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kerbe

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Everything posted by kerbe

  1. Can't you do it so that you give long time to server shutdown, then have autorestarter and it'll bounce just back online after shutdown. If you mean you want to restart server like every night, you perhaps need to have some script taking RA connection and giving shutdown command. Or then use idle-restart from config, though that'll bite in own leg... or at least causes unneeded restarts if server is often empty.
  2. How's this patch holding these days? My experience say that it isn't applied to core, at least not backported to mangos-0.12. Everyone seems to be agreed this far patch is good and doing it's job. Also stated that if there rises new spells which shouldn't be autocastable, they are easily added (those potential hunter spells?) So some dev have time to check this and see if it is valid for core?
  3. It's that compression which you could tune higher. More compressed packets, less is needed to transfer. However it doesn't mean you should right away go put it at maximum, but try out various values in that setting. Another thing you might want to tune is visibility range. Wider it is, more data is perhaps sent to client (though I'm not sure about this, but so I think.)
  4. I must at least point out that my friends who play on my server doesn't want such feature. Many has several characters, and they want to keep them separate (at least part of those). So I'm pretty sure they wouldn't like such command giving out that they are online with different character.. So if that is implemented, person coding it should have several options included in it: disable it server wide, possibility to disable it by character, and toggle that status as you see fit. But we are fine with good IRC communication, and if that wouldn't be enough, of course we could set up forums.
  5. kerbe

    Linux

    I was going to ask if you had tried google, but that error gives only really really old results. So check that your tools are at correct version. And if they seem to be, check your distro's own bugtracker about that issue. Your problem is in this line: So trying to google/search with ltmain.sh not found gives best results. Also telling here what distro you use, and what version your tools are might help
  6. Thank you for pointing right direction Now I think I understand how those work, but it leaves me with feeling that in current state those are broken, ie. spellfocus isn't read from gameobjects. This specific case has gameobject which contains spellfocus 1003, and I verified from dbc that this is correct value for this spell. Any pointers where to start digging now in core if it is really broken, or am I overlooked something? (someone if could verify this it would help too.) I'm running core from mangos-0.12 branch, version is ad53cae1 (2009-08-24). At least commits after that doesn't clearly say they have fixed things like this, but I think I compile latest core and check if this problem is still there.
  7. Hips, I have ran into problem with spell which used to work fine, but now something is changed. Problem is with spell 19564 (Draw Water Sample). It is used in item Empty Cliffspring Falls Sampler (i15844). This spell is creating new item (i15845), but it works only at Cliffspring Falls Cave Mouth. (Whole this is part quest 6122, The Principal Source). I have dug databases quite widely now, but everything seems to be like it used to be. I have before wondered how this kind of spells work, when they require specific location where they can be used. I grepped source with spell id, few keywords I thought could have been used in comments related to this spell, but didn't get any good results. Can anyone give me hints how this is handled, and what I can do to help fix it? (I'm using mangos-0.12, 2.4.3 is fun )
  8. Thank you oc_redfox, that sure is good lead! I didn't know there exists such table. Checked, and noticed that yeah, there isn't such table... in mangos-0.12 So it is something done for master and applies to 3.x series. Now I at least can try track down where this is added and if it can be backported back to mangos-0.12. I suppose that if it was trivial fix, Vladimir would have done it long time ago... but I hope that it is similar as pool patch, easily done if just want to put few minutes effort in it
  9. I do now bad things and double post. However, I need some info and need some attention Found by myself where this spell damage is calculated (Unit.cpp seems to have quite amount of functions for that purpose.) However, I started wondering does any item casted spell receive these bonuses? From wowwiki I see note that trinkets doesn't receive this bonus, but what about other things? Like for example that rocket launcher. I'm still interested mostly in 2.4.3 behaviour if it differs from 3.x series. Also I could take a bit hacky solution to get it fixed for myself, but if there is proper way, of course that is better. Another question is is there way to detect if spell is called from item or is it casted directly by player?
  10. Hips, I would like to have direction to +spell damage handling in source code. Noticed that there might be cases when +spell damage is taken in account where it shouldn't, causing quite overpowered attacks. For example goblin rocket launcher which is reported to have dmg range of 960 - 1440 gives with some testers 2000 - 3500 hits constantly. Also Shattered Sun Pendant of Acumen procced creating over 800 damage, non-crit hit. Started to suspect after these that with +spell damage gear these get those bonuses too even as they shouldn't. How is +spell damage refered in source code, and where I can find it. I'll start reading code when I have some clue
  11. distcc is good when you have got it setuped nicely and things work. I have tried it few times, but not been developing such big softwares that it would make real difference, and having mixed 32bit and 64bit comps make things sometimes hard.. For mangos I'm not sure if that work. In my experience if I try compile mangos with -j5 for example, it will fail. I think I have got compile failing even with -j2.. so I run my compiles only without any -j. I however use ccache, and that makes quite big difference and compensates.
  12. Is this similar idea as FFXI has, everyone owns own room which they can decorate as they wish, and in later patches they are able to invite friend visit there?
  13. Ah, thank you. I don't know how I was able to miss that table. Obviously I was looking wrong direction.
  14. On DB there is field where is set maximum players for battleground, but where is set how many is minimum to have to start that? Is it hardcoded somewhere in code, or did I miss it from database? Could someone tell me in which file it is in source, if it is there? I would like to make some alterations into it.
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