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Mangos Mangos + YTDB + Scriptdev2 + Changelog

Divine Celestial
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Mangos + YTDB + Scriptdev2 + Changelog


If Mangos 9667+ dosen't work on x32 then it work on x64
If Mangos 9972+ dosen't work with .NetFramework 3.5 then it work with .NetFramework 4
If you want to post this releases on other websites you can but please write whos is the original poster. Also if you want me to post this releases on your forum or other contact me.


Red- New Releases
Blue- Little old Releases
Green- Old Releases







Mangos































Mangos Update SQL




























Scriptdev2 Update SQL

























YTDB


























Maps












Buildings












DBC











Characters SQL Full











Realmd SQL Full












.NetFramework






 
Last edited:
Junior Spellweaver
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vmaps and building? I though data in vmap files are used to do advanced collision detect(based on mangos dev forum and source)
 
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Newbie Spellweaver
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hi !
Do you can put the best Mangos of each client versions ?

for example for client 2.4.3 maybe mangos 7290 with UDB 0.10.5 rev ??? and SD2 ??? and ACID ??? and ..
and for
client 3.0.9 ....
client 3.1.3 ....
and ..

because your Topic is good for this job !

if you dont want it then : YTDB and UDB and PSDB and some DBs how are they ? which is better ? what is the changes in all kind of DBs ;
is there any link or answer ?
 
Divine Celestial
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YTDB is the best right now.
About change I forgot about YTDB to put changelog thx for telling me. :D

+ "creature_involvedrelation" - +53
+ "creature_loot_template" - +73280
+ "creature_model_info" - +330
+ "creature_questrelation" - +50
+ "creature_template" - +484
+ "disenchant_loot_template" - +9946
+ "fishing_loot_template" - +117
+ "gameobject_loot_template" - +1077
+ "gameobject_template" - +238
+ "item_loot_template" - +209
+ "item_template" - +1900
+ "npc_text" - +57
+ "npc_trainer" - +417
+ "npc_vendor" - +4247
+ "pickpocketing_loot_template" - +484
+ "prospecting_loot_template" - +19
+ "skinning_loot_template" - +66
+ "quest_template" - FULL -3.2.2a

---------- Post added at 06:18 PM ---------- Previous post was at 05:50 PM ----------

8670 to 8664
Correctly implement XP bonus auras.
Sorted switch for dummy effect spell generic part by spell id.
Correctly respawn pooled object in case the same object is selected
for respawn.
change log: outError to outDebug typo in AddHonor
Apply creature DB dmg modifier to base damage instead full.
Apply SPELL_AURA_MOD_EXPERTISE in related hit chance calculations
for creatures

Scriptdev2 1476
Added placeholder for Hallow's End boss Headless Horseman.

---------- Post added at 06:30 PM ---------- Previous post was at 06:18 PM ----------

Added

Mangos Update SQL
Scriptdev2 Update SQL
Characters 3.2.2
Realmd 3.2.2
 
Experienced Elementalist
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Thanks for the update.

Please REMOVE your links to Maps, DBC, Buildings(this should be vmaps)
as they are in violation of copyright to Blizzard.

You can only share the extractors, ad.exe , vmap_assembler.exe and vmapextract_v2.exe.
 
Last edited:
Divine Celestial
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Mangos 8671 - 8677
Correctly send SMSG_PET_TAME_FAILED with appropriate value when
taming fail instead of spell fail.

I also removed conditions from Spell::EffectTameCreature which are checked
in Spell::CheckCast.
Fixed condition in prev. commit.
Typo fix from prev. commit. :(
Fixed mistake in my commit [8657]

I accidentaly put code into wrong switch.
Implemented dummy effects for spells 49357, 52845.
implemented dead-visible creature flags_extra

with this flag you can specify a creature to be only
visible for dead players - this removes all hacks from
spiritguides/spirithealers from code and allows some other
special creatures

i decided to not implement an extra deathstate cause
actualy those creatures are almost equal to living ones
Move most client update data functions to object itself from
ObjectAccessor.

Also use virtual function BuildUpdateData (old
ObjectAccessor::_buildUpdateObject)
that different for world objects and items.
 
Initiate Mage
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can you explain me something?
Im new with wow server, you gave a download but your download is what i had in my C:/MANGOS/BIN folder.
can you explain me how can i compile? you didnt gave SRC C:/MANGOS/SRC folder can i have fully explain please :].
 
Divine Celestial
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Mangos 8678 - 8684
Move objects updates store and proccessing for send to client in
per map way.
Remove 2 now unneeded includes.
Spawn objects only in loaded grids (not just created)

Real object creating in grid make sense only if grid data already loaded,
in other cases
gameevent/pool related object will loaded at normal grid data loading.
Update one creature type flag name and correct typos in comments.
Restore build at Unix/Linux

Not tested, but fix repoted build problem.
Correctly update negetive aura duration at loading.

Thanks to ApoC for problem reseach.
Typos in code for talent 30675 and ranks affect at spell 421 ranks
7 & 8 casting.
 
Divine Celestial
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YTDB 186
+ All fixes from the forum and editing of bug reports (see "adopted patches")
+ Settlement
+ Scripts quests
+ Populating tables under the core of 8608 - "BattleGround Alterac Valley" (Update 13.10.09)
+ Adjustment loot badzhikov
Handled 62 + cache (3.2.2a)
 
Divine Celestial
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Mangos 8685 - 8695
Add a few more creature type_flag enum names (meaning still
unknown)
Fixed logic of triggering spells from
SPELL_AURA_PERIODIC_TRIGGER_SPELL and
SPELL_AURA_PERIODIC_TRIGGER_SPELL_WITH_VALUE.

This patch should correct target selection for triggered spells
with target type TARGET_SELF.
Fixes in TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT.

* Removed my too script check on data load.
* Allow looking up fo DB target also if spell has required focus set.
* Makes DB targets optional not required.
proper implementation of creatures ghost-flags

this reverts 8676 (9c50d9e70314b0cd9eb0fe3bac8040d64a9965a5)
the new flag is from wdb-files so your database should be
already alright

also i've dropped the function Player::CanInteractWithNPCs
cause it was used only in one place and didn't seem to make anything
easier

NOTE for this flag:
it just means that the creature can be seen by ghost-players
too..
so they are still visible for alive players.. unless a special
aura or ther unitflag (spiritguide/healer) disables this..
(see next commit for it)
implement function Unit::isInvisibleForAlive

with that i've implemented all known auras which makes
units invisible for alive.. but that's currently quite hacky
i think best would be if we could set a unit-flag after those auras
getting applied
added unit auraFlag variable

this can be used for faster checking if an unit has a specific
aura applied..
also implemented the alive-invisible auras now with this way
fix battleground spiritguides

they are now alive and so some spellchecks got invalid
Fixed trigger part of spell 31944.
Fixed glyph 45785
GMs should see units with "invisibleForAlive()"
Fix negative auras remain time calculation at loading for pets.

In similar ways as recently fixed for players.





Scriptdev2 1477
Add missing check for m_pInstance and revert back to use stored guid instead of pointer. Original patch by Balrok
 
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Newbie Spellweaver
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i have the same question like Itay902
can you explain me something?
Im new with wow server, you gave a download but your download is what i had in my C:/MANGOS/BIN folder.
can you explain me how can i compile? you didnt gave SRC C:/MANGOS/SRC folder can i have fully explain please :].
 
Custom Title Activated
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Thanks for the update.

Please REMOVE your links to Maps, DBC, Buildings(this should be vmaps)
as they are in violation of copyright to Blizzard.

You can only share the extractors, ad.exe , vmap_assembler.exe and vmapextract_v2.exe.
this is why we need a new mod in this section, I should go talk to MentaL about getting new mods for this and another Section
 
Newbie Spellweaver
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I need 3.2.2 source with DK skills.
some one have? :]
 
Junior Spellweaver
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It is illegal to public them. Just put ad.exe and other stuff that will allow to EXTRACT those files from game.
 
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