sart13
-
Posts
144 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by sart13
-
-
I already wrote fallenangelX that even with all the modifications, the wound in my brunch, these problems no one has. something server-specific.
-
DaemonCantor, I implemented this patch and there are some things missing, like vehicle graphic panel with spells and rider is not always in proper position when mounting on a vehicle (maybe vehicle ids are messed up in the sql file).
Casting own spells and attacking from a veh also is not implemented. I guess there in an unknown flag in dbc for it.
I'll take a closer look on this patch in the future.
I did not knowingly do not do the patch yourself. for half a year of changes made to the kernel code for the normal operation of vehicles, has become so great that even to recall them is unlikely to succeed, let alone provide a patch. In particular, you mentioned the problems I have not - all these things are done.
-
The rewrite of the Regeneration is needed for the different powertypes of the vehicles. The pet system was completly rewritten by rsa and i did not have time to compare my patch with daemons but i think more than 95% percent of this patch is needed would like to say 100%...
I have not found this patch more than a dozen pieces of code needed. author - traponinet - able to independently add to or rewrite it, that is not true for much of the readers ...
-
I only took a small look over this patch, and there are quite many (small) changes which seem to be needed, and independend from vehicles in general (ie changes of compo-point holder), so why not post some of them in improved form to review-section?
Most of these changes and offered me and zergtmn small parts (Vladimir believes that it is better). Unfortunately, almost nothing is still pending. Possibly in a new status zergtmn did it myself.
-
Ok for those that are having trouble getting this patch from filebeam I just put it up
here:
Hope this helps...
please be careful using this version of vehicles. despite the fact that most of the cut right, here are some pieces of the new version of the pets as well (do not know why) from the old Wojta patch. In addition, the work on vehicle realization I am constantly - unfortunately zergtmn it scored.
addition - absent part of correct spelltargets and spellrules, true pet(vehicle)casting. GO type 33 need separate extracting. in the sum this cut has 80-85% needed code.
-
trinitycore patch based on fully wrong mechanic...
-
I bring all the panelists apologize. As it turned out, my "clean" Branch had more than 20 differences from the off mangos, including those found by Vinolentus old patch from Silverice.
Indeed, the problem was precisely the refusal of treatment facilities in AddObjectToRemoveList
-
for cleaning camera does not matter in the world player or not. cleared the camera object (linked with dynobject), and what is not a change of view is not important.
-
this hack not a solution, this gag. it just clears _all_ possible set's the camera up to teleport, while not looking exactly which need to be cleaned. I do not have enough time to research the real mechanics of the problem...
-
tested on clean 11015.
shaman totem call-> switch view on character->teleport to BG-> switch to totem (or call new totem) = crush (may be delayed on 1-2 min).
hunter Eagle eye use->teleport while channeling->eagle eye use = crush
and many other this type. after hack - none of the above.
-
bad hack for solve this problem (bad tested, but worked) -
https://github.com/rsa/mangos/commit/ba5d324d5ebf3150ded02f589e50a4e0bed1189e
for sample, problem whats type is appeared.
-
my code is unlikely to ever come into mangos. even offers me a small part of it was rejected by Vladimir. not to mention the rather large amount of code that even from my point of view is largely based on guesswork and assumptions about how it should work "true"
-
I support more than a dozen "major " modifications of the mangos, such as vehicles/zergtmn, go type 33, pet_stats, ahbot / xeross, anticheat, many instances in SD2 (with repaired boss spells). same number of minor modifications will not undertake to even count. and make patches for each separately - sorry, not my favor work...
-
1. i use vehicles from zergtmn, fully incompartible with Wojta patch. 2. i use old version of Ahbot from Xeross with many my modification. Ahbot from Cyberium functionality until it is inferior.
-
a brunch passVn much has been done by hacks, is also very much needed to be done. besides, he does not support their long-modification. I completely rewrote the system characteristics of pets about 2 months ago, it is now quite stable and maintains about 80% offlike opportunities pets (for comparison - a clean core 20%, brunch pasVn 60%).
but I do not do patches - anybody can do it yourself.
-
P.S. Am I wrong or You are using some custom pets patch? Multiple pets handled, more pets stats implemented? What patch is this?
in my branch code of pets fully (by 70%) rewrited. no clean patch for this... DK pets/guardians work fine with all spells and stats.
-
I developed it into something like this:
https://github.com/przemratajczak/mangos/commit/385102803ce138661f6bec3cb96e8ac45c448155
this still needs fixing the cooldown, I wrote a temporary messy code just to make it work somehow.
bad hack. i fully fix this spell in my repository. see part of this commit:
https://github.com/rsa/mangos/commit/503b5b6e9c2397b2d1026ad72d5cee4a79195a55
-
try
git pull [email protected]:rsa/mangos.git anticheat
High Performance Tips
in OldInstallation, configuration & upgrades
Posted
-DNDEBUG=1 now is default setting in cmake configuration, don't forget...