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evilatwow

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  • Birthday 01/01/1

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  1. Well, I do check it whenever I need info about the DB tables...which is quite often. But to be honest I often fall back to the WoTLK version soon because the table I want is not documented yet. The differences between TBC and WoTLK aren't massive, so that's usually good enough for me to figure out what I wanted to know. So: yes, there's interest here, but to be honest probably not enough to warrant the effort if I'm like the only one (or even if there's only a few people)
  2. Hmm... the servers went from 3.3.5 straight to 4.0.1 if I remember correctly, so there never was a 4.0.0 on live servers. So I would guess you installed it from the Cata DVD (without patching it afterwards) or even got some PTR/beta build.
  3. Remember that git keeps all info about a repository locally on disk, so now that you've cloned it in ScriptDev2, you can just rename that folder and you should be fine As an alternative, you can edit the CMakeLists.txt file in src/bindings too. You'll see something like add_subdirectory. Change the directory to what you have now and you should be fine too.
  4. And that remains the same - it's not needed to run your server; it's intermediate output for (at least) generating the vmaps
  5. I agree with stfx here - the link works fine even with http (using Opera on Linux).
  6. It's probably a silly question, but the "mining three times" was on different deposits right? Because it used to be that you had to mine several times to get all ore etc from a single deposit, which only once gave a skill up if appropriate. These days on offi (since WoTLK I believe, but I'm not sure), you mine once and get everything a deposit contains at once.
  7. No, the buildings folder is an intermediate folder created by the extractor, and used as input for the assembler. Once you have your vmaps, you can delete it again
  8. Fortunately I can The issue was fixed for master in this commit and for One in this commit
  9. Is this true? I can't comment on the level requirement, but I'm sure that you don't need inscription to use that deck to summon the npc and hand in the quest. I did it with an 85 character (but note that we have 4.3 now on live of course).
  10. That seems to be what happens, yes, although I realize a few tests aren't real proof. For what it's worth then: I did a few tests in the Cathedral of Darkness (Icecrown zone), because there are many mobs in there that respawn fast. Even when pulling lots of zealots from both sides, they run to me and stay in front of me, despite the fact there isn't really room for all of them to spread out (sometimes I pulled more than 25 zealots at once). They all spread around as nicely as possible (even if the results looks 'very crowded') in a 180 degrees cone (half a circle). I got the same behavior in Stockades and Zul'Farrak when pulling like half the instance at once; though in Zul'Farrak casters stayed at a distance of course, while melee filled half the circle in front of me But like I said: it's not a proof, but a good indication
  11. The pooling mentioned is a system in the server core to be able to say "<this> can spawn in one of several locations", but in the end it's up to your database to make use of it (or not). I don't know about your database, but I think the herbs aren't pooled yet in UDB (not in TBC-DB, their 2.4.3 version, anyway). In that case, there's probably not much you can do yet except delete a few herbs spawns in your database
  12. Yes we do!! So speak for yourself please So, what's keeping you to get started then? 'We must do something' is the unanimous refrain. 'You begin' is the deadening refrain.
  13. There is not much point for well written code. The only point I can see for them is a 'stupidity check' for people that use their own members in initializer lists. Like this: struct A { A() : j(0), i (j) {} int i, j; }; You'd be surprised how many bugs I've discovered in my professional life using that warning. But that aside... my point is this warning is apparently on by default for MaNGOS and a handful of headers are causing so many warnings - because they are included everywhere - that we don't see the real warnings any more. Since a fix for them is trivial, I didn't see why I wouldn't fix them. In a perfect world, all code compiles warning free with -Wall
  14. Check the wiki page and search for 'GAMEOBJECT_TYPE_BUTTON' to see what data should be in those data fields
  15. Patch made against ManGOS One s1434, but the same issue is still present in Master. What bug does this patch fix? I noticed that moving items around in a guild bank tab causes these moves to be appended to the tab's log. That shouldn't be the case. It also fixes a 'typo': splited => split Who wrote the patch? I did (github user evil-at-wow). Additional notes Just for clarity, the following is the intended behavior. Logged: putting items in the guild bank (character inventory to guild bank) retrieving items from the guild bank (guild bank to character inventory) moving items from one tab of the guild bank to a different tab, even when splitting or merging stacks Not logged: moving items from a slot to a different slot on the same tab of a guild bank splitting a stack of items within the same tab of a guild bank merging stacks of items within the same tab of a guild bank Or in summary: anything that does not change the content of a guild bank tab (the total amount and kind of items) should not be logged. Patch: http://paste2.org/p/1818770
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