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Various problems in Dire Maul #77
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A few more (some the same?) bugs mentioned here: |
I agree that a massive backport from UDB would be the best solution but as you said, it will need some preparation to mininise the amount of work (and errors). Like I did for the pools spawns and when it is possible, I try to keep as much ascendant compatibility as possible between classic DB and TBCDB/UDB. :) |
Actually, UDB was reworked on DB side a few years ago. On the good side we have good resources for MD from 333 - maybe you can speak with @crackm if he is willing to run the stuff through his improved parsers and diff it to UDB and prepare some improvements there first. (Though changes in this freaking instances will require extra manual work and control..) These many events tend to screw parsed stuff :( |
Good to know. I will contact @crackm shortly about these resources you are speaking of. As the instance was barely changed between Classic and WotLK, I assume I can do the manual work and check on the data if @crackm is willing to parse them with his tools. Then, porting the results to UDB or Classic DB would be roughly the same. |
Copy/paste of whole initial report from @raymerjacque NPC/Event/Quest/instance script.
http://www.wowwiki.com/Immol'thar |
Patch authors: Schmoozerd, evil@wow and Xfurry * ZUL'FARRAK * Fixed Zum'Rah Zombies * ULDAMAN * Fixed Ironaya event * Fixed The 'Stoned' aura for several mobs in Uldaman is handled in EventAI, so remove it from creature_addon. Otherwise it's applied twice, which actually cancels the effect because the aura doesn't stack, so the core removes it! * Added missing gameobjects * DIRE MAUL * Added several missing creatures spawns (like Gordock Hyenas) * Added several missing gameobjects spawns (like doors) * Fixed factions and flags of several creatures and gameobjects * Fixed Ironbark event * Fixed Mizzle and Tribute Run chest * SHADOWFANG KEEP * Spawned missing creatures * Spawned missing gamebojects * Removed WotLK Love in the Air items * NAXXRAMAS * Removed several creatures (like Gothik/Noth adds) or gameobjects (like chests) that should instead be summoned * Fixed factions and flags of several creatures and gameobjects * Added several missing creatures spawns * Added several missing gameobjects spawns * Open/closed several doors * RUINS OF AHN'QIRAJ * Removed several creatures (like Ayamis adds) or gameobjects that should instead be summoned * Fixed factions and flags of several creatures and gameobjects * Added several missing creatures spawns (like Rejjax Army) * Added several missing gameobjects spawns (like Buru Eggs) * TEMPLE OF AHN'QIRAJ * Spawned missing gameobjects * Fixed factions and flags of several creatures (including C'Thun) and gameobjects * BLACKROCK SPIRE * Spawned missing creatures like Bijou * Spawned missing gamebojects * DEADMINES * Spawned missing gameobjects * SCARLET MONASTERY * Spawned missing gameobjects * BLACKROCK DEPTHS * Spawned missing gameobjects * GNOMERAGAN * Spawned missing gameobjects This closes #90 and closes #85 and closes #86 and fixes parts of #77 and contributes to #96 Signed-off-by: Cala Haryon <[email protected]>
@Schmoozerd I tried to fix one of the issue reported above:
With the following code: -- Added aggro link between creature 11459 (Ironbark Protector) and creature 11489 (Tendris Warpwood)
DELETE FROM `creature_linking_template` WHERE `entry` = 11459 AND `map` = 429;
INSERT INTO `creature_linking_template` (`entry`, `map`, `master_entry`, `flag`, `search_range`) VALUES
(11459, 429, 11489, 1, 50000); I chose to use the However, when engaging Tendris Warpwood (11489), the other NPC never come to its help. So I wonder if I missed something or if there are some limitations as the linked NPCs are very far on the map (hence the 50000 radius)? |
use 0 as radius (which means everywhere) did you engange normally or unnormal (like with .dam command) |
Thank you for this answer. And I engage it normally: moving close to it until it aggroes. I was afraid the linked NPC would not aggro because they were too far on the grid to find a target, path to the target or even unloaded from the grid. I will try this new value this WE. |
* Makes creature 14566 (Ancient Equine Spirit) spawns after creature 11489 (Tendris Warpwood) is defeated in Dire Maul Source: http://www.wowwiki.com/Ancient_Equine_Spirit This contributes to #77
* Added aggro link between creature 11459 (Ironbark Protector) and creature 11489 (Tendris Warpwood). Now players must clean every Ironbark Protector before engaging Tendris unless they want some 'company' during the fight as all Ironbark Protectors will now attack when Tendris Warpwood is engaged. Source: http://www.wowwiki.com/Tendris_Warpwood This contributes to #77
* Updated faction for creature 14364 (Shen'Dralar Spirit), 14358 (Shen'Dralar Ancient), 14361 (Shen'Dralar Wisp), 14371 (Shen'Dralar Provisioner), 14383 (Lorekeeper Kildrath, 14382 (Lorekeeper Mykos), 14381 (Lorekeeper Javon), 14368 (Lorekeeper Lydros) and 16032 (Falrin Treeshaper). They all should have the Shen'Dralar faction instead of the Wolf/Undercity/Creature they currently have. Source: http://www.wowwiki.com/Shen%27dralar This contributes to #77
* Fixed type of gameobject 179544 (Skeletal Remains of Kariel Winthalus) as it should be 2 because it is related to a quest 7482 (Eleven Legends). This contributes to #77
I'm a noob but i hope this might help: Added waypoints of creature 14323 in Dire Maul North Sources: Added waypoints of creature 14321 in Dire Maul North Sources: |
@TheTrueAnimal Your efforts are surely appreciated, and this looks helpful. I'm guessing @cala would have one remark here though: if the creature only has one spawn, we usually use the template variants of tables where possible. So in this case, you should use creature_movement_template instead of creature_movement. Having that said: don't worry too much about the waypoints in Dire Maul, especially if you don't have sniffs to get 100% accurate data. You're most likely not aware of it, but I'm respawning the three Dire Maul wings from scratch with offi data. The East wing is mostly done, and @cala has added it some time ago. The other two wings are in progress but I need to fix a few core issues first before I can continue. So it'll take some time to finish, but I promise you the results will make it worth the wait! Again: your efforts are appreciated. If you really don't want to wait a few months and want to continue making a few improvement in the meantime, as a learning experience or for some other reason, you're of course welcome to do so. I'm just trying to make sure people aren't needlessly doing double work 😄 |
AI script for Isalien (spawn time of its add) is fixed. A pull request was made to ACID regarding that: ACID-Scripts/Classic#13 |
Reported here: scriptdev2/scriptdev2-classic#9
Most are clearly DB related.
I hope you guys will be able to resolve some of them.
Quite possible that the best cause of action would be to copy all spawns from udb, and copy all further pending things (templates, _addon, movement, scripts, etc..) pending.
Not sure how such a step can be performed most effectively, but it might be interesting to go for it.
(Ideally would be if you could be able to keep guids 1:1 between udb/classicdb)
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