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marcelo20xx

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About marcelo20xx

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  1. Yes, my sentiment aswell on some custom changes that Elysium made to accomodate to its community. I manually reverted some things they've done to cater to its public in my local repo. Also there is another jump on improvement on the NPC AI grouping (pack of mobs that follows a leader) i.e. Quest like "Toreks Assault" now works blizzlike as the orcs guards "follow" Thorek correctly into the battle...
  2. Sorry for not being clear, it was because this post from Talendrys in another topic that I was under the impression that MaNGOS didn't used navmesh when in fact it does: But...there is a HUGE improvement in their navmesh implementation, I tested under various circumstances and the more problematic ones are solved, no more mobs stuck on textures, or falling under the geometry, or appear to be flying when walking on very uneven terrain, also underwater pathfinding woks correctly, only thing I found that was bugged is that pets follows you on elevators but they are dropped to the ground maybe because the elevators doesn't have collision boxes that can be interpreted by the pet's AI?. I played as of now some 40 hours and I had yet to encounter a mob with their path bugged...
  3. One thing that its a BIG improvement from Nost/Elysium over Mangos its their pathfinding system, its navmesh based and it really looks well done, I know it could be a gargantuan task to port it over though, but one can only dream...
  4. Thanks for the clarification guys, and sorry to hear you had some health problems, please take care...
  5. WoWhead was a great source back then for Vanilla up to 3.3.5a but then they dropped their DB for older builds (despite many members asking to preserve the data). I used to had one of the best source for Vanilla coding, I bought the entire Joana's leveling guide for the Vanilla Client it was somewhere around 80GBs, I lost it on a HD failure a years back then. The videos helped me script blizzlike Quests. For example on current Mangos cores there are some missing but simple scripting in quest like "Gann's Reclamation part3" where you need to blow the Dwarf's Plane and also in "Jinzil Magic" when you turned the Quest the final script is missing on the videos and in retail Jinzil poisoned the humans captives while he walked toward each of them laughing...
  6. Fair enough, I realize my question could be interpreted as a flame bait but I was genuinely interested as to why the commits suddenly stopped, at the moment I am relearning the new Mangos structure (I didn't code since 2009, damn Cataclysm made me lose all my interest in WoW, so after this long time it takes some effort to be on the road again), nowadays I tend to relax coding scripts for Quests and try to create a more believable AI for commons mobs (the ones populating the world)...
  7. Oook, slow down your train though, I could be in the scene more time than you think... I am not a new member to the wow community, I actively contributed to projects like Ascent, Arcemu and the old Mangos before it was split, so dont assume things... Dont be fooled by my low post count... I was hoping Antz or someone from the Dev Staff replied but in all honestly I too put WoW aside for RL priorities so I understand perfectly if they are being busy, no need to bash me... Oh BTW at some point I was a dev of Oregon core too, one of the few specialized cores in TBC emulation...
  8. I am a little worried about the recent commits on GitHub, it seems that after merging branch 21 to the master it hasn't been any more updates, I know it barely passed a month since but considering that commits were fairly regularly before that I want to ask. So it is Mangos on a hiatus or something? I understand devs and all the people contributing had RL priorities but please don't tell me its the last...
  9. The first problem is an issue from the beginning of the wow emulation, so I lost my hope for a fix, it has to do which how emus handle creature movement and then updates it, I recall there was a setting in Trinity or I could be wrong, that made the core update more precisely this value, but in general the idea is, when a mob comes to you to melee range the core tell it to only visually face you on the client while retaining on the server the old face position when you first aggroed the mob or even as far as not storing any facing data and only update its position and facing data when you move further enough to trigger another movement update, it happens with abilities that stuns or incapacitate a mob and if you kill it you can see that sometimes the dying animation is facing totally to a random position instead of facing to you... For the second I think its fixed by now and is only that the core tells the NPC to stay in its place for far too long before resuming its current path movement (which can be easily fixed by tweaking this value on the source), it used to be an issue because on older cores the NPC wont resume its path movement for the time being unless killed or forced to respawn which made waypoints for NPC that speaks to the player useless...
  10. You don't need to specify a folder for Data dir, default will make the core look for the root directory...
  11. I didn't checked the core yet but I remembered that ACID provided the AI system for the basic mobs, like casting abilities and spells, or using certain ranges and phases to decide what they will do next while ScriptDev will take care of the C++ coding to get working scripted quests, like spawn necessary NPCs or giving the wp points for the escort quests and more complex coding for the more complicated quests...
  12. May I ask what is preventing you from downloading update 5 of VS2013, I also had a VS2013 that I left at vanilla but went to Microsoft download center and simply downloaded their latest update as an iso in case I reinstall my PC in the future... Everything compiled fine after I updated my VS installation plus I guess there were many bug fixes and some more optimization made on the update...
  13. Compile the tools on your Win7 installation with VS2013, after that copy paste all the contents from the tools folder to your client root, then run make_vmaps.bat, mapextractor and movemap-generator, finally copy the newly created folders to the root of your server folder...
  14. As of today, the bug is fixed, thank you dev team for the quick fix! and now if you excuse me I will return to Azeroth...
  15. I don't seem to understand, did you mean you want to create an account? If so the syntax is : account create login pass [optional the content, where you can choose 0 for classic, 1 for TBC and 2 for WoTLK), type this on the mangosd console... Or you mean you need to find the code that encrypts the pass, If so look on the source but I guess you will not find a way to easily change it...

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