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KuraiNeko

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Everything posted by KuraiNeko

  1. I can upload to github MZero z1765 version vith all changes untill [11720] Implement spline movement subsystem - was applied. Also regulary update MZ + MMAP to actual revision changes. PS. But as i says previously in MZ exist bug with tile unload in more places
  2. Fly system's now it's not mmaps bug as i think Just core. On zero more fly bugs on master small but it's exist. Need correct fly up\\fly down system. & more more more. Swim also need improve in mango But it's core bug's
  3. O_o on master compilation without errors??? I have on zero - one error without mutex & more with. O_o
  4. Error 1 error C2664: 'ACE_Based::Thread::Thread(ACE_Based::Runnable *)' : cannot convert parameter 1 from 'AuctionHouseMgr' to 'ACE_Based::Runnable *' F:\\zero mmaps\\MaNGOSZero\\src\\game\\World.cpp 1146 1 game - compilation without mutex. With mutex more errors.
  5. 2 days. I update core first 7 make with\\without mtmaps variation's But it's only Zero tests. & online ~ 40 - 80 ppl I try implement BG bots with simple ai. Like players ~ 200 bot\\ppl to memory/cpu tests
  6. So i can test active. More stress test's not only ingame process. But isome agressive test's in very hard for pathfind locations. So at this moment mmaps work pretty good. Use mmaps + charge mmap patch. Mobs work correctly. Not fail under terrain. Fing path find. test on many hard places. As wholes on searing gore & work pretty good. I have some bugs but it's only from zero mmap's part. 1: Yep tiles loaded for few second only & after that unload. No debug info in console.((( 2: On zero exist problem with hoover. Tested on onyxia at fly phase. When ony stop in air at fly. She fail to terrain. Recalk Z coord. But i think it's only zero problem also. Hover on zero not work. 3: Need offmeshes base. Exist more places\\point's where need offmeshes. But at now we have only one. on zero too small online to check all places for add all offmesh coordinats.
  7. I have a question)) How can i made. then MaNGOS not run without mmaps?? As like if we have incorrect folders to our data (dbc etc) Some admin's from servers used my compiled projects turn off mmap's and i need to prevent this.
  8. Micks2 If you use mmaps with latest core changes: https://github.com/faramir118/mangos/commits/mmaps_rewrite?page=1 from 2011-04-30 to 2011-05-08 then confused & feelings movegen's should work fine. qsa make great work with both gen's All posted bugs founded by me - solved. Now exist some problems with generetion way between planes. But it's offmesh problem. We need more wood... khm khm offmeshes!!! PS. Micks2 what version of game you use?
  9. If you test it it should be fine. It just means the mmap is slightly below the ground geometry. In recast yap. But ingame not work on this map on zero.
  10. Look good. http://s19.radikal.ru/i192/1105/10/f1879198d77d.jpg But not work. Maybe it's vmap problem on zero. We have incorrect material type or wmo structure, also incorrect liquid type's. & more user's zero use vmap's from MOne. To prevent failing under textures. Does it possible that vmap for DM in 2.4.3 different then in 1.12?? Other world work with vmap's from MOne good. ---- PS And why so many gray positions in .map?) Especially at ladders, arch, passages. At 3.3.5 mmap look different?
  11. http://i077.radikal.ru/1105/8f/a15b11b3edfc.jpg http://s007.radikal.ru/i300/1105/5b/944c98c6ac24.jpg http://i054.radikal.ru/1105/0f/f05a198abcd2.jpg http://i030.radikal.ru/1105/91/a1e736f39b91.jpg
  12. faramir118 I try put .exe in my server folder. & in map folder & in mmap folder & more than. But map list is empty always. On my hdd exist only 1 type client & only 1 type of maps & mmaps - for 1.12 & recast could not see map's wtf..((
  13. Map list empty on load. I can't open any map.. O_o
  14. Sorry i misunderstand this part. What does it mean? Recast demo??? What is this?? Mmap's with debug flag try add at 2 days. ---------- Some test's with movement generators with latest commit./ Confused - work good. take correct positions. Without ignore mmap.s now Feelings Map 309 - ZG x: -11910.832031 y: -1266.317261 z: 90.819115 Wide railing beside the stairs. If we cast fear here. target stand at one point. Confused movegen work good at this position. But feelingsMG not. Other tests look great. No bugs find exclude upper
  15. mmtile: http://filebeam.com/886c88901ab8b910f8983678bf84b86f reextracted several times (with offmesh) & game serv & at my serv. & not work inside instance.
  16. missing tile's Map: 429 (Dire Maul) Zone: 2557 (Dire Maul) Area: 2557 (Dire Maul) mmap tileloc: 4293232.mmtile gridloc [32,32] Calc [02,01] Dt [??,??] (invalid poly, probably no tile loaded)
  17. qsa At first incorrect z pos. at previous post taked from vmap z. on s it's ok. But there is some bug's Searing gore Map: 0 Zone: 51 Area 246 mmtile 0003444 Tests on tower. Polymorph - (cast self 29848) Position start: x: -6915.680176 y -1077.494019 z 257.127441 incorrect positions for next move: x - 6915.983887 y -1072.910767 z 240.013611 Some times for next move player\\mob take incorrect coord. if you up, on tower next move may be generated on terrain down near the tower & mmaps ignored when unit came from this pos. Fear - (cast self 12096) Start feared position: x -6966.879883 y -1038.273193 z 240.743942 fear fade position: x -6931.979980 y -1055.009399 z 241.132629 move stop position x -6924.533691 y -1055.603516 z 240.642548 i test above 30-50 times. but wrote only one example. This bug we have if player take next position near time when fear fade & next positions not near. After fear fade player run to the end point. We can control player. But if it not controlled motion stop only when player came at end positions. Zul'Gurub Map: 309 Zone 1977 Area 1977 mmtile 3093454 Polymorph - (cast self 29848) start position - x -11917.405273 y -1244.526978 z 92.533783 some incorrect positions x: -11924.686523 y -1249.408569 z 92.616959 Player on sheep take some coord's near start point behind \\under wall or some object not in los but in correct position on mmtile. Way to point too long & mmap's ignored. player go to next move through textures. full fale with intimidating shout. This spell not work when player confused. Need more test's on 2.4.3 & 3.3.5a with mmaps. Maybee spell broke in some revision. In conclusion.. Todo. Confused movement generator: Need some IsWithinLOS check's for next move to prevent move with ignore of pathfinding. Fleeing Movement Generator Need some check's to spell fade. And if spell fade need stop motion to next point of players\\creatures. Need more tests Warriors - intimidating shout. To understand it's only zero problem or someone else.. & sorry for my bad english. I am from Russia. )
  18. qsa mmap loaded always.. Before this tests in searing gore i test here charge movement generator & cmg work really good. Besides some positions in steep mountain where sometimes player can tace some incorrect z pos. About feeling's movegen. Visually this taked positions is too small. 1\\2 sheep or ears of sheep visible\\other body under textures. On next movie sheep take correct coordinates & go to them.. But.. ------ Also i forgot. Few days ago i revert my vmaps from s version to z. When add lyquid types. At game server use s vmaps but in test only z. I forgot apply new svmaps with liquid at test server. I rebuild server now & wrote here after tests!
  19. On zero exist some bugs with wmo. You can see more in ZG near Hakkari This troubles with some format differences wmo v 17 & wmo later than vanilla. Also at vmap3 exist problem with liquid types. But make lava burn it's easy. If you need correct work npc with wmo you can use vmap from m_one. Just change used type from z to s. Yup it is incorrect but in is work!!
  20. Some test's on mzero. Confused movement generator. Before i use your patch i add it manually. At first in original confused move gen add normalyzer for coordinates. unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z); i_waypoints[idx][2] = z; + if(!unit.IsWithinLOS(i_waypoints[idx][0],i_waypoints[idx][1],i_waypoints[idx][2])) + { + i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; + i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y; + i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z; + } plus i use monster move by path as in home move gen. But today i update zero to latest revision backport my changes & try to test your patch. bugs: Player get incorrect z coord. x\\y - correct but fale on z coord. at result some times player get under textures or in-to wmo. Tested in zul'gurub at ladder on enter & at searing gore by spells 29848 & 21060. In ZG sometimes sheep gone down with ignore of LOS. In to wmo. feelings movement generator. Very bugged. 1 - cast self 12096 After fade fear player run as in fear. before player not command some wasd positions. If player not controlled - gamer afk than player run forewer 2 - duel. 2 warriors Used warriors fear. Feared players stand at positions & not run anywhere. Only stand untill fear fade.
  21. Sorry it's not an mmap problem at mzero. It's only AI bug with defias smuggler .
  22. I test on my home computer on rev 1456 + all changes from (faramir118 / mangos) ( if it is nessesary rev. of my test serv.)
  23. Maybe it's vmap bug? On zero exist bug with vmap v3 After backport v3 we have issues with wmo. Especially considerably in instances as like Zul Gurub on Hakkari boss, and mob's near him. Falling under textures of building.. Does it possible, that mmaps include this bug on build process. Several revision ago i modify src to use MOne vmap's but mmaps build on MZero vmaps
  24. Don't know as in MOne and LK, But in MZero i have bug. Mobs can't find way to player in this location: Map(0) Eastern Kingdoms Zone 40 - Westfall Area 109 (Furlbrows pumpking farm) x ( -9872) Y (1315) 0002950 mtile
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