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caeruleaus

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Everything posted by caeruleaus

  1. if you really want to know a lot about the opcodes, TOM_RUS is your guy.
  2. i know, just commit the stuff that was modified and then reset your branch to delete all the stuff that doesn't need to be there.
  3. it's easy for windows users.... I just managed to compile fine with ACE5.7.6. Just did 1.) download the zip file from http://download.dre.vanderbilt.edu/previous_versions/ACE-5.7.6.zip 2.) unzip the ace_wrappers into the %DRIVE%%MANGOS FOLDER%/dep folder overwritting the one that is there 3.) make a file called config.h with just #include "config-win32.h" in /ace_wrappers/ace 4.) compile
  4. what else can you do though? The client reads the data from the dbc files so you can't do anything unless you made everyone download modified dbc files. Which is of course illegal.
  5. er sorry i meant mail menu. Just typing too fast lol.
  6. i believe the mail menu is tied to an object GUID so without the mailbox there, you can't bring up the pop-up menu. I could be mistaken though.
  7. void BattleGround::HandleKillPlayer( Player *player, Player *killer ) { // add +1 deaths UpdatePlayerScore(player, SCORE_DEATHS, 1); // add +1 kills to group and +1 killing_blows to killer if (killer) { uint32 v_level1 = (player->getLevel()); uint32 loot = (1000*v_level1); uint32 exp = (100*v_level1); killer->SetUInt32Value(PLAYER_XP, killer->GetUInt32Value(PLAYER_XP) + exp); killer->ModifyMoney(loot); UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1); UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1); for(BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if (!plr || plr == killer) continue; if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player)) { plr->SetUInt32Value(PLAYER_XP, plr->GetUInt32Value(PLAYER_XP) + exp); plr->ModifyMoney(loot); UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1); } } } // to be able to remove insignia -- ONLY IN BattleGrounds if (!isArena()) player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE ); }
  8. void BattleGround::HandleKillPlayer( Player *player, Player *killer ) { //keep in mind that for arena this will have to be changed a bit // add +1 deaths UpdatePlayerScore(player, SCORE_DEATHS, 1); // add +1 kills to group and +1 killing_blows to killer if (killer) { Unit *pVictim = killer->getVictim(); uint32 v_level1 = (pVictim->getLevel()); uint32 loot1 = (1000*v_level1); killer->GiveXP(100*v_level1); killer->ModifyMoney((int32)loot1); UpdatePlayerScore(killer, SCORE_HONORABLE_KILLS, 1); UpdatePlayerScore(killer, SCORE_KILLING_BLOWS, 1); for(BattleGroundPlayerMap::const_iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr) { Player *plr = objmgr.GetPlayer(itr->first); if (!plr || plr == killer) continue; if (plr->GetTeam() == killer->GetTeam() && plr->IsAtGroupRewardDistance(player)) Unit *pVictim = killer->getVictim(); uint32 v_level1 = (pVictim->getLevel()); uint32 loot1 = (1000*v_level1); plr->GiveXP(100*v_level1); plr->ModifyMoney((int32)loot1); UpdatePlayerScore(plr, SCORE_HONORABLE_KILLS, 1); } } // to be able to remove insignia -- ONLY IN BattleGrounds if (!isArena()) player->SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE ); }
  9. NEW: The new mangos 1.12.X server project is located here: http://www.udw.altervista.org/zeroproject/ The repo is here: http://github.com/mangoszero/mangoszero OLD: Apparently freghar made a mangos 1.12.X repo, though it hasnt been updated since october http://github.com/freghar/mangos-112/ and then dythzer was working on reverting the mangos-0.12 branch to accept 1.12.X clients http://github.com/mangos-rollback/rollback I might try and start working on this as i've been interested in a classic server for WoW and have a few friends that would be very interested. If anyone has any interest it would be pretty cool to maybe getting a decent working copy going. EDIT: Apparently Vladimir and Neo2003 are working on a 06 milestone of mangos which is for 1.12.1 I just found it after looking at all the mangos repos. http://github.com/VladimirMangos/mangos-06
  10. it looks like either he's the same person from this forum (Second poster): http://apolyton.net/forums/showthread.php?t=103143 or he just copied and pasted something that looked nice...
  11. It's not there, but it should be is what genesis is saying....
  12. yes, there is a function to set grids active when there isn't a player in it. The only reason grids aren't always active is because that would be ridiculously cpu intensive. What really needs to be implemented is a way to calculate creature movement in non-active grids and be able to figure out where the creature will be when someone does happen to move near it.
  13. you can make a php script for a website that can use RA sockets can't you? I might be mistaken though. Anyways, the main problem with this was that while the server is running this can cause mysql errors because the server could be writing to the same spot that this is and cause errors or something along that line.
  14. it didn't used to be like that, it was after Wrath came out I'm assuming. I made a DK and was surprised to see the fel reaver from so far away.
  15. that's most likely true. There's also certain mobs flagged as always visible (with max vis settings), the main one coming to mind is the Fel Reaver. You can see it from anywhere in Hellfire Peninsula
  16. I believe that the visibility update interval on official is pretty slow because if you move really fast into an area, mobs don't show up right away. I've had it where i showed up somewhere and was being attacked before I could even see what was around me (I have a good comp and internet connection, it wasn't lag and it's happened multiple times.) Slowing down the update interval seems like the way to go to me. Also, as i stated in the grid speedup thread, as you move away you can see mobs for up to about 300 yards and i think it mostly has to do with update time because if you move to about 200 yards and wait, the mobs will disappear after ~2-3 seconds.
  17. it's fine to do with the core as you please. Just don't post anything about it being a public server and if you do happen to release the "code" make sure to attach the original mangos source code with it (part of GPL license). If the mods are anything useful to core development, it would also be nice to share them with the community by either posting in the development section if it's custom content, and in the under review section if it's something that makes the core more stable or furthers development.
  18. caeruleaus

    When Compiling

    if you edit only one file in VC and then build, it will recompile only that file and the associated files. Just don't run a rebuild because that runs clean+build.
  19. a program on any 32 bit OS can only use a max of 3gb no matter what. With PAE the OS will recognize more RAM i believe but it won't be able to allocate it to just one program. yay for wikipedia http://en.wikipedia.org/wiki/Physical_Address_Extension And besides the memory issue, there isn't any other major difference between the two.
  20. depends on how much RAM you have on the machine. If you have atleast 6, go 64bit. If you have anything less you may as well stay 32 bit because the 64 bit pointers take up a bit more RAM.
  21. On official, creatures can drop no loot and they still sparkle. Only summoned mobs never sparkle and usually (i think there might be a few cases where they do) don't have loot on them.
  22. it doesn't open the dialog until someone right clicks the mob
  23. well, whenever new expansions come out, i'd assume there will be more hero classes.
  24. actually i just did some tests, creatures become visible at about 150 yards and then when you are moving away from them they stay visible for about 250-300 yards.
  25. it actually depends on the creature and your settings in the video options.... Like Fel Reavers in Hellfire Peninsula have almost unlimited visibility distance while regular mobs are about 100-150 yards. EDIT: That's with max visibility settings on.
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