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Adam00

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  • Birthday 01/01/1

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  1. Adam00

    Maze

    Has anyone a github link for this patch ? Maybe someone continues adding things to this addon of interest ?
  2. No no we are here, we follow your work, quietly... It's two weeks since i've mixed Auto and Sharedbots, the server is ok, sometimes it bugs (npcs move at 100X speed ^^), but it works. The creation, ever if I tried lots of things, must be made separately from invitation... First I create, then I add, then I invite.
  3. Arf bad news... My custom patches are modifications of PlayerBotMgr.cpp, to enable every player to create an autobot. In fact, only this file is modded.
  4. Aw.. ok I'll try without SD2. Then I'll test again.
  5. Bien le bonsoir ! I have some problems with my core (sharedbots + autobots + skillbots + personnal little mods + sd2), when I use some GM commands with wrong data (eg : ".tele" instead of ".tele area"), the server freezes. I've seen some posts that say it's SD2 fault... Did someone have this prob ? Why the server doesn't crash instead ? Thanks !
  6. Gitch I've integrated your work in my project, and it seems to go well ! Only PlayerBotMgr.h and cpp were manually corrected, the rest is all of yours ! Ow... This night the server got a bug (completely frozen...), I'm triyng to know why... and I'll give you details.
  7. I've seen that a part of your work, Gitch, is exactly the same than Blueboy, except for spaces or tabs. Quite embarrassing when we try to compare differences. I've merged Sharedbots with Autobots, with no correction at all. Autobots can then be created... but not summoned. I simplified Sharedbots code, to search for Autobot account, and now I can add Autobots in my world. I have to create the Autobot, only after that I can call him. I also tried to give him xp, spells, I try to approach Yad's work (I used his code a long time ago, and it was delicious). I'm not on Github, but maybe, if you think theses ideas are good, maybe I can show you...
  8. WTF ?!!!? Ok it can be here, it's a general discussion
  9. Hi everybody ! I have some problems with some mmaps, or maybe with some holes in them ! In deatholme and An'owyn, I can't go where I want, some places are blocked by invisible walls... but some of my friends don't have this problem on my server 8( Concrete example : Apothecary Enith, I can't go in the underground... D'you have an idea about that ? Thanks.
  10. Hi ! I think my merge problems will not pursue me, since Mangos now includes Mmaps ! So when you will merge mangos, you'll merge mmaps ! Keep working, we like it ! Thanks a lot !
  11. Hi everybody ! I just want some help to understand why I can't compile correctly when I merge portal and mmaps. I'm using Smartgit on Windows (don't think there is a Git.exe somewhere on my HD...) and merging causes lots of rewrites... It seems to be automatic. What I do : - I pull Portal from Blueboy's playerbot git - I create a second remote (manage remotes) with Faramir118's git - I merge Master with Faramir's - Result : 6 files in conflict and lots of files added and auto modified. - The conflicts : chat.cpp, level3.cpp, unit.cpp, movesplineinit.h, game.vcproj.filters and game.vcproj (deleted). - I try to understand the problems, seems to be MoveTo multiple functions... but can't explain - I tried Blueboy's git diff, but I didn't understand. - I try I try, I finally try to compile on VC 2008, but have errors... I'm French, and I write as I can ^^, but I want to keep Smartgit. Can someone post the git diff in a comprehensive way ? Thanks for the help ! Médiévalement !
  12. Happy new year, and bonjour de France !
  13. An other modification, concerns Pet's hapiness : I found the code in Pet.cpp, here you must search for two instances of this code : m_happinessTimer => 7500 is default, in fact, every 7500 ... pops ... the pet loses some hapiness. If you use a multiplier (15000 for example), it will verify, and take longer time to lose hapiness. Can somebody confirm it ?
  14. I prefer this to be automatic, any user that creates a new player must, even if he doesn't know anything, walk faster, that's why I coded it. The best : modify this code to be controlled by mangosd.conf...
  15. For a long time I played with precompiled cores, with lots of stuff (maybe too many), and now I can't live without speeding the game (player movement), so I tried to find where these patches were coded, and finally, I've found : In SRC/unit.cpp : float baseMoveSpeed[MAX_MOVE_TYPE] = { 2.5f, // MOVE_WALK 7.0f, // MOVE_RUN 4.5f, // MOVE_RUN_BACK 4.722222f, // MOVE_SWIM 2.5f, // MOVE_SWIM_BACK 3.141594f, // MOVE_TURN_RATE 7.0f, // MOVE_FLIGHT 4.5f, // MOVE_FLIGHT_BACK 3.14f // MOVE_PITCH_RATE }; Theses values are already modified, normal run speed is 4.5, I used 1.5 multiplier for run, back, swim and fly. The best would be a conf integration, but I don't know where to start, so i modded it in code... Maybe someone could find a better solution ? I'll search for others mods, like pet satisfaction...
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