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Ibeatdungeon

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Ibeatdungeon last won the day on February 8 2018

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  1. There are a number of reasons this occurs in the retail game, your rank is clearly one of them. Amusingly when stealthed the other faction would salute you (though they shouldn't be able to see you). I have seem VIP systems that fire this, which is sort of cute. I believe EMOTE_ONESHOT_SALUTE is what to look for.
  2. For people that might not have all of that going on they could use the openssl 1.0 package similar to this. $ wget http://right package source here /libssl-dev_1.0.2g-1ubuntu9.3_amd64.deb $ sudo dpkg -i libssl-dev_1.0.2g-1ubuntu9.3_amd64.deb (Reading database ... 225031 files and directories currently installed.) Preparing to unpack libssl-dev_1.0.2g-1ubuntu9.3_amd64.deb ... Unpacking libssl-dev:amd64 (1.0.2g-1ubuntu9.3) over (1.0.2g-1ubuntu9.3) ... Setting up libssl-dev:amd64 (1.0.2g-1ubuntu9.3) ... $ sudo apt-mark hold libssl-dev libssl-dev set on hold.
  3. I am logging to mysql with a custom script that uses OnChat, only for the normal system CHANNEL_FLAG_* channels. I have cheesy perl scripts that read the messages and parse them, such as looking for "WTB" links and then the script may put an item in the AH and another that responds to LFG with calendar messages "LFG URBS" and the script looks up the calendar saying "URBS planned for 18:30 GMT 8/10 confirmed, PST for invite" (minus timezone / calendar glitches which I cannot figure out) I agree that the table size gets crazy fast if you retain world chat, some partitioning is needed.
  4. You have github right there to compare yourself, though because it's a fork its hard to see the actual contribution since it "looks" like TC is contributing to it. Looking at the issues they have open (which in its entirety is probably a days worth of TC's engagement), they aren't much further on that any other project that forked TC. Looking at the database a bit, I would guess they are using TCDB + a spawn database (such as from the "legion core" repacks would have for you as well) and applied it to a compile of TC master. So yes stuff is "there", but it's not like the classes work any better than TC master I would guess. I guess it's better than repack (gets you a compile, gets you choice of operating systems, gets you the spawns people want easily). But they could have actually worked it out themselves as well. I think people really hype the npc spawns when they depict their progress/work (I am not sure what to call it), getting the models in the right places is what they have done. Phases, reactions, behaviors, etc ... not so much. I have not actually looked at what they have done intensely, it seems the npcids ranges from the repacks. Still no warlock shard system it seems
  5. I believe that the spell.dbc for 64709, 64734 are pretty fixed without modification, like any other spell. I don't think you can mess with that in spell_dbc and get that to change for client interaction stuff. I also I don't know a way of: SetDamageModifier(-50%) DoCast(target, SPELL_DEVOURING_FLAME); SetDamageModifier(+50%) You could easily change the fight parameters and make the Razorscale cast the spell more or less frequently. https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/scripts/Northrend/Ulduar/Ulduar/boss_razorscale.cpp#L585 You could always drop different spellids entirely instead 64709, 64734 of like Elder Moonstones 21745 or something. Finally: https://trinitycore.atlassian.net/wiki/spaces/tc/pages/2130124/Spell+system
  6. You are welcome, I was not aware of the CMAKE -DNOJEM switch at the time, sadly that would have saved some time. Looking at Travis, it's compiling on Trusty (v14) with that flag just fine for master and 335
  7. It seems that jemalloc has been upgraded. I couldn't get it to work with ubuntu 16, the contributor got it working with ubuntu 17. I am not sure if this is a requirement change or a temporary gap. This link details the issue (skip to the bottom, rather than the changes themselves) https://github.com/TrinityCore/TrinityCore/commit/92cd9bd70db460fdce4af0596cf9d8ee3c3abad5
  8. WTF indeed, that's a pretty narrow reading of "bad for business" and pretty explosive reaction to a common idiom.
  9. I read Killyana closing 20917 in favor of 15182 as just what it "says", its assigned and accepted to Killyana in an existing effort. Rushor sort of makes me feel, in brief, that the right person is working on it. I assume when 15182 is closed, a new ticket like 20917, created thereafter, would be accepted as there would be no assigned an accepted effort that. That said 20917 being closed without comment, canned or otherwise, is rough/confusing. I think Issues like 20917 would serve these new issues better with a commentary a kin to "issues closed related to this are done so to ... [explaination continues]" It is extremely "bad for business" to create thousands of tickets for wip quests, npcs, items; the raw count makes the product look overly issue ridden; when it's actually a project that is wip.
  10. Seriously, login yourself or use a few target dummys with billion health and you get your answer on how the script works. Skada will break down the hatestrikes clearly for you. The issue I was able to create where when the soak target can just leave melee range and the hatestrikes stop seems like a bug, but I likely didn't explore all that I should have. But at a glance it looks like you can walk patchwerk away from the off tank soak and the hatestrikes stop entirely. I am sure a combat log will suffice for a bug if you recreate it (noting that no more hatestrikes occur after time index so and so) I don't see the script in HEAD how the fight is easy if you dont dork with the encounter, hatestrikes are occurring every second and the damage he deals out is the same ole rapid fire patchwerk. If you have a lot of dodge or other mitigation the fight is extremely easy ... but the fight is easy (discipline priest op)
  11. Interesting, I just entered naxx and fought patchwerk 10man normal two characters a warrior with 200k health had 100% threat, auto attacking in def stance ... ".cheat god" mode applied priest with ".mod hp 999999999" health and hitting him with her staff, with 23% threat (not god mode but obviously close) the priest eats all the hatestrikes every second (20k hits) ... the warrior doesnt take a single one once the characters are in position the warrior takes all the physical damage hits from patchwerk (patchwerks melee swing hits for 5k physical damage" obviously they both take slime damage I noticed all the abominations respawn super quick so i was taking a look at them .npc info and in the database alt-tab'ed Nothing changed with patchwerk for 2-3 minutes I moved the priest away to ".damage 10000000" the respawns and look at the other room. I noticed: Priest stopped taking hatestrikes when out of melee range (duh) Warrior didnt start taking hatestrike, was still taking physical damage and slime damage I knew if I walk out of the room I get insta-killed, so I jumped over the river and poof: dead priest warrior starts taking hatestrikes When i .revive'ed the priest and got back into range patchwerk ignored her It would seem at a glance if you want to avoid hatestrikes (exploit), the off tank just needs to get into the mix and run away. It seems that hatestrikes are somewhat sticky. His enrage seems very limited (it ends) as does his slime spam. That said seems like you could reproduce this pretty easy, a third character might be ideal data and a combat log.
  12. Fwiw, it seems easy for me as well in 3.3.5 to multibox him down in meh gear as well. It was also this way in retail wotlk that I could hit that boss, noth, and anub before I could clear some all heroic bosses handedly. Not sure what version you are describing, but patchwerk's ability works ... Hateful Strike - Patchwerk will use this ability every 1 second, hitting the person with highest health in melee range for 27,750 to 32,250 (25 Player: 79,000 to 81,000) physical damage, mitigated by armor. As a physical attack, Hateful Strike can be dodged, parried, or blocked. This ability also adds threat to the top 2 (25 Player: 3) people in Patchwerk's threat table. Which seems at a glance to be what is in head. https://github.com/TrinityCore/TrinityCore/blob/a0a158b5b851db7e2c16819ec89e913d914a3aba/src/server/scripts/Northrend/Naxxramas/boss_patchwerk.cpp#L118 Non-HeroicOnly two tanks are needed. One main tank and a Hateful Strike soak tank.HeroicThree tanks are needed. One main tank and two Hateful Strike soakers.
  13. Not natively, bit how much customization do you want to do? I used perl templating quick to modify conf.dist into conf on compile. It would be pretty easy to sed/awk some minor changes.
  14. I cannot find Coke Classic in the store anywhere. IMHO, I cannot imagine the retail player base wanting to loot classically or any of the other hundreds of lifestyle enhancements that exist today. People say they want to play "vanilla" and then they create an account - login and never log back in. They are lucky to make it through Silverpines before /quit. It's a serious grind to get to 60, and then you are only 25% done with your character. The classic world will have LFG/LFR? Old UBRS/Strat? 40 man MC? These sound like positive things, but the marketplace is much different than the hype. I guess lastly, a lot of hype about "vanilla" from on social media is likely just hype or fake, its always something to throw stones at Blizzard. Remember that when commercial goldsellers were somewhat exposed on private servers and the amount of income the sellers was found out, this was a strong indication of how much money Blizzard is leaving on the table. I can imagine that they are exploring recovering that to a degree. A level 60 sandbox, like guilds that do the same thing in retail now (although with the modern talents, spells, stats, etc) ... seems like it might have an appeal. I would think the bulk of the retail players that actually want that experience (but not the harshness) almost want to scale my existing retail character into a "time walking" mode that emulated "classic" (scaling and spell translations) than actually deal with the grind itself. I have joined servers, leveled vanilla to 60 (most entirely of that is solo ... and such poor bags) and it was just as dreadful as it as years ago. Wow (like most MMO) is about the people you play together with and or the metagames that you can enjoy inside/with the game. Emu is for many people, a metagame, in that respect I don't think it misses a beat.
  15. To be clear, you are suggesting that the wowmortal software (launcher/downloader) does this, not the wow client they are providing. Right?
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