hunuza
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Posts posted by hunuza
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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;
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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?
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Added in [9668]. Thank you.
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+1 for Laise
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Applied in [9667]. Thank you.
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Already in master.
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OK, so move to accepted
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Link broken and should be no longer needed.
--> moved to rejected
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Thank you, accepted in [9666].
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Accepted in [9665].
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if you want to match the navmesh tiles to a map grid, then we'll need 4096 tiles, which means 2^11 bits for tileID.
This leaves 2^11 bits for polyID, allowing 4096 polygons per tile.
s = salt bit, t = tile bit, p = poly bit, spaces just make it easier to read/count (note: actual encoding might be different, I just am making an example)
ssss ssss sstt tttt tttt tppp pppp pppp \\ 10 bits /\\ 11 bits /\\ 11 bits / \\4096 tiles/ \\4096polys/
It will be interesting to see if 4096 polygons is sufficient for all tiles.
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.
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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.
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Should be fixed in [9632]. Thank you.
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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...
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Your work is promising. Keep up the good work
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Freezes with DetectPosCollision = 1 should be fixed in [9563].
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Of course, the application lends itself a lot better for factorization, but to stay with the example, I could think of at least four ways to refactor the spell system more (by class, type, effect, cause, etc) - would clear up some of those huge switches for example.
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.
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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...
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Just ask the repack author for the source. He is bound to give it to you by GPL.
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For now they are still saved in the data blob, but in the future we want to remove the data blob from the database.
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One more question:
Should those glyphs also affect the group buffs and do they with this patch?
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Thank you and especially seirge.
Applied in [8874].
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Horn of Winter addition should not be needed, as it is no dummy aura...
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Simply using ! instead of == 0 does the job as well...
[Map/Grid] New Map/Terrain Management System
in ... under reviewOld
Posted
You are probably looking for iomaps by arrai and Lynx3d http://github.com/arrai/mangos/commits/lynx3d_vmap_rewrite