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scargo

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  1. Just my point of view, seems to me that no one consider some other aspect, i'm talking of the vehicle sistem, the lack of this feature is an heavy gameplay block. For someone the actual, and only, patch we have is a crap, ok, it could be, but what else we can do, have we to modify the db so the quest is left-click-done ? As this thread should be titled "how an experienced user should bloody-bash an unexperienced one and win" i can figure the anwser "if you can't live with it it's not my business", Stated this, as an end user, i would ask you devs to have little more patience, just because if you do not have the time/datas/else to implement it you shoul not use terms like "half-baked code" (and this is the less offensive), and hopefully helps, so the so blamed code impact with the less damage With respect
  2. My apologies, i get it, don't use my diff Cheers
  3. The sqls are posted before, the v01_vehicle_table.sql should be ok, so it can be 'safely' used. You have to use both of them, first the v01_vehicle_table.sql and then the v02_vehicle_table.sql Do not use them without a backup Cheers
  4. Yes, my bad, i forgot a parentesis, i'll repost in some minutes Cheers Edit: here with better pushed parentesis, tested and compile under win7 x64 vs 2008 http://pastebin.ca/2021460
  5. scargo

    MMaps Redux

    Understood, mine, on players number, was only a puntualizzation (useless) But i need another explanation, for 'maps inizializzation memory usage' you mean the difference between initial ammount of used ram, after server loadsup and the ammount after someone enter the worlds ? Thanks for your time Cheers
  6. Here how i managed http://pastebin.ca/2021356 Cheers Edit : For 10879
  7. scargo

    MMaps Redux

    Did you mean, ram+swap ? For me less than 80 megs for 1 player (committed on swap 1,5 gigs) On instance (AQ20) 12 player 650 megs of ram Rel 10878 sd2 and and some other patches win7 x64 Cheers
  8. Hi, Hikage Are you using mandrake ? Seems there is cut/paste problem on the link you gave, If is it, could be better if you upload the diffs on filebeam or other web files host Cheers
  9. scargo

    MMaps Redux

    Hope to not waste your time, this one, map 571, x 4064, y 2097, z 154. Mobs here does not follow you on the gray rocks, they have no path to reach you when aggroed. Thanks
  10. scargo

    MMaps Redux

    Compile and extract on win7 x64, now at map 585. A question, for example, how about Jeklik on the wall at map 309, x -12289, y -1382, z 146 (ZG) ? Thanks
  11. Here how i managed http://pastebin.ca/2007548 Cheers Edit: updated for 10850 http://pastebin.ca/2015408
  12. scargo

    MMaps Redux

    Map 571, x 4264, y 5076, z 14. Around there
  13. scargo

    MMaps Redux

    Great, pets gently follow hunters , no more, as far as i can see, "long triangles" just remain bridges like in darkcloud pinnacle and turning stairs like in shadowfang Compiles and extract on win7 x64 used --hires with all maps Again, great work tnx Edit: i'm not sure if it is related to mmaps, but on terrain like scaldig pool mobs fall under the map a little when aggroed
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