Anti
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Posts posted by Anti
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Perhaps we can simply copy the code .tele and make a new command which will use a new table (not game_tele).
Bad idea because we should try not to do new useless tables.
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I would replace this part
uint32 tmp_gmlevel = 0;by
AccountTypes gmlevel = m_session->GetSecurity();and work with it in future.
Or we can do next:
uint32 tmp_gmlevel = m_session->GetSecurity();
In this case we can drop this indian code
+ switch(m_session->GetSecurity()) // Maybe check this later with the direct GMLevelID from Account table + { + case SEC_PLAYER: + tmp_gmlevel = 0; + break; + case SEC_MODERATOR: + tmp_gmlevel = 1; + break; + case SEC_GAMEMASTER: + tmp_gmlevel = 2; + break; + case SEC_ADMINISTRATOR: + tmp_gmlevel = 3; + break; + default: + return false; + }
My version without the indian code.
sql:
ALTER TABLE game_tele ADD COLUMN `security` tinyint(3) unsigned NOT NULL DEFAULT '0' AFTER `name`;
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You mean that in this patch they cant turn? But for me it works...not with WASD, but try to hold both mouse buttons and move with it...
So strange cauze I pulled the vehicle branch from your git and didn't change any movement flags.
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And...thats wrong? I mean they are in seats, so they move with vehicle...
It looks like base idea of current patch is wrong
In our realization they cann't turn but in offi it does.
http://www.youtube.com/watch?v=ChQ36IYau_c
May be we can take some changes in spawn system...
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Rather artful patch I need some times to understand how it work.why can't you improve rastikzzz's patch it is still 3.0.9/3.1.3 (not sure) it was one the best patches releasedThe main problem is, that vehicles are creatures. We need to discuss it and choose a right way to implement a vehilces.
We must spawn vehicle, not creature. May be smbd knows a right way to implement it.
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After 1.5 hours of debugging I have come to next conclusion: We have to rewrite CMSG_CHANGE_SEATS_ON_CONTROLLED_VEHICLE handler in more correctly way.
The errors appears cauze we try to change our place in a vehicle being in other vehicle (Accessory).
TODO: Accesoryes can turn but not move.
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I writen "We can port wintergrasp from trinity for a tests" and it was to Wojta.
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ROFL
To google "TrinityCore2"
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//VF_HAS_FUEL = 0x0100, // TODO : find out what energy type is fuel and implement this
This is used for example in Ulduar vehicles I think...(on TC2 it works, I think we can inspire..)
As i said: When you spawn vehicle(.npc add) its not vehicle, but normal creature.
Flying vehicles does not work? I tried frost wyrm from DK start location, and it cant fly. Maybe just wrong movement type, on rastikzzz's patch it worked fine
Accessories is not complete, when vehicle dies accessory not, etc(but Im working on this)
Thats all I found...
Well, I should do the same
ok i'll try to implement HAS_VUEL flag.
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About vehicles or Wintergrasp?
About vehicles
I promise I'll improve my skill in english
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Well, we can try it, but at first we need to solve some problems with vehicles (steam power, when you spawn vehicle it is only creature etc). But if somebody want, it would be good to write code for Wintergrasp end/start a correct queue players into battle.
For a tests it's possible to use the wintergrasp code from TC2.
Can you send me more detailed descriptions about this bugs?
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Just use it in bash
git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle
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All repos/pathes which implements a vehicle are the same.
Only in Wojta's repo i have seen some improvements.
added
To Wojta; would be fine to unite the vehicle and wintergrasp (but first it must be created) branches. And develop it as one task. How you think?
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I want it too
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Your idea contradicts principle of programming with use git repo.
Main principle: 1 task - 1 branch. When the task will be done, it moves in master branch.
This is very bad idea to mix undone code...
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My bad... :rolleyes:
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Sorry for taking so long to post my views ,but what I've found and if you do the same you'll see the error, I don't know where to start at to fix and don't have enough programming skills to do it.
First off failed hunk in Object.h, second problem is 48 depreciated code warnings in VS 2008pro with only the vehicle patch in place. My expriance has been if a warning pops up it means that it is broken but how to fix? I haven't a clue and it won't matter what sql's you have in place if the data isn't flowing because of a bad line it won't work. :rolleyes:
Thats is what I've found and why I think vehicles are not working....So whats to be done to get it to compile correctly? that's the question next. :eek:
About 1st problem:
I attached my diff. Just reaplly the patch.
http://filebeam.com/5404b7b8a39d70af3b60751a2ba6abe3
2nd: Just forget about a warnings.
I'll try to do some fixes but i don't know for what to undertake at first.
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u can spawn it by yourself and activate it by some script (using SD2).
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Some link or git for patch?
Thx!!
U can get it on prev page.
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Mb smbd wii need this fix in diff:
diff --git a/src/mangosd/mangosd.conf.dist.in b/src/mangosd/mangosd.conf.dist.in index b919b50..3e7c8cb 100644 --- a/src/mangosd/mangosd.conf.dist.in +++ b/src/mangosd/mangosd.conf.dist.in @@ -1405,6 +1405,6 @@ Ra.Secure = 1 # ################################################################################################################### -AutoBroadcast.Enabled = 1 -AutoBroadcast.Position = 2 -AutoBroadcast.Interval = 30000 +Broadcast.Enabled = 1 +Broadcast.Position = 2 +Broadcast.Interval = 30000
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I tryed it. The patch works. But exist many bugs with this patch: u can't fly or move using flyable vehicle, you can't cast all ranged spell.
2009-12-02 18:38:42 ERROR:SESSION: opcode CMSG_PET_CAST_SPELL (0x01F0) have unprocessed tail data (read stop at 44 from 97)Very interesting patch but it doen't work correctly now.
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Okay but i think the problem is not in sql files who i need to add in db .. Just doesn't work and i don't know what to do.
u can check it: you need to create DK than go to the ebon hold castle, use .add 39700. Use it and if u will be on the dragon, the patch work.
But i have i problem: when i try to patch my sources with vehicle patch i got 2 conflicts.
1st in unit.cpp - i'd fix it by myself.
2nd in object.cpp
*************** *** 262,267 **** case TYPEID_UNIT: { flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE; } break; case TYPEID_PLAYER: --- 262,269 ---- case TYPEID_UNIT: { flags2 = ((Creature*)this)->canFly() ? (MOVEMENTFLAG_FORWARD | MOVEMENTFLAG_LEVITATING) : MOVEMENTFLAG_NONE; + if(((Unit*)this)->GetVehicleGUID()) + flags2 |= (MOVEMENTFLAG_ONTRANSPORT | MOVEMENTFLAG_FLY_UNK1); } break; case TYPEID_PLAYER:
I tryed to fix it, but i don't know where it must be situated.
in 8880 change this part of code had been rewrited.
case TYPEID_UNIT: { flags2 = MOVEMENTFLAG_NONE; if (!((Creature*)this)->IsStopped()) flags2 |= MOVEMENTFLAG_FORWARD; // not set if not really moving if (((Creature*)this)->canFly()) { flags2 |= MOVEMENTFLAG_LEVITATING; // (ok) most seem to have this if (((Creature*)this)->IsStopped()) flags2 |= MOVEMENTFLAG_FLY_UNK1; // (ok) possibly some "hover" mode else { if (((Creature*)this)->IsMounted()) flags2 |= MOVEMENTFLAG_FLYING; // seems to be often when mounted /* for further research else flags2 |= MOVEMENTFLAG_FLYING2; // not seen, but work on some, even if not "correct" */ } } }
and i'm totaly confused now.
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// Shatter if(spell->spellIconID == 976) return true;
may be it's more good way?
i think it would be more correct.
[Dev] Tele-Command with GMlevel
in OldCore modifications
Posted
yes you are.
Try this little example, which will show you one secret of a enums.