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SilverIce

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  1. Sadly, but i can't reproduсe these crashes You may apply following patch - it almost disables camera functionality. So, if these crashes will gone - crashs caused by camera's SetView function or one of subsequent functions. diff --git a/src/game/Camera.cpp b/src/game/Camera.cpp index 2c37b15..a95be5e 100644 --- a/src/game/Camera.cpp +++ b/src/game/Camera.cpp @@ -39,6 +39,9 @@ void Camera::SetView(WorldObject *obj) { ASSERT(obj); + m_owner.SetUInt64Value(PLAYER_FARSIGHT, (obj == &m_owner ? 0 : obj->GetGUID())); + return; + if (m_source == obj) return;
  2. Strange then.. seems it's platform related You may leave them
  3. There is a possibility that this is caused by incorrect grid states handling You may try this: @@ -284,11 +284,11 @@ Map::EnsureGridCreated(const GridPair &p) p.x_coord, p.y_coord); // build a linkage between this map and NGridType buildNGridLinkage(getNGrid(p.x_coord, p.y_coord)); - getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE); + getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_ACTIVE); //z coord int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord; int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
  4. Why you decided so? Map::Visit(const Cell& cell, TypeContainerVisitor<T, CONTAINER> &visitor) { if( !cell.NoCreate() || loaded(GridPair(x,y)) ) { [i] EnsureGridLoaded(cell); [/i] getNGrid(x, y)->Visit(cell_x, cell_y, visitor); } } called at each grid's cell visit Do you have another test results without camera system in core?
  5. Numnut, it's player-player visiblity problems only or whole world is invisible? I can't catch this bug - like i can't even assume where is the root p.s. there was a some problem with camera list iteration - it fixed here but i'm not sure that it will solve your problem
  6. Thanks to everyone who was helped me bring it to master
  7. Sure. branch updated There is one question to players on official servers: Does your player became invisible for you(like other nearby objects), when eye of acherus or priest's Mind Vision spell target(or another viewpoint) placed too far from your player?
  8. yes, maybe because eye's movement flags should be null (like move_flags in original Unit::BuildHeartBeatMsg function) need go and kill NF for that btw, movement flags shouldn't be changed into Object::BuildMovementUpdate(i mean those flags must be initialized in another place)
  9. it's eye's movement flags problem but, i still don't know why mangos use mostly client's movement packet format for all units. there are spline analogs of them
  10. Have you tested it on clean sources? currently tested by myself - no problems not related to cameras. It could be a problem of all posses spells or problem of eye of acherus demo patch ( as i said - it's only a demo)
  11. no, this time includes recast operations only
  12. I have done some tests and was really surprised: i have used two types of input meshes to generate the navigaton data: first mesh contained vertices that can be shared among nearby triangles second mesh - vertices with same coordinates can be found many times, 3 new vertices per each triangle looks like logic "less vertices - better performance" doesn't works for recast generator or doesn't works at all..
  13. i have looked at ModelContainerView::generateHeightMap and got some questins: why need to load(and process) nearby maps also this methtod creates a new 2 polygons each two(!) yards this is a crazy amount of polys ofcourse my understanding of this can be wrong, i have started look at the code only now
  14. almoust two thousand revisions passed..
  15. There is nothing really important in eye of acherus fix. Some more hacks from me, because it is demonstration only
  16. yes, i have found the problem with icons too and it solved Biali, this is because of last Vladimir's commit 9796+
  17. Span1sh, it wasn't a real crash, it is my assert only. It was added to find some interesting for me cases. need just comment 87 line in Camera.cpp king48488, i can't find the problem with questqivers.. maybe it's db problem? thanks for testing
  18. yes, you are correct, and it already used in possess, farsight auras patch for 9750+
  19. No, this is not offtopic i have found that problem too. This is some kind of problem related to packet sequence. Strange, but there is no problems for players. Can't solve it yet. And thanks for testing Added: problem resolved with my last commit
  20. Okey, "Guide - Hot to test my patch and saw the difference betweeen clean core and camera system": cast 530 spell on player, and then move him from player-controller as far as you can do the same thing on clean core and, yes, my patch does almoust nothing will spell system, i'm not spell system guy i said that i have fixed aura interrupts? where?
  21. updated to 9706 http://filebeam.com/60489cbf9bb6321872b92f71ace499d7
  22. not related, or related to old system.. this may be will help you to avoid thre crash: in function void Group::UpdatePlayerOutOfRange(Player* pPlayer) change - if (player && player != pPlayer && !pPlayer->isVisibleFor(player,player->GetViewPoint())) + if (player && player != pPlayer && !player->HaveAtClient(pPlayer)) PS i have not touched old farsight functions, Player::SetFarSightGUID not related to camera system, use player->GetCamera.SetView instead Added: patch reuploaded, replaced old farsight functions with new PS testing still needed
  23. yes, capture packets from objects around viewpoint is one of the camera's functions One of possible ways: summon invisible unit, attach camera to it, send cinamatic start packet, and then began move unit by some waypoints, but it looks like a hack
  24. No, currently it does nothing with cinematic intro. Need know waypoints of that camera, also need know which object used as viewpoint. As far as i know there is no such object (or at least it not visible for client)
  25. Grid contains now only pointers to objects, there is not guid keys, so i decide to make a little cleanup removed Find functions(result of search is null always) also deleted unused containers(ContainerArrayList, ContainerList etc) http://paste2.org/p/646023
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