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Curious

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Everything posted by Curious

  1. Curious

    MMaps Redux

    Crashlog : Critical Error - MoveMapGen.exe Memory manager returned NULL: out of memory? Expression: data d:\\MaNGOS\\Source\\MaNGOS2\\dep\\include\\g3dlite\\G3D/Array.h:154 At attempt to extract map 571. There is definitely something wrong with those map, as map 000 take a long time, with thos map the [x,y] are way too long.
  2. Curious

    MMaps Redux

    Compiled under win7 x64, currently building mmaps, even if the bash tell me it's working on map 000, i have 001 file in mmaps directory. i used movemapgen --hiResHeightmaps false --skipContinents false --debugOutput false crash after 0003625.mmtile. bash says begin "building map 001" @faramir : is this a writing error or the file named 001.map is not related to map 001 o_O Could someone tell me how many mmtile he got for map 000. Regarding at ressource it appears it only use one processor (correct me if i'm wrong). I think, due to the time it take, there should be a option where processor numbers could be enter. One could make map 000, second 001, etc... and another could make other map which go way faster.
  3. I was looking back at the mangos changelog and find out that there is no nickname anymore related to milestone version So why that ? Has MaNGOS became a too serious project that there is a lack of time finding funny name ? The guy in charge ODed or something ?
  4. Curious

    MMaps Redux

    Thanks for editing the How to One last thing, the link you posted point in the mmaps repo and should be the mmaps_rewrite repo And sorry to ask a dumb question but does the vmaps_rewrite patch by Lynx3d is part of your repo or should we add it first ? - Answered my own question looking at the last commiters on certain files thank you both.
  5. Curious

    MMaps Redux

    I think the "How To" in the first post should be update due to recent change in mmap generation ( as i understand there is no need anymore to generate mmapas by hand). And even if it sound like a clichés, i'd like to thanks the devs working on that because i believe this project is the most important WIP now
  6. HAI CAN HAS STDIO VISIBLE "teh lolcode for da win KTHXBYE
  7. Sound silly but did you delete your cache file ?
  8. Sry for flooding, this one made my day
  9. Curious

    MMaps Redux

    @faramir -> but I'm unsure how to find out if a player is falling. When player is falling a emote is displayed, but maybe it's only client side, I think looking at the fall damage calculation might help you.
  10. You better look in the old thread i think. Begionning post 46 is a how-to make new vehicle, but i don't know if it is still relevant
  11. Curious

    MMaps Redux

    Faramir was clear about that. Try it or try not but don't ask if X will be compatbile with Y.
  12. Curious

    MMaps Redux

    There should also have a SQL applying to creature which allow them to walk through some mesh type. i.e The naga are able to breath underwater. I think this will affect the pathfinding because all creature shouldn't be able to reach you walking on lava. A blizzlike experiment would be good.
  13. Currently there is two way of using the chopper (and mammoth I presume) spawn him using add creature or using it as any other mount. The problem is that if you use it as mount people will not be able to join you. (Or I forgot something during vehicle implementation).
  14. Wouldn't it be interesting to have a SD2 repository aswell ? I think mamuth and chopper need a SD2 script but not sure
  15. We have to way to resolve this matter, either we chose to increase leech heal with the heal bonus (and heal aura too) either increased leech effect with the magic school the spell used (i think for this spell it's a better way). But it's only guesses trying toget involved
  16. I think it should, for example the warlock and his armor that increase healing recieve(change in 3.3), it increase leech heal.
  17. Look into Tasssadar GIT repo.
  18. Can i have any kind of answers on this ?
  19. Regarding this commit. // quest objectives updated only for alive group member or dead but with not released body if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); I think this way dead player will recieve kill credit if they HAVE released body. Delete thread if I didn't get it
  20. You have to try them one by one using the one with only one seat (most of them are of this kind )
  21. Thank you for this great explanation Looking at my DBC file i wasn't able to find such information (vehicle.dbc right ?) I think more and more vehicle will be add to the DB
  22. According to rastikzzz development his Vehicle tble is as follows : [b]CREATE[/b] [b]TABLE[/b] [b]`[/b]vehicle_data[b]`[/b] ( [b]`[/b]entry[b]`[/b] mediumint([color=#009999]5[/color]) unsigned [b]NOT[/b] [b]NULL[/b], [b]`[/b]flags[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell1[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell2[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell3[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell4[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell5[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell6[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell7[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell8[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell9[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]Spell10[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]`[/b]req_aura[b]`[/b] mediumint([color=#009999]8[/color]) unsigned [b]NOT[/b] [b]NULL[/b] [b]default[/b] [color=#dd1144]'0'[/color], [b]PRIMARY[/b] [b]KEY[/b] ([b]`[/b]entry[b]`[/b]) ) So, looking at the DBC file how should we fill the fields ? A line looks like follows : INSERT INTO vehicle_data VALUES (106, 4, 50896, 0, 50652, 0, 0, 0, 0, 0, 0, 0, 0); As far as i can tell 106 is vehicle ID. for the other fields.....
  23. Hi, Can you give me more information about how to decode the dbc file. i have to admit that i'm completly lost
  24. Curious

    Empty file

    Could someone explain to me the utility of : pchdef.cpp pchdef.h At least i can understand pchdef.h (aim is to speed up compilation ?)
  25. Wanted to PM you this but unable to do so I'm very interesting in your vehicle developement first i could'nt guess how difficult it might be. Looking at the error in the linux build I wanted to ask why don't put all the headers in the .h file ? and just the vehicle.h in the vehicle.cpp ? Looking at those two files you have include unit.h in both
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