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hunuza

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Everything posted by hunuza

  1. You are probably looking for iomaps by arrai and Lynx3d http://github.com/arrai/mangos/commits/lynx3d_vmap_rewrite
  2. Maybe you can explain this change? - weapon_mindamage = lvl*0.85f*att_speed; - weapon_maxdamage = lvl*1.25f*att_speed; + weapon_mindamage = lvl*0.714f*att_speed; + weapon_maxdamage = lvl*1.114f*att_speed;
  3. Right now they are not saved anymore but calculated on login. What do you need them for? You should be able to calculate them yourself by base stats and equipped items + talents. If you need it for some external scripts, we might maybe save them independent from usual character save, like only on logout or so... Which do you need exactly?
  4. Applied in [9667]. Thank you.
  5. Link broken and should be no longer needed. --> moved to rejected
  6. Maybe I got something wrong, but 2^11 = 2048 not 4096, so we would need 12 bits for tileId, which would leave us with 32-10-12=10 bits or 2^10=1024 polygons per tile.
  7. If you really are the author, you need to talk to the person who submitted this patch here on why he didn't give you credits for your work. We can't check every patch that is submitted on who is their real author.
  8. Should be fixed in [9632]. Thank you.
  9. If I read your log right, we spend only 33.76 seconds in one hour in that function, so I don't see why we should have an extra thread for that one...
  10. Your work is promising. Keep up the good work
  11. Freezes with DetectPosCollision = 1 should be fixed in [9563].
  12. If you have good suggestions how to refactor MaNGOS source why don't you simply make a patch and provide them to the community? If they really improve code quality, I am sure they will be accepted.
  13. I think understanding the spell system is at least partly independent of MaNGOS code. You should try to understand Spell.dbc structure first, then you can take a look at how we implement spell effects etc... The file names are pretty much self-explaining or? SpellAuras.cpp is related to Auras (again, to understand what Auras are you need to understand the spell system of WoW, not really MaNGOS code...). SpellEffects.cpp contains the spell effect implementations and the common functions (like targeting, casting etc) are implemented in Spell.cpp...
  14. Just ask the repack author for the source. He is bound to give it to you by GPL.
  15. For now they are still saved in the data blob, but in the future we want to remove the data blob from the database.
  16. One more question: Should those glyphs also affect the group buffs and do they with this patch?
  17. Horn of Winter addition should not be needed, as it is no dummy aura...
  18. Simply using ! instead of == 0 does the job as well...
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