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oc_redfox

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Everything posted by oc_redfox

  1. The talent Feral Charge - Cat (spell-id: 49376) should "jump" in behind the target.. Right now it just jump straight up in the air and then daze the target.. This spell is basicly a 'long' jump forward towards the target and you land behind him/her... ::Edit:: Also, this spell dosen't break "prowl / stealth" since its not a "attack"...
  2. Hmm, shouldent the 'second' (offhan) 2-h weapon be sent in mail if its still equiped when this talent is unlearned !?
  3. Call stack: Address Frame Function SourceFile 00453A1B 00000000 std::vector<MovementGenerator *,std::allocator<MovementGenerator *> >::Push_back+1B 00450962 00000000 MotionMaster::DelayedExpire+B2 0685E6A5 00000000 ?MovementExpired@MotionMaster@@QAEX_N@Z+45 0685D7BF 00000000 ?GetTeam@Player@@QBEIXZ+17F 0685D911 00000000 ?GetTeam@Player@@QBEIXZ+2D1 004BBE14 00000000 CreatureCreatureRelocationWorker+114 004BBCF2 00000000 MaNGOS::CreatureRelocationNotifier::Visit<Creature>+A2 004BBC42 00000000 VisitorHelper<MaNGOS::CreatureRelocationNotifier,Creature>+12 004BB1D0 00000000 VisitorHelper<MaNGOS::CreatureRelocationNotifier,Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > >+10 004BA993 00000000 VisitorHelper<MaNGOS::CreatureRelocationNotifier,GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > >+23 004BA390 00000000 VisitorHelper<MaNGOS::CreatureRelocationNotifier,TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > >+10 004B88D5 00000000 Map::Visit<RGuard<ZThread::FairReadWriteLock,ZThread::Lockable>,MaNGOS::CreatureRelocationNotifier,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+F5 004B5EE7 00000000 Cell::Visit<RGuard<ZThread::FairReadWriteLock,ZThread::Lockable>,MaNGOS::CreatureRelocationNotifier,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+347 004A6007 00000000 Map::CreatureRelocationNotify+77 004A452E 00000000 Map::CreatureRelocation+15E 00641F04 00000000 DestinationHolder<Traveller<Creature> >::UpdateTraveller+154 0066F8D2 00000000 PointMovementGenerator<Creature>::Update+52 00454497 00000000 MovementGeneratorMedium<Creature,PointMovementGenerator<Creature> >::Update+17 00450272 00000000 MotionMaster::UpdateMotion+A2 004566E5 00000000 Unit::Update+295 0065D50E 00000000 Creature::Update+35E 004BB5B4 00000000 MaNGOS::ObjectUpdater::Visit+94 004BB512 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature>+12 004BACD0 00000000 VisitorHelper<MaNGOS::ObjectUpdater,Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > >+10 004BA7E3 00000000 VisitorHelper<MaNGOS::ObjectUpdater,GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > >+23 004BA270 00000000 VisitorHelper<MaNGOS::ObjectUpdater,TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > >+10 004B7F75 00000000 Map::Visit<MaNGOS::SingleThreaded<ZThread::FairReadWriteLock>::Lock,MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+F5 004B3982 00000000 Cell::Visit<MaNGOS::SingleThreaded<ZThread::FairReadWriteLock>::Lock,MaNGOS::ObjectUpdater,TypeMapContainer<TypeList<GameObject,TypeList<Creature,TypeList<DynamicObject,TypeList<Corpse,TypeNull> > > > > >+62 004A3927 00000000 Map::Update+2B7 0063A801 00000000 MapManager::Update+1B1 0061DC31 00000000 World::Update+B01 004388DE 00000000 WorldRunnable::run+8E 00893D15 00000000 ZThread::ThreadImpl::Dispatch+1D5 00894173 00000000 ZThread::`anonymous namespace'::Launcher::run+33 00898227 00000000 ZThread::ThreadOps::_dispatch+17 749C3433 00000000 _endthreadex+44 749C34C7 00000000 _endthreadex+D8 7761E3F3 00000000 BaseThreadInitThunk+E 77BBCFED 00000000 RtlCreateUserProcess+8C 77BBD1FF 00000000 RtlCreateProcessParameters+4E Couldent post everything, max 10000 characters -.-
  4. Its always nice to see radical features such as this getting some attention
  5. woulden't it be possible to set a level higher than 4 also?
  6. The "changelog"-FILE is not a changelog for each revision... It only show changes from diffrent Milestones in mangos and give's the user a 'overview' of whats changed.. If you want more detail you can check the GIT-changelog to see each revisions changes...
  7. Atleast fixed for my converted 2.4.* char... The funny thing was that new 3.0.* chars lost dmg in some places (and my 2.4.* dident, and where i lost dmg on my 2.4.* char the ones from 3.0.* diden't ^^) But i dont seem to lose any Hp from water in any of the locations from this topic anymore..
  8. Works fine here... Atleast the lava dmg in water part, that dosen't happen to me after i re-exctracted the maps+vmaps+dbc...
  9. Since mangos is a project meant to be a "learning project" i dont think a "stable" version for the masses would be such a good idea... They would only lose ALOT of bug testers and have to support 2 versions...
  10. But if the "build" fails, it 'should' trow you a compile error.. And if thats the case THEN you can rebuild..
  11. why "rebuild" instead of just "build" when you re-compile... Rebuild takes longer / does a total RE-build, whats so bad about normal build (update)..?
  12. Hey charlie... Open a new thread maybe? Not to sure if the devs are checking for patches in "Accepted"...
  13. Maybe changed this also? sLog.outString("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue); to sLog.outDetail("AchievementMgr::SetCriteriaProgress(%u, %u)", entry->ID, newValue);
  14. Hehe, The dev team never takes a break ^^
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