[DiscordArchive] So if movement speed is what it is, what about the issue of the valks being half way in the ground i
[DiscordArchive] So if movement speed is what it is, what about the issue of the valks being half way in the ground i
Archived author: M'Dic • Posted: 2021-09-30T18:17:41.811000+00:00
Original source
So if movement speed is what it is, what about the issue of the valks being half way in the ground in the zone?
Archived author: M'Dic • Posted: 2021-09-30T18:18:37.501000+00:00
Original source
Going from Waist deep in the ground, is under meshing with them and they are not in the air
Archived author: M'Dic • Posted: 2021-09-30T18:18:54.382000+00:00
Original source
Its like the z axis is not right. But only for them that i notice
Archived author: M'Dic • Posted: 2021-09-30T18:20:20.652000+00:00
Original source
I notice that in cata preservation project with a clean build as well. Sometimes i like to use that db for comparisons
Archived author: M'Dic • Posted: 2021-09-30T18:23:22.877000+00:00
Original source
Anyway to pack them?
Archived author: M'Dic • Posted: 2021-09-30T18:26:41.599000+00:00
Original source
-_- so i need to see what the failure is on my end
Archived author: M'Dic • Posted: 2021-09-30T18:28:20.398000+00:00
Original source
The valks? Yupe. The ones in deathkneel are flyi g
Archived author: Meji • Posted: 2021-09-30T18:46:20.764000+00:00
Original source
I think that's related to HoverHeight and bytes1 33554432 (AnimationTier Hover) from UNIT_BYTES_1_OFFSET_ANIM_TIER
Archived author: M'Dic • Posted: 2021-09-30T18:50:37.999000+00:00
Original source
Very simular actually
Archived author: bandysc • Posted: 2021-09-30T18:53:49.811000+00:00
Original source
If something looks differently on local server, just sniff local server and compare packets with retail