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Darkruler

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Posts posted by Darkruler

  1. I tried with no patchs, it starts normal. then with only one of them alone... it starts ok. So, it is a problem caused when we have both patchs applied together, for sure.

    Once again, thank you very much guys for your effort. I know this is a Dev area and I don't wanna mess your good work. I'll pay more attention when posting my threats.

    I think you somehow merged wrong...

    vehicle patch added 2 columns to creature_template_addon, in total there should be 9 fields on vehicle-enabled cores (right?)

    so the error is correct...did you change anything to your database?

  2. By your reasoning, Darkruler, one would be forced to solve the issue themselves or drop one patch in favor of another. Is it not the obligation of the various patch developers to at least attempt in assisting to resolve such conflicts or is it preferred to take an adversarial stance toward other core mods and leave the end user with no support and no choice? Aren't we all supposed to be in this together?

    Yes, IMO he should solve it himself or ask for help in the SUPPORT section as the merge error is not caused by vehicles...this patch is meant to be implemented in the master branch..not work together with other custom patches (again, IMO)

    That is what defines the word "community".

    I see this as posting in the wrong thread...

    traponinet, I salute you for stepping forth to help Biali. You are an example we all should follow in working together to help each other. :)

    I was willing to help too...

    as for Biali...make a public repo and add me as a collaborator and i will solve the merge conflicts for you

  3. Although this thread is not for SilverIce's camera fix, Biali's trouble does involve compatibility issues with Vehicles and Camera Fix.

    That makes it a valid question and is indeed pertinent to the Vehicles thread. Try to bear that in mind next time a similar post comes up in this topic or elsewhere, Mcrizza.

    Biali, if you cannot find help here, also try SilverIce's thread but, not until it is clear no help is forthcoming from the Vehicles thread. This is suggested to prevent having others accusing you of spamming. So wait at least a day or two before asking elsewhere for help. This will also give time for those who may help here to render the assistance you need.

    as far as i understand, this is about solving merge conflicts which has nothing to do with the vehicle patch

    as for Biali...make a public repo and add me as a collaborator and i will solve the merge conflicts for you

  4. This patch is not "fix-everything-where-is-word-vehicle-used", it should be only core part + some test vehicle data, not fixes for dungeons :)

    You called the thread "[Dev] Vehicles" which tells me this thread is about developing vehicles for implementation in the master GIT...

    and for implementation most things (if not all) related to vehicles should be working...that includes instances and vehicle related quests

    *Just my opinion*

    which Vehicles is compatible with a new rev and how to can use it pls??

    Salja´s Vehicles down?

    I think Tasssadar's should work with the newest rev...

    git pull git://github.com/Tasssadar/Valhalla-Project.git vehicle

  5. In other words... you're saying the Hellscream commit is basically useless for those who have been asking for an updated PvP token patch.

    Think it through. If they had the skills to pick out just the tokens part of your code, they wouldn't be asking others for an update.

    Otherwise, it's a slick way of putting your custom server out there for everyone. :P

    That was not my intention... sorry if i made it seem like it was...

    the commits are commented and thus it's easy to see which piece you can cut out if you don't want it (at announcer parts.. "// PvP Announcer" is on top, in token part there's "// PvP Token" or smth on top... so even people who don't know what cherry-picking means should be able to figure it out IMO

  6. Read the whole code

                       else if (skillval >= 150)
                           unitTarget->CastSpell(unitTarget, 72282, true);
                       else
                           unitTarget->CastSpell(unitTarget, 72281, true);
    

    It will cast Invincible, not Celestial Steed, thats why i suggest the DB thing with the different spell's ID

    Ah, yeah sorry... lol...must've been a bit sleepy

    Anyway, updated my post...perhaps this will suit your needs?

  7. Worked like a charm!!

    TY laise.

    EDIT:

    I was studying the patch, isnt there any easy way to implement this functionality for all mounts that use the same kind of "scale leveling"?? So we dont have to make the same procedure for each mount that use the same feature. Just include a small table in the DB maybe to call the correct spell to cast, or something like that.

    isn't this easy enough?

    Celestial Steed:

    diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
    index 5f8439e..a76efd7 100644
    --- a/src/game/SpellEffects.cpp
    +++ b/src/game/SpellEffects.cpp
    @@ -5806,6 +5806,38 @@ void Spell::EffectScriptEffect(SpellEffectIndex eff_idx)
                        m_caster->CastSpell(unitTarget, 72588, true);
                        return;
                    }
    +               case 75614:                                 // Celestial Steed
                   case 72286:                                 // Invincible
                   {
                       if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
                           return;
    
                       // Prevent stacking of mounts
                       unitTarget->RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
                       uint16 skillval = ((Player*)unitTarget)->GetSkillValue(SKILL_RIDING);
                       if (!skillval)
                           return;
    
                       if (skillval >= 225)
                       {
    -                       uint32 spellid = skillval >= 300 ? 72284 : 72283;
    +                       if m_spellInfo->Id == 72286
    +                           uint32 spellid = skillval >= 300 ? 72284 : 72283;
    +                       else if m_spellInfo->Id == 75614
    +                           uint32 spellid = skillval >= 300 ? 76153 : 75617;
                           SpellEntry const *pSpell = sSpellStore.LookupEntry(spellid);
                           // zone check
                           uint32 zone, area;
                           unitTarget->GetZoneAndAreaId(zone, area);
    
                           SpellCastResult locRes= sSpellMgr.GetSpellAllowedInLocationError(pSpell, unitTarget->GetMapId(), zone, area, unitTarget->GetCharmerOrOwnerPlayerOrPlayerItself());
                           if (locRes != SPELL_CAST_OK || !((Player*)unitTarget)->IsKnowHowFlyIn(unitTarget->GetMapId(),zone))
    +                       {
    -                           unitTarget->CastSpell(unitTarget, 72282, true);
    +                            if m_spellInfo->Id == 72286
    +                               unitTarget->CastSpell(unitTarget, 72282, true);
    +                            else if m_spellInfo->Id == 75614
    +                               unitTarget->CastSpell(unitTarget, 75620, true);
    +                       }
                           else
                               unitTarget->CastSpell(unitTarget, pSpell, true);
                       }
                       else if (skillval >= 150)
    -                   unitTarget->CastSpell(unitTarget, 72282, true);
    +                   {
    +                       if m_spellInfo->Id == 72286
    +                           unitTarget->CastSpell(unitTarget, 72282, true);
    +                       else if m_spellInfo->Id == 75614
    +                           unitTarget->CastSpell(unitTarget, 75620, true);
    +                   }
                       else
    -                       unitTarget->CastSpell(unitTarget, 72281, true);
    +                   {
    +                       if m_spellInfo->Id == 72286
    +                           unitTarget->CastSpell(unitTarget, 72281, true);
    +                       else if m_spellInfo->Id == 75614
    +                           unitTarget->CastSpell(unitTarget, 75619, true);
    +                   }
    
                       return;
                   }
    

  8. sorry for my english

    I dont know how to call "_player->GetGroup()->Disband(true);" if the member is outside of instance

    can you help me?

    Att Darky

    something like

    if GetInstanceId != 0
       _player->GetGroup()->Disband(true);
    

    Note: just guessing

  9. sorry I think, I can not help you because the last patch is made from Wojta's vehicle branch + tester20's fix for ram spells.

    The problem, conflict with Dual-spec has because many people are make the repository and added the vehicle patch,

    then taken only part (not everything) from fixes patches from the Wojta's master branch and place them in the repository,

    but the first source of vehicle patch is made by Wojta's vehicle branch and I do not know what they it took so You can delete.

    You must look in your source code for what you got from Wojta's master branch and delete it.

    or to use only clean vehicle patch for MaNGOS core [9796]

    http://filebeam.com/b32b45a7c639862742c76ad08953aba8

    I'm running http://github.com/Tasssadar/Valhalla-Project/tree/vehicle with your Oculus and Tester20's ram spell fix...that's all

  10. Traponinet... do you or do you not have dualspec and vehicles working together (in other words... can you still switch back to the 1st spec after switching to the 2nd) if yes: can you post the fix? i don't want to remove the old vehicle patch from my core to apply a new patch...

  11. There's like what, 4 or 5 people working on Vehicles with just as many repositories?

    I'm all for collaboration, guys, but this is getting downright confusing! How about someone sets up a testing repository so all of you can push commits there, instead of all over the place? Those commits that don't break things and improve Vehicles can then be reviewed by Wotja for inclusion into his master repo for Vehicles. Consider Wotja's Vehicles to be the "stable" branch.

    If things continue in their present fashion, you'll never get this thing done!

    I totally agree... and i think Traponinet (if he/she wants to) should start the repo and add collaborators that can prove theirselves

  12. Compile error in the SD2 AI part...

    1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2027: use of undefined type 'Spell'
    1>        c:\\sources\\hellscreamcore - kopie\\src\\game\\Unit.h(295) : see declaration of 'Spell'
    

    which also causes

    1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2227: left of '->m_targets' must point to class/struct/union/generic type
    1>..\\scripts\\world\\npcs_special.cpp(2193) : error C2228: left of '.getUnitTargetGUID' must have class/struct/union
    

    the piece of code in which this occurs is

           if (Spell* pSpell = pOwner->GetCurrentSpell(CURRENT_GENERIC_SPELL))
               targetGUID = pSpell->m_targets.getUnitTargetGUID();
    

    MaNGOS rev = 9788

    Anyone an idea on how to solve this?

    NVM, have to include spell.h

    sorry to bother you guys! :cool:

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