rulebreaker
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Posts posted by rulebreaker
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3.3.0 added the Arena points to the end of BG's only if it is the daily BG from the battlemaster
Link for ref: http://www.wowwiki.com/Patch_3.3.0
Battlegrounds
* Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground.
* All level 71-80 Battleground daily quests will now award 25 Arena points in addition to their current rewards.
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I think this is the biggest problem: everyone is rushing for 4.x support when most of the new features build on 3.x features that aren't even in mangos yet! Things like vehicles which are in pretty much every zone (!) in 4.x are not even working in 3.x mangos yet.
Yeah but whose fault is that? my belief its the guys who control the mangos repo.
There are a few vehicle patches out there that work fine but are not coded to mangos spec, yet this project is so picky for perfection it wont entertain these patches for integration.
When your dealing with hundreds of programmers working for free, the turn around time is going to be very slow, so i say compromise and vote on the patches that get the job done with minimal breakage.
Its not like we are a multinational corporation selling a retail piece of software, its ok for things not to be perfect.
Hell I'm the Director of Network Ops "With a C, C++ and C# background" for a Pharmaceutical company in the US that builds software for other Pharmaceutical companies and our code is so sloppy its laughable but it sells and the client does not care, its gets the job done.
Just my thought, It is not my intent to offend.
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Not impressed, was watching my wife play her new worgen.
I just cannot make myself spend a dime more on retail, I'm far too spoiled in my old age, i have no desire to work for gear and gold anymore and too cheap to spend real money on gold sellers and gear sellers.
Wow is dead to me, at least console gaming is still entertaining
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On mine a clean no patches 10727 version you appear back on the flight path and get off at the next point.
Are you experiencing another type of behavior?
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I have to say this is a great idea are you customizing a particular Database for this?
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In the config file
there is the following
# Death.SicknessLevel # Starting Character start gain sickness at spirit resurrection (1 min) # Default: 11 # -10 - character will have full time (10min) sickness at 1 level # maxplayerlevel+1 - character will not have sickness at any level
So just change it from there
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From Spelleffects.cpp
// Seal of Light proc if (m_spellInfo->Id == 20167) { float ap = caster->GetTotalAttackPowerValue(BASE_ATTACK); int32 holy = caster->SpellBaseHealingBonusDone(GetSpellSchoolMask(m_spellInfo)); if (holy < 0) holy = 0; addhealth += int32(ap * 0.15) + int32(holy * 15 / 100);
Looks normal to me from http://www.wowwiki.com/Seal_of_Light
Fills the Paladin with divine light for 30 min, giving each melee attack a chance to heal the Paladin for (0.15*AP+0.15*SP). Only one Seal can be active on the Paladin at any one time.
You can manually adjust it to fit your needs and recompile
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I think this quote will clear up some confusion on 4.X
Now this was posted on a different site, which I wont name because honestly I'm not sure if its against the rules of this forum or not, but I'm sure most of you know who wrote it and where it was posted originally:
No, there will not likely be a 4.0.1 private server any time soon for a few interesting reasons, all to do with something called "opcodes."To specify, opcodes are the encoded values that allow the server and client to communicate back and forth. To put it in generic terms, it's basically like a language. Each opcode is a different 'password' and it's how private servers talk to private server players.
Now these opcodes have not changed in the last 5 years. Every once in awhile one or two opcodes will be added or change to a new spot. But with 4.0.1 every single opcode was randomized. In the last 5 years people have decoded about 80% of all opcodes. Now they'd have to start all over again, and it is apparently Blizzard's plan to randomize opcodes every patch. That would mean doing 5 years worth of work every 4 weeks or so.
Now let's put it in a real-world analogy. Let's say you were asked to learn a language to talk to this newly discovered tribe of people. You spent five years learning the language by hanging out with them, finding out how they communicated, and were finally "pretty good" at it. Suddenly you find out that these people are going to change to a brand new, totally different language. And they are going to change to a new language every 4 weeks. So to even talk to them you would have to keep learning their new language once a month or not be able to talk back and forth.
That's where the industry is at right now. People would love to have Cata servers, sure. But it's too much cat and mouse work trying to come up with the opcodes to communicate back and forth. And it isn't like you can find out an opcode at any time, you can only find them out by watching how the retail servers communicate. So once they update to a new version, there are new opcodes and all the old ones you learned are useless. With the new 'live patching' system they're talking about for Cata it becomes even more of an exercise in futility.
Solution: just downgrade to 3.3.5a, join a nice private server, enjoy it and if you want the new stuff go with retail.
Now is this truthful in any way shape or form, to tell you the truth I honestly don't care if it is or is not, its only an example that there are many factors that will slow down the development of 4.X support.
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A whole new franchise rules out anything from Warcraft, Diablo, and Starcraft franchises
I'm sorry but I have no faith in them creating something new from scratch that will have the impact of their Bread and Butter titles.
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Love this..
Thanks
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I would be very interested in this, even if the bots just melee and dont cast anything.
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100 % confirmed, very bad bug, all instance now very easy
I can also confirm, but disagree that all instances are very easy
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Just ask the repack author for the source. He is bound to give it to you by GPL.
I nearly choked on my morning coffee when I read that, thanks for the chuckle
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Still working on 9131 and 9260
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what about my build is there a fix for it too?
9260 is a 3.3.0 build and it works fine, do you use any patches like, AHbot, anticheat, dual spec, vehicles.. if so get rid of them and build a clean core.
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oke got it now:D but can anyone else confirm it becos for me all is 100% fine
Your changes work on 9131 and 9260 That's the 2 builds I run, they compiled fine with your changes and I get exp from 100-255 I did adjust my xp rates to 500 to speed up testing, but the XP bar doesn't move one bit.
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Funny I dont notice this on 9131 main and my 9260 test core.
I'm running Mysql Enterprise 5.1 Advance on a dell power edge 2850 - dual xeons 3.0ghz, 16gb ram, 1.2tb in a raid 5 array, dual GB Nic cards., Win2k3 R2 Enterprise.
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Ehh..? I dont really understand this part.
You cant be serious?
When you compile mangos it makes a folder called BIN in the root of your mangos directory, copy the files from there into the directory you run your server from NOTE ONLY AN EXAMPLE: C:\\Dev\\Mangos\\Bin\\ to Z:\\Mangos
My God has no one on this forum even taken a basic computer programming course once in their lifetime
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1. DK drag Sapphiron into Kel'Thuzad place.
There's your problem the door to KT's room should not open until Sapps death, check your scriptdev2 code instance_naxxramas.cpp because on my server the door wont open until Sapp is killed, preventing this type of exploit
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That sucks he removed the post, maybe Vlad can do a restore so we can get the code back
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hehe im dumb can you yust post a patch file?
Its not hard even if your braindead
Just do a
git pull git://github.com/yad/easy-mangos.git flyingmounts
If you get merge errors during the pull, just manually clean them up
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The patch is still for 3.2.2a, when I'll update it for 3.3.x I'll post it
Im running 3.2.2a build 9131 is still 3.2.2a and no matter what I try I get "fatal: patch with only garbage at line 5"
So its not an issue with version type
diff --git a/src/game/Group.cpp b/src/game/Group.cpp index 484e5fd..b1ecfdc 100644 --- a/src/game/Group.cpp +++ b/src/game/Group.cpp@@ -322,10 +322,20 @@ bool Group::AddMember(const uint64 &guid, const char* name) { player->SetRaidDifficulty(GetRaidDifficulty()); player->SendRaidDifficulty(true); } } + // Group Interfactions interactions (test) + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + Group *group = player->GetGroup(); + if(Player *leader = sObjectMgr.GetPlayer(group->GetLeaderGUID())) + { + player->setFactionForRace(leader->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Faction changed (AddMember)" ); + } + } } player->SetGroupUpdateFlag(GROUP_UPDATE_FULL); UpdatePlayerOutOfRange(player); // quest related GO state dependent from raid membership @@ -422,10 +432,16 @@ void Group::Disband(bool hideDestroy) //we can remove player who is in battleground from his original group if( player->GetOriginalGroup() == this ) player->SetOriginalGroup(NULL); else player->SetGroup(NULL); + // Restore original faction if needed + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + player->setFactionForRace(player->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Restore original faction (Disband)" ); + } } // quest related GO state dependent from raid membership if(isRaidGroup()) player->UpdateForQuestWorldObjects(); @@ -449,11 +465,16 @@ void Group::Disband(bool hideDestroy) { data.Initialize(SMSG_GROUP_LIST, 24); data << uint64(0) << uint64(0) << uint64(0); player->GetSession()->SendPacket(&data); } - + // Restore original faction if needed + if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP)) + { + player->setFactionForRace(player->getRace()); + sLog.outDebug( "WORLD: Group Interfaction Interactions - Restore original faction (RemoveMember)" ); + } _homebindIfInstance(player); } RollId.clear(); m_memberSlots.clear();
As you can see all line 5 contains is {
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Hmm never seen this before:
NOTE I always do a --check before applying patches,if it fails the check more likely than not it will always fail or cause compile problems
$ git apply --check group-trade.patch
fatal: patch with only garbage at line 5
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You can auto complete any quest in the game by changing a flag in your DB, check with the people who you got your DB from there sure to have a wiki or tutorial for it
Cata loader
in OldCommunity Cafe
Posted
Legality will be defined by the country of your residence, as for the Mangos team supporting this method, they most likely will not as its not related to the core coding of Mangos.