Ascent build rev 1409: Filebeam - Free Fast File Hosting
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Ascent build rev 1409: Filebeam - Free Fast File Hosting
Changelog upto 1412
Code:Revision: 1412
Author: Burlex
Date: 06:09:23, 04 September 2007
Message:
* fixed possible double despawn call
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Modified : /src/game/Creature.cpp
Revision: 1411
Author: Burlex
Date: 05:47:10, 04 September 2007
Message:
* fixed possible respawn of duplicated creature
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Modified : /src/game/Creature.cpp
Revision: 1410
Author: Burlex
Date: 05:43:00, 04 September 2007
Message:
* fixed gameobject crashes
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Modified : /src/game/GameObject.cpp
Modified : /src/game/MiscHandler.cpp
Revision: 1409
Author: sinistry
Date: 02:32:41, 04 September 2007
Message:
-improved breath code. Its better now but still will give problems if people login inside water. Other than that should be 99.1% ok ;P
Places like Coilfang reservoir should work fine if you leave the water.
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Modified : /src/game/MovementHandler.cpp
Revision: 1408
Author: Zack
Date: 21:32:02, 03 September 2007
Message:
ugh, i'm too tired to be able to test this :(. An important step of making trainer not reteach lower ranked spells. I ran a query and there are a lot of other spell that do not have ranking in dbc..so in case you need some other type of spells that are not working just drop by a message.
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Modified : /src/game/NPCHandler.cpp
Modified : /src/game/ObjectMgr.cpp
Modified : /src/game/ObjectMgr.h
Revision: 1407
Author: Burlex
Date: 18:04:00, 03 September 2007
Message:
* Rewrote creature spawn system. You won't get duplicates any more when using low cell unload times due to MapCell now keeping track of despawned creatures.
* This also fixes the bug where if an instance mob respawned it would leak memory, or if a map manager was destroyed while the creature was still "awaiting" respawn.
* Fixed the bug as well where units with respawn times wouldn't respawn on maps other than zero/one/530.
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Modified : /src/game/Creature.cpp
Modified : /src/game/Creature.h
Modified : /src/game/GameObject.cpp
Modified : /src/game/GameObject.h
Modified : /src/game/MapCell.cpp
Modified : /src/game/MapCell.h
Modified : /src/game/MapMgr.cpp
Modified : /src/game/MapMgr.h
Revision: 1406
Author: Burlex
Date: 17:08:49, 03 September 2007
Message:
* fixed compile error
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Modified : /src/game/Player.cpp
Revision: 1405
Author: Burlex
Date: 17:06:58, 03 September 2007
Message:
* crap, forgot release here
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Modified : /src/game/EventableObject.cpp
Revision: 1404
Author: Captnoord
Date: 17:01:35, 03 September 2007
Message:
* did some cleaning of the source
* did some speedup's in the spell class
* did some -walling to remove unneeded stuff / old stuff
* replaced a switch -> case for a if (last time I checked a single if was faster than a single switch)
* removed some -wall warnings
* did some typedef work, I hope this makes the source a bit cleaner
Note: most of these things are NTY but should not give problems. Please report the problems you have to me.
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Modified : /extras/collision_map_extractor/System.cpp
Modified : /extras/collision_map_extractor/model.cpp
Modified : /src/ascent/CConsole.cpp
Modified : /src/game/AIInterface.cpp
Modified : /src/game/BattlegroundMgr.cpp
Modified : /src/game/CharacterHandler.cpp
Modified : /src/game/ClusterInterface.h
Modified : /src/game/Group.cpp
Modified : /src/game/Level0.cpp
Modified : /src/game/Level2.cpp
Modified : /src/game/Level3.cpp
Modified : /src/game/MapMgr.h
Modified : /src/game/MapScriptInterface.h
Modified : /src/game/MiscHandler.cpp
Modified : /src/game/NPCHandler.cpp
Modified : /src/game/ObjectMgr.cpp
Modified : /src/game/ObjectMgr.h
Modified : /src/game/ObjectStorage.cpp
Modified : /src/game/Player.cpp
Modified : /src/game/ScriptMgr.cpp
Modified : /src/game/Spell.cpp
Modified : /src/game/Spell.h
Modified : /src/game/SpellAuras.h
Modified : /src/game/SpellEffects.cpp
Modified : /src/game/SpellHandler.cpp
Modified : /src/game/StdAfx.h
Modified : /src/game/Unit.cpp
Modified : /src/game/World.cpp
Modified : /src/game/faction.h
Modified : /src/scriptengine/ScriptEngine.cpp
Modified : /src/scriptengine/ScriptEngine.h
Modified : /src/scriptengine/ScriptFunctions.cpp
Modified : /src/shared/WoWGuid.h
Revision: 1403
Author: Burlex
Date: 16:50:29, 03 September 2007
Message:
* Crash fix
* Fixed possible deadlock in event system.
----
Modified : /src/game/EventableObject.cpp
Modified : /src/game/Player.cpp
Revision: 1402
Author: Burlex
Date: 15:15:21, 03 September 2007
Message:
* Billy, remember what daddy said about passing arguments to a function with addresses that lie on the stack from another call, oh, thats right daddy, the memory can get overwritten and it won't be pretty!
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Modified : /src/game/CharacterHandler.cpp
Modified : /src/shared/svn_revision.h
Revision: 1401
Author: Burlex
Date: 15:11:43, 03 September 2007
Message:
* Draike, for god's sake, test your code before you commit.
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Modified : /src/game/CharacterHandler.cpp
Revision: 1400
Author: Burlex
Date: 14:45:31, 03 September 2007
Message:
* fixed crash here. draike is a nutgobbling cockgoblin.
----
Modified : /src/game/CharacterHandler.cpp
Modified : /src/game/WorldSession.cpp
Revision: 1399
Author: Zack
Date: 13:06:51, 03 September 2007
Message:
some bearform patch ketotek. I don't even know what this is for xD.
the feedback from pusha : "don't worry, there's no sugar" xD
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Modified : /src/game/Player.cpp
Revision: 1398
Author: Zack
Date: 12:56:27, 03 September 2007
Message:
3 gm functions from muadib. Slap pusha for forcing this comit.
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Modified : /src/scriptengine/ScriptFunctionTable.cpp
Modified : /src/scriptengine/ScriptFunctions.cpp
Modified : /src/scriptengine/ScriptFunctions.h
Revision: 1397
Author: Zack
Date: 12:40:59, 03 September 2007
Message:
my bad :P
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Modified : /src/game/ObjectMgr.cpp
Revision: 1396
Author: Zack
Date: 12:38:52, 03 September 2007
Message:
NTY ! - not sure if it will work in all cases. Keep giving feedback
This should fix the :
- multi profession learning issue
- ability to learn lower ranks of same profession
Make sure you have the correct require spell set ..it should not let you learn spells if you have set this correctly in db (like rank2 talents).
ps. Burl i told you to come with suggestions ... just say if something bothers you.
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Modified : /src/game/NPCHandler.cpp
Modified : /src/game/ObjectMgr.cpp
Modified : /src/game/ObjectMgr.h
Revision: 1395
Author: LordDraike
Date: 11:54:50, 03 September 2007
Message:
- A more complete character deletion. :>
----
Modified : /src/game/CharacterHandler.cpp
Ascent build rev 1409....crashes.....
Hi guys!
I now download new ascent 1413 and when I trying logg to game.
Logonserver ok see characters and when join trying join game ascent auto close. anyone can help?
For me one of he most stable rev was 1343 ... it stoud up for more than 12h ..after that i closed it :D ..thing is that i don't have to many players soo it counts..i guess.
About the thing "crashing when log in" it happens to me on different rev's but it's because of some chars..not all ..still hadn't figured out what could be the reason ..maybe a skill or item or the place ..or who knows..
am using 1408 here seems stable enuff gonna try 1415 next.
Changelog updated.
Code:Revision: 1415
Author: Zack
Date: 10:49:34, 04 September 2007
Message:
Hunter spell readiness patch from icemaster (i trust it was tested)
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Modified : /src/scripts/src/SpellHandlers/HunterSpells.cpp
Revision: 1414
Author: Zack
Date: 10:42:23, 04 September 2007
Message:
second part of proc_count for mobs. Next time put the patch in only 1 file and on first post. I might not read the whole thread if someone recommands it to be applied on svn. (actually i received the patch as a file from someone ...)
lol, i hope there is no hidden 3rd part :D (this just ain't a hide and seek game :P )
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Modified : /src/game/AIInterface.cpp
Revision: 1413
Author: Burlex
Date: 08:32:45, 04 September 2007
Message:
* Fixed creatures "leaking" on respawn.
----
Modified : /src/game/Creature.cpp
Rev 1418
hf guys
Thanks
Chanelog from 1415 - 1418
Code:Revision: 1418
Author: Captnoord
Date: 19:33:18, 04 September 2007
Message:
* Did some spell research found some interesting flags
* cleaning, and replaced all the tabs with space's....
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Modified : /src/game/Spell.cpp
Modified : /src/game/Spell.h
Modified : /src/game/SpellEffects.cpp
Revision: 1417
Author: Burlex
Date: 18:44:53, 04 September 2007
Message:
* Perfected player movement. You shouldn't see any flickering/lagging at all now even if you have high latency.
+ Added a missing opcode, that was causing movement desync while in flight.
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Modified : /src/game/MovementHandler.cpp
Modified : /src/game/Opcodes.h
Modified : /src/game/WorldSession.cpp
Modified : /src/game/WorldSession.h
Modified : /src/shared/svn_revision.h
Revision: 1416
Author: Burlex
Date: 17:47:21, 04 September 2007
Message:
* Crash fixes.
* Possible deadlock fix.
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Modified : /src/game/EventableObject.cpp
Modified : /src/game/Group.cpp
Modified : /src/game/Player.cpp
Modified : /src/shared/svn_revision.h
Revision: 1415
Author: Zack
Date: 10:49:34, 04 September 2007
Message:
Hunter spell readiness patch from icemaster (i trust it was tested)
----
Modified : /src/scripts/src/SpellHandlers/HunterSpells.cpp
why is rev 130+ enables akama to fight with illidan, but newer rev 140+ doenst enables akama to fight with illidan and +super crash core?
how does i need get akama to attack illidan?
does any1 knows how to modify the weapon skill raising rate to raise faster then normal by hitting mobs?
rev.1431
Filebeam - Free Fast File Hosting
list of Ascent rev. 1180 -> 1431
Filebeam - Free Fast File Hosting
I'm using "TNPS REV 8" as a db on my new server and i dont have any mobs on any of the maps -.- does anyone have any suggestions on how to fix this problem?
thank you
*Later Edit* Its bad enough that i dont have mobs, but its even worse that i aint a gm even though i set the "gm" in SQLyog to "az" on my account :[
Changelog 1420+
Code:Revision: 1436
Author: Zack
Date: 10:39:33, 07 September 2007
Message:
gm gethealthpct fix from Tanelorn (seems logical)
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Modified : /extras/warrior_todo.txt
Modified : /src/scriptengine/ScriptFunctions.cpp
Revision: 1435
Author: Shady
Date: 10:11:09, 07 September 2007
Message:
*little enchant fix
PS. Also my prev. thx was to Iceman ^^
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Modified : /src/game/Spell.cpp
Revision: 1434
Author: Shady
Date: 02:06:56, 07 September 2007
Message:
it's good idea to compile before submit ^^ fixed typo
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Modified : /src/game/World.cpp
Revision: 1433
Author: Shady
Date: 02:04:12, 07 September 2007
Message:
*fixed Revive and "Wrong target" bug.
*removed 126 item split limitation
*rewritten Mage: Arcane Power, Fire Power; Warlock: Shadow Mastery NTY
*fixed roll system
*Rogue:Improved Sprint; Druid:Intensity; Warrior:Improved Berserker
thx to Icemaster,partha and Riversilk
----
Modified : /src/game/ItemHandler.cpp
Modified : /src/game/LootMgr.cpp
Modified : /src/game/Spell.cpp
Modified : /src/game/SpellAuras.cpp
Modified : /src/game/Unit.cpp
Modified : /src/game/World.cpp
Revision: 1432
Author: Zack
Date: 00:10:45, 07 September 2007
Message:
- finally got that little trickster that was making ruthlesness to add 2 combo points (took me 3 hours :D). Rechecked code intialization and reenabled it. Hope everything goes well.
- tested and enabled rogue :
- setup
- initialization
(lol, those are talents and not soem install steps :P )
- removed some useless code from traienr system. Will not show not tested spells now.
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Modified : /extras/general_todo.txt
Modified : /src/game/NPCHandler.cpp
Modified : /src/game/ObjectMgr.cpp
Modified : /src/game/Spell.cpp
Modified : /src/game/SpellEffects.cpp
Modified : /src/game/Unit.cpp
Modified : /src/game/World.cpp
Revision: 1431
Author: Zack
Date: 17:50:41, 06 September 2007
Message:
- rogue initiative and setup
added on_dodge and on_resist proflags and handling
all disabled until tested :P
omg we are all out of custom flags :(
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Modified : /extras/general_todo.txt
Modified : /src/game/Spell.cpp
Modified : /src/game/Spell.h
Modified : /src/game/Unit.cpp
Modified : /src/game/World.cpp
Revision: 1430
Author: Zack
Date: 16:59:15, 06 September 2007
Message:
(i can't beleave i'm doing this)
what it does:
- if you have 75/150 riding skill, it should set it to 150/150
how to use it:
- search this text in player.cpp : "DEV, PLEASE PIMP MY RIDE"
- uncomment the next 2 lines lines , recompile and use
ps. This should not do no harm. You can use it even if you didn't get reports from player. You can use it in other revisions too, i'm just giving an example how to fix it for all players from emu side.
Will remove code after a few revisions since this has no place in a working rev.
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Modified : /src/game/Player.cpp
Revision: 1429
Author: Burlex
Date: 15:22:44, 06 September 2007
Message:
* Fixed crash when trying to respawn creatures from unloaded cells (happened with low reload times)
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Modified : /src/game/Creature.cpp
Modified : /src/game/Creature.h
Modified : /src/game/GameObject.cpp
Modified : /src/game/GameObject.h
Modified : /src/game/MapCell.cpp
Modified : /src/game/MapMgr.cpp
Modified : /src/shared/svn_revision.h
Revision: 1428
Author: Burlex
Date: 14:45:32, 06 September 2007
Message:
* Crash fixes.
* Tweaked movement to about the best it is going to get. To the people complaining about lag/skipping issues, get a better computer! You will get movement skipping if the other player is getting below about 10fps I found to be the bare minimum for smooth movement. This makes sense, because if they're lagging it can't process input quick enough, therefore it skips, it's like lag, except the client tries to compensate for it, so instead of it moving from one place to another in a "jerk" fashion, it will "skip" as the client tries to interpolate the position. There is *nothing* we can do about this server-side really, except encourage players to lower their settings or upgrade their specs. (from compboy: "BUY AN X850, FAG, ITS ONLY 100 BUCKS)
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Modified : /src/game/MovementHandler.cpp
Modified : /src/game/Pet.cpp
Modified : /src/game/SpellEffects.cpp
Modified : /src/game/Unit.cpp
Revision: 1427
Author: Burlex
Date: 07:52:11, 06 September 2007
Message:
* Movement tweaks.
+ Introduced FastMutex class, hopefully to help debug mutex deadlocks where OwningThread=0
* Fixed crash where if a player was deleted while he was in a group it would crash.
* Fixed crash on petlearnspell
* Fixed bug where a farsight (invisible) creature would get attacked by npc's
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Modified : /src/game/AIInterface.cpp
Modified : /src/game/EventableObject.h
Modified : /src/game/MovementHandler.cpp
Modified : /src/game/ObjectMgr.cpp
Modified : /src/game/Pet.cpp
Modified : /src/game/SpellEffects.cpp
Modified : /src/game/Unit.cpp
Modified : /src/shared/Threading/Mutex.h
Revision: 1426
Author: Shady
Date: 02:12:57, 06 September 2007
Message:
* Mage: Arcane Power, Spell Power, Fire Power
* Priest: Darkness
* Warlock: Shadow Mastery
Mage's day :)
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Modified : /src/game/SpellAuras.cpp
Modified : /src/game/World.cpp
Revision: 1425
Author: Zack
Date: 13:53:40, 05 September 2007
Message:
well since proccount was removed (tottaly agree with burl, sorry was trusting the src :( ) i added some cooldown to ai_agents
cooldown = casttime + duration + spcooldown (sice you are using mob spells most of the time spcooldown=0, casttime=0 (instant), Duration=0 if not aura ...maybe people will come with better formulas here)
if you wish to use this formula then execute this query
update ai_agents set spellCooldown=-1 where spellCooldown=0
(NTY and in testing faze)
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Modified : /extras/general_todo.txt
Modified : /src/game/ObjectStorage.cpp
Revision: 1424
Author: Zack
Date: 12:06:18, 05 September 2007
Message:
should remove bug of relearning recepies. and i should stop coding (damn i write crappy code :( )
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Modified : /src/game/NPCHandler.cpp
Revision: 1423
Author: Zack
Date: 10:49:19, 05 September 2007
Message:
copy paste sucks :(
remade target type checking to accept players too. NTY.
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Modified : /extras/general_todo.txt
Modified : /src/game/Spell.cpp
Modified : /src/game/Spell.h
Modified : /src/game/Unit.cpp
Modified : /src/game/Unit.h
Revision: 1422
Author: Burlex
Date: 09:24:14, 05 September 2007
Message:
* more possible tweaks to movement
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Modified : /src/game/MovementHandler.cpp
Revision: 1421
Author: Burlex
Date: 09:05:47, 05 September 2007
Message:
* Would help if I updated the movement code in both places... :/
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Modified : /src/game/MovementHandler.cpp
Revision: 1420
Author: Burlex
Date: 08:47:10, 05 September 2007
Message:
* Removed ai_agent procCounts. They're completely flawed. Reason being that if two mobs share the same entry and both are in combat, the same procCount variable will affect both of them. The only solution is to keep seperate ai_agent structures for each mob, which is a waste of memory. *also, it was crashing like a bitch:P*
----
Modified : /src/game/AIInterface.cpp
Modified : /src/game/AIInterface.h
Modified : /src/game/Level2.cpp
Modified : /src/game/ObjectStorage.cpp
and do you have a link for this new realese? 1436
help appreciated, thanks