Grz3s
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Posts posted by Grz3s
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Removing this table ..you will remove loots of gossips that they're still missing (IDs) in new gossip system and probably We will never get them ..becouse of cata changes....
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[mangos] Revision 11800
[sD2] 2290
[uDB] 402
[ACID] 3.0.8
Hi
Just tested your patch on newest mangos... I added it manualy (ctrl+C ...ctrl+v). <--- compiled without any problems...
After tests....
- bug with "StopCombat" disappeared .... Finally we can attack npc's pet.
- Npc will attack us ...when we'll atack his pet.
- had no console errors at all. ( no crash etc)
When we kill npc... pet disappears (not sure if this is blizzlike) but .... thats not problem at all
And again question to devs... can you look at this patch..(for me works really well)
+1 to master from me.
faramir118 - Thank you very much for your hard work.
EDIT:
for mangos: Rev.11800
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shame that ..this was forgotten .....
I was working of many quests, that this was needed..
Could be useful for UDB
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cant wait ..to see this in master;)
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DBErrors: Other then a large number of these errors, there isn't much
2010-08-24 11:01:55 Table creature_movement has waypoint for creature guid 135805 (entry 17317), but MovementType is not WAYPOINT_MOTION_TYPE(2). Creature will not use this path.
hmm how this could happened??? ..these mobs should have theirs wp's .. but somehow, someone changed movementType and set 0?
this should fix that problem
UPDATE creature SET MovementType=2, spawndist =0 WHERE guid IN (326,1012,3557,3574,3595,3596,4360,4361,4364,4377,4378,4522,5459,31772,37642,37647,37669,37671,37676,37677,37682,37691,37692,37693,37694,37695,37696,37697,37698,37699,37700,38347,39540,46818,51475,52070,52074,57656,58702,77361,77730,79750,84633,84716,85044,86177,86278,95560,115275,115276,127781,133611,135170,135210,135227,135228,135241,135253,135263,135265,135306,135338,135364,135445,135453,135473,135517,135530,135712,135729,135775,135805);
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just 2 say thank you.
on win xp ... have no problems at all with compile and u can see that it works!
We are waiting fo' yours next patches
regards
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Edit: I found something interesting on looting on retail compared with here. On official, when a mob is put into the world it already has its loot table, so mobs with no loot do not sparkle.
You are wrong m8.
Today i had few times ..death mob without loot with loot animation.
also
few days ago I made avi ... please check post nr#23
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Are you really sure you can get a sparkly empty corpse at official as well? From what I heard, it isn't supposed to happen.
This should show you how it really is. http://www.youtube.com/watch?v=GmgEv9ZOaWU
Film has been made yesterday on "blizz eu Xavius (pvp)" serv.
Easy to find ... "elvynn forest - The Maclure vineyards" mob - stonetusk boar..(30% of them ...drop empty loot)
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im not sure if codesyle is ok, but your patch works very well.
Thank you very much.
+1 to master
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As note wyk3d this must be used carefull _only_ in special cases and only at really need time.
So creature don't must be active always, but activated at start escort quest path and only until it complete.
Cleary use this for just walking creature is overuse and useless lost CPU power
so that means ..that we will never meet npc/creature (with long waypoint) somewhere.... on his long patch, but always close to his spawnpoint.
p.s.
pro.digy can u show how u done it?
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there is thread on SD2 forum:
http://www.scriptdev2.com/project.php?issueid=220 <==== starts from post nr 8.
1. ZPS.
Originally Posted by NtscIf I remember correctly there was a way to force NPCs to update even in an "empty grid". Maybe I'm thinking of Trinity though.
No trinity. Mangos. (Thx, Vladimir ).
creature->SetActiveObjectState(true);
I think, this must be added to ALL escort quests. And some bosses (which can go far away from players).
2.NTsc
That should definitely be added to all escort quests. If it isn't added then they can bug out due to the part of code that tells them to evade if the player is to far away. The reason why is that if a player dies and is sent to a graveyard out of the current creatures grid and there are no other players there the creature will stop begin updated.
Originally Posted by grz3s
if that code will do exactly what u saying ... so should be added to all creatures with long waypoints or even beter add to waypoint system and create new table in sql to swith it on/off.
Yes it probably should be added to those though I'm sure the MaNGOS developers wouldn't be to happy about that. There are a lot of creatures with long way points and since they are set as an active mover they will be updated at all times which means that a lot of creatures will be updated even when not visible (extra CPU load).
3.DasBlub
why not do it like grz3s supposed but extend it with a flag in the config file (either mangos or sd2 config file, don't know...) which is a 'master' switch for the SetActiveObjectState, and if it's set to off it will not call this function for any creature, if it's set to on it will be called for every creature with waypoints and if it's set to auto it looks at the flag in the db?so an admin can allways decide himself how much serverload he wanna have...
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hmm
strange.. but all humans doing exactly that like in your patch... they using "run" when they flee and comming back.
example:
http://www.youtube.com/watch?v=eI0unCjqSjE
EDIT:
ok i've been checking on offi per few hours....and now im sure how does it looks like.
creatures doing like u said (same for both -flee , -return) walk faster than normal.
only humans runing like in your patch, but they return with run option as well .
Regards.
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i meant he is walking with roots on himself
3.0.9 on rev7511. everything is fine. (problem with 2.4.3?).
Neo are u sure that they should run? koz i've checked on offi* few:
(example: entry 2949 , 2951 , 2950 etc.)
.. and all of them just walking (faster than normal walk , but still they walking when looking for help , and the same when they comming back with someone ,the same walk (little faster than normal).
please look on this avi:
http://www.youtube.com/watch?v=P__jlYDuuDw
But still i thing that your patch is awesome ... (no errors at all).
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Revision 7511
SD2 928
patching without any problems. (serv 8h up time now with this patch).
This is awesome... thx Neo.
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does this path fix problem with creatures with waypoints?
I mean - on mango that look's like creature stops in every wp and start moving again to reach next one ... i know that is like ~0.2sec...but on offi u can't see the same gaps betwen those wp's(creature walk's/run all the time).
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bump.
the same problem when you have creature with waypoints ( set to run all the time). For example fight with him, and run away ..creature will come back to first point and change his run mode to walk mode (the only way to keep him running is just kill him -will resp with run mode ).
Hope that someone will fix that :
.Sephiroth1983annoying problem
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in Revision 6966
Gnomes got wrong XYZ in starting point (it must be just someones who been working on this table...a small mistake )
now is..
... (7,1,0,1,-6240,331,383), (7,4,0,1,-6340,331,383), (7,6,609,4298,2355.05,-5661.7, 426.026), (7,8,0,1,-6340,331,383), (7,9,0,1,-6340,331,383), ...
should be:
... (7,1,0,1,-6240,331,383), (7,4,0,1,-6[b][color=blue]2[/color][/b]40,331,383), (7,6,609,4298,2355.05,-5661.7, 426.026), (7,8,0,1,-6[color=blue][b]2[/b][/color]40,331,383), (7,9,0,1,-6[color=blue][b]2[/b][/color]40,331,383), ...
quick fix:
UPDATE `playercreateinfo` SET position_x = '-6240' WHERE position_x = '-6340';
[11940]DB Scripts Engine rewrite
in ... acceptedOld
Posted
mangos: 11938
UDB: 404
SD2: 2478
ACID: 3.0.9c
compiled without problems...
no crashes (newest ver.)
1st day - Tested on old scripts - no unexpected errors (only gossips, but as u said before ... they must be checked manualy)
2nd day - creating new scripts ..(chcecked most commands .. for source and buddy) -- see no problems
- checked 2 new options (wasnt able to to that in old script sys.)
cast spell on target/buddy - work fine
force buddy to move with command 3 - work fine
So .. +1 from me
Regards
Grz3s - UDB Fixer