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[Applied][Applied]vmap assembler secondary fix [enGB]Makes the vmap data really usable by the server

#41 User is offline   Shauren 

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Posted 02 March 2009 - 01:15 PM

looks like the server loads y then x :P if it was reversed we had broken vmaps - with this patch they work :o
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#42 User is offline   mikebeck 

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Posted 07 March 2009 - 09:09 AM

lol another old great patch never appplied...

regards

mikebeck

#43 User is offline   vlack 

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Posted 07 March 2009 - 06:57 PM

View Postmikebeck, on Mar 7 2009, 03:09 PM, said:

lol another old great patch never appplied...

regards

mikebeck

Well, even if it's not applied, it's here. A few comments will surely keep this alive.

This is an old bug, which was introduced by a fix carelessly put into SVN. The server's and the assembler's code share quite a few lines, and this is normal. But changing something only at one place breaks things, especially if they were working before. So this is not a big deal, I'm not too proud that I've figured out what was the problem; it was a simple diff the old and the new version. I always do this when something was working previously, so I can tell easily where were the changes.

But be warned though: I got reports from enUS users, that this patch made things worse for them. I don't know if enUS data differs so much, or they mis-used the patch; now thinking it through, I don't really care either... Here's the patch, and I'm sure enGB users will be happy to have it (if they can find it :unsure: )
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#44 User is offline   Kenjiro 

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Posted 08 March 2009 - 06:16 PM

I'm using it for enGB data, checked many Northrend locations and it works very good <_<. I'm voting for apply.
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#45 User is offline   mikebeck 

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Posted 10 March 2009 - 08:34 AM

come on, someone can check this for the SVN? there's also de arena patch fix... please...

regards

mikebeck

#46 User is offline   Berkman 

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Posted 10 March 2009 - 10:10 AM

Great one mate thanks. Works surely better then anything else.
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#47 User is offline   Espionage724 

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Posted 11 March 2009 - 07:56 AM

Interesting idea, could vmaps somehow be used to enable "noclipping"?
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#48 User is offline   vlack 

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Posted 11 March 2009 - 09:46 AM

View PostEspionage724, on Mar 11 2009, 01:56 PM, said:

Interesting idea, could vmaps somehow be used to enable "noclipping"?

No-Clip mode is when you're able to walk through walls... What do you mean by this? What would you like to achieve? Tell me an example, then I can answer if it's doable or not...
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#49 User is offline   Espionage724 

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Posted 11 March 2009 - 10:18 AM

Object | Wall | Object
Like if you want an object perfectly aligned with another object on the other side of a wall.

Or maybe it could help find some npc's that are underground

Maybe you want only half of a GO to be shown above ground

Those might not be really good reasons but I'm sure some other people might like the though of noclip
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#50 User is offline   vlack 

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Posted 11 March 2009 - 10:34 AM

View PostEspionage724, on Mar 11 2009, 04:18 PM, said:

Object | Wall | Object
Like if you want an object perfectly aligned with another object on the other side of a wall.

Or maybe it could help find some npc's that are underground

Maybe you want only half of a GO to be shown above ground

Those might not be really good reasons but I'm sure some other people might like the though of noclip

Well, you can use vmap data to check if a given spot is inside a wall or outside, but it's not particularly useful.

Finding an underground NPC is a bit harder, I would do it like this: check it's current coordinate, and ask for the land height above it from the vmap system; and then do a LOS check between the two coordinates. If they fail, then that NPC is obviously underground (as the terrain clips its visibility), and not just in a big hole.

Showing a GO submerged into the ground is achievable even without vmaps, I had an anvil once positioned badly, only it's top half was visible above the ground. Just play with the Z coordinate in the DB.
Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.
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#51 User is offline   WhiteLight 

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Posted 13 March 2009 - 02:52 AM

View Postvlack, on Mar 7 2009, 01:57 PM, said:

But be warned though: I got reports from enUS users, that this patch made things worse for them. I don't know if enUS data differs so much, or they mis-used the patch; now thinking it through, I don't really care either... Here's the patch, and I'm sure enGB users will be happy to have it (if they can find it :) )


After fixing my mis-usage of your patch, enUS works fine for me, the bugs that go with it seem to be the same with users that use enGB. :D
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#52 User is offline   Kery 

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Posted 13 March 2009 - 05:53 AM

So vmap collision system is working now?
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#53 User is offline   Hasbro 

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Posted 13 March 2009 - 07:31 AM

View PostKery, on Mar 13 2009, 06:53 AM, said:

So vmap collision system is working now?


Thread demolisher is here, lol.
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#54 User is offline   vlack 

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Posted 13 March 2009 - 09:00 AM

View PostHasbro, on Mar 13 2009, 01:31 PM, said:

Thread demolisher is here, lol.

Yeah... :D

View PostKery, on Mar 13 2009, 11:53 AM, said:

So vmap collision system is working now?

Yes, and no. It works partially, but it's still useful. It fixes your game experience much more than it introduces bugs. What to expect:
-If an NPC goes back to its original spot if you ran away from it, and that NPC passes something unpassable on it's way back (wall, tree, a rock, name anything), then it will be non-attackable, this is a BUG (but it's somewhere else in the NPC handling system; I think we should skip the vmap checks if an NPC is running towards it's spawn point, it has a state you can already tell this from).
-You won't get removed from your horse when you enter a building, nor you get Zzz in many places. The is-indoor checks fail, it needs repairing. But this is the case without vmaps, so this is not really related, it's a non-working feature at the moment (that's why it needs to be fixed).
Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.
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#55 User is offline   SB@L 

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Posted 19 March 2009 - 12:46 AM

- Applied.
- Moved to applied patches.
SQL scripts: To remove pet spells from player
CRASH REPORTING TUTORIAL
TIP: If your core crashes on startup, its probably an outdated DB, apply recent sql updates.
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#56 User is offline   gio01 

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Posted 19 March 2009 - 08:22 AM

ssorry but work in lunix S.O?
the vmaps is automatically extratted in linux for compiling?
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#57 User is offline   vlack 

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Posted 19 March 2009 - 11:01 AM

View Postgio01, on Mar 19 2009, 02:22 PM, said:

ssorry but work in lunix S.O?
the vmaps is automatically extratted in linux for compiling?

The vmap assembler can be made to work in linux too, I've did it once. What you can get from SVN does NOT by default.

Who told you such a bullshit that it automatically does anything? This is not an Artificial Intelligence to do the job you should be doing... Read the Wiki, then come back if you have further questions, but NOT before that.
Being an ArcEmu developer requires you to be committed to some specific case. That's why I refuse to be one.
What you see below my name doesn't mean I'm officially affiliated with ArcEmu; I'm still a freelancer programmer, but looks like I have earned that dev. tag.
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#58 User is offline   bilguun83 

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Posted 27 April 2009 - 03:54 AM

2 questions

1. I tried to download and tells me broken link or something. CAn you give new url please?
2. Will this support rev 2577?
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#59 User is offline   kaato 

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Posted 27 April 2009 - 05:25 AM

It's aleready in the core :P
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#60 User is offline   Sandile 

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Posted 01 May 2009 - 03:52 PM

View Postkaato, on Apr 27 2009, 11:25 AM, said:

It's aleready in the core ;)

The patch doesn't seem to be applied in the latest rev atleast. I compiled the vmap_extractor and vmap_assembler but I still got the bug so I can cast spells through walls and so. So then I tried to manually apply the patch but I got an error:

The patch seems outdated!
	  The file line  
					  char buffer[100];
and the patchline
					  char buffer[100];
do not match!


And btw, what is the vmap_assembler for?
I whould +Rep you if there was any Rep System here.HIHI
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