehicles. So we need to develop it further <.<
  4. Glyph of Blessing of Might was already fixxed in 11035. please update your sourcecode.
  5. Yeah that's why i didn't join your group for studying cause i don't have neough time to stay there for learning. I also extracted the vehicle system from rsa and for now i'm researching the use of the vehicles or creatures.
  6. When you guys really want the vehicle patch, get it from rsa. There it works for now and yeah also on a clean mangos this vehicle system of rsa works. i would like to know something of the development of the training group of Undergarun, vladex, DaemonCantor and so on? Got already an overview, developed already something new? I would really appreciate a message from someone of you Also priv messages are welcome, cause maybe this goes a bit too much in offtopic or so Just want to know because recently i try to figure out which creatures are vehicles... btw. the patch of Daemoncantor needs just one new line at the end of the file then it will work i think @mrelfire
  7. ok i just wanted to say that your "fork" isn't a fork right now ^^ You can easily make a fork with a button the mangos repo got next to the numbers of followers and forks. Then you will have a complete fork on github. Just a hint. Make it all as you like to do
  8. if you have made changes to a mangos fork and want to get all the recent changes just git fetch mangos git merge mangos/master you must first add a remote with git remote add mangos [url]https://github.com/mangos/mangos.git[/url] btw. your name on github is also Ruafo?
  9. this should be managed with this file: https://gm-db.svn.sourceforge.net/svnroot/gm-db/trunk/locales_item.sql Maybe you didn't apply all sql files or got just a wrong folder of gmdb.
  10. so if i understand you correct you want your Server to display german Names. This could be done applying the gmdb (german database). I think here was the svn: http://sourceforge.net/projects/gm-db/ https://gm-db.svn.sourceforge.net/svnroot/gm-db just download it and apply all locales on it. Have fun.
  11. [del]Outside of an instance this Spell "work",[/del] inside an instance the player who got "pulled" (targeted) from the caster, will fly (pulled) straight into the air (up) a specific height. Then he falls. This was tested on a clean mangos. [del]spell was casted through event_ai, used db ytdb[/del] -> unnecessary, tested on different dbs next testings outside an instance i pulled creatures with .cast and they act normal, no pulling. if a creature with event_ai was spawned outside the instance the Spell made also just damage and no pull and no bigger bug. So the Spell does not work and act strange inside an instance, think of a general bug of "SPELL_EFFECT_PLAYER_PULL" maybe. Information to the Spell: Category = 1152, SpellIconID = 272, activeIconID = 0, SpellVisual = (11754,0) Family SPELLFAMILY_GENERIC, flag 0x00000000 00000000 00000000 SpellSchoolMask = 1 (MASK_PHYSICAL) DamageClass = 0 (SPELL_DAMAGE_CLASS_NONE) PreventionType = 0 (SPELL_PREVENTION_TYPE_NONE) ================================================= Spell Level = 0, base 0, max 0, maxTarget 0 Category = 1152 DispelType = 0 (DISPEL_NONE) Mechanic = 0 (MECHANIC_NONE) SpellRange: (Id 5) "Long Range": MinRange = 0, MinRangeFriendly = 0 MaxRange = 40, MaxRangeFriendly = 40 CastingTime (Id 1) = 0,00 RecoveryTime: 0 ms, CategoryRecoveryTime: 5000 ms StartRecoveryCategory = 133, StartRecoveryTime = 1000,00 ms Interrupt Flags: 0x00000000, AuraIF 0x00000000, ChannelIF 0x00000000 Chance = 101, charges - 0 ================================================= Effect 0: Id 124 (SPELL_EFFECT_PLAYER_PULL) BasePoints = 1 Targets (6, 0) (TARGET_CHAIN_DAMAGE, NO_TARGET) EffectMiscValueA = 400 Effect 1: Id 2 (SPELL_EFFECT_SCHOOL_DAMAGE) BasePoints = 5184 to 5817 Targets (6, 0) (TARGET_CHAIN_DAMAGE, NO_TARGET)
  12. Rewrote Description and Title will be also changed when fixxed forum issue Patch Updated for latest rev. 11009, removed Horn of Winter - Glyph Is this way to change the duration too hacky? Is there a proper way needed for this patch?
  13. I renamed a thread of me, and on submitting the new Name, there was a php include (i think so there must be an ajax call for this) of the head of the forum. So this isn't an iframe or a frame just again the mangos forum from the beginning to the page selection Numbers 1 ... 16 Hope you can fix this. btw. the renaming was unsuccessful maybe due to a wrong ajax call.
  14. Yeah also a way to handle this and its a way shorter ^^ because for the commit number you need also a fetch of the mangos repo
  15. yeah that could be, because every time a commit from mangos changes a file that you have merged anytime there could come an error. So just an example: you merge the player- and ahbot with the latest patches for rev. 10900 of mangos. Now we've got 75 revs more and that changes a file on a specific line. These lines are ofcourse you merged them not the same as it was at 10900. So you got 2 choices now. 1.choice: learn how to deal with these errors and fix it 2.choice: stay a long time on a specific rev. where patches from the mods you use are available. so for example rev 10900 you got your patches and megred them with no errors, you can stay at 10900 for maybe 1-2 months. then you delete your mangos and get a new one, get again up-to-date patches for your mods and you can stay again some months. So you have the choice.
  16. you must be careful with all files. sure if you merge different mods into one repo you will get very much errors and you have to merge them manually.
  17. it would be nice to get to know what is now your problem. The compile error refers to this Unit.h function which you could fix. So there must be now another error? And btw. yeah it could be a merge error, but you can fix the errors manually or you merge again the core.
  18. sure you can. a way is that you just start a new branch on the latest commit of mangos that would look like that: git branch clean_mangos 28004eafbf0cce32ad1acd4a1c9d1fe9228fc896 and voilá you just got a clean mangos core beside your project.
  19. i got the first problems with git today, problems: 1. mangos 3.3.5a branch : commits are empty 2. my local repo got a 404 error 3. a working repo from me got a 504 error on receiving the refs of the ssh git link edit: 1. problem already resolved edit2: 2. prob also resovled 3.problem i cant test now. Got someone also problems with git?
  20. Yeah my fault, must have been changed after a released rev. i think. Updated Patch with a clean form for the latest rev.
  21. void Unit::SendMonsterMoveByPath(const Path<PathElem,PathNode> &,uint32,uint32,SplineFlags) i think this is the way the function must look like in the Unit.h. Did you get the same errors?
  22. at first, if you want faster help of the community if you would have an english Visual Studio, cause the non-german can't help you with such a error. (Maybe they can but they can just guess what it could be.) Your problem is that you declared the function with void function(arg1,arg2,arg3) but you define here at Patchhandler.cpp i guess a function like this void function(arg1,arg4,arg2,arg9) just as an example! Btw. i see your mistake So first you should check the Line 2153 of the Unit.h. 'void Unit::SendMonsterMoveByPath(const Path<PathElem,PathNode> &,uint32,uint32,SplineFlags,uint32)' Remove the underlined part at the Unit.h and you will be fine.
  23. But is this export page not enough? A little work with the AllPages site and then you got a complete dump to this time where you create it. Such feature i think they won't implement, maybe in another form but as a wikidump this export page is the feature already. But i must admit a better (and maybe shorter way) to create a complete dump will be also nice.
  24. No there is no no command to do this. The only useful advise i found is that you can simply copy the list off Special:AllPages and then paste into an advanced texteditor with an extended Search system so you can use \\n (new line) and \\t (tab). This solution i could only test with windows, i used notepad++ for this. Just replace all \\t with \\n and you have a list with some gaps between but all Articles are on an separate line ready to export.
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