Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] No memory remap like in d4 and ow2?

[DiscordArchive] No memory remap like in d4 and ow2?

[DiscordArchive] No memory remap like in d4 and ow2?

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rektbyfaith
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0
01-14-2023, 04:17 PM
#21
Archived author: Fabian • Posted: 2023-01-14T16:17:48.213000+00:00
Original source

that never really changed since introduced on other games
rektbyfaith
01-14-2023, 04:17 PM #21

Archived author: Fabian • Posted: 2023-01-14T16:17:48.213000+00:00
Original source

that never really changed since introduced on other games

rektbyfaith
Administrator
0
01-14-2023, 04:18 PM
#22
Archived author: M'Dic • Posted: 2023-01-14T16:18:11.975000+00:00
Original source

i think the newest thing i messed with was tera which is obviously unrelated and no where like blizz stuff
rektbyfaith
01-14-2023, 04:18 PM #22

Archived author: M'Dic • Posted: 2023-01-14T16:18:11.975000+00:00
Original source

i think the newest thing i messed with was tera which is obviously unrelated and no where like blizz stuff

rektbyfaith
Administrator
0
01-14-2023, 04:18 PM
#23
Archived author: Fabian • Posted: 2023-01-14T16:18:56.940000+00:00
Original source

byfron got bought by roblox shortly after ow2 release. but i didn’t expect them to remove it that fast from ow2
rektbyfaith
01-14-2023, 04:18 PM #23

Archived author: Fabian • Posted: 2023-01-14T16:18:56.940000+00:00
Original source

byfron got bought by roblox shortly after ow2 release. but i didn’t expect them to remove it that fast from ow2

rektbyfaith
Administrator
0
01-14-2023, 04:19 PM
#24
Archived author: Fabian • Posted: 2023-01-14T16:19:43.418000+00:00
Original source

#wowlauncher<:zuccwater:449685374189699072>
rektbyfaith
01-14-2023, 04:19 PM #24

Archived author: Fabian • Posted: 2023-01-14T16:19:43.418000+00:00
Original source

#wowlauncher<:zuccwater:449685374189699072>

rektbyfaith
Administrator
0
01-14-2023, 04:20 PM
#25
Archived author: Fabian • Posted: 2023-01-14T16:20:18.198000+00:00
Original source

its defeatingall checks
rektbyfaith
01-14-2023, 04:20 PM #25

Archived author: Fabian • Posted: 2023-01-14T16:20:18.198000+00:00
Original source

its defeatingall checks

rektbyfaith
Administrator
0
01-14-2023, 04:20 PM
#26
Archived author: M'Dic • Posted: 2023-01-14T16:20:57.885000+00:00
Original source

even betterthen others
rektbyfaith
01-14-2023, 04:20 PM #26

Archived author: M'Dic • Posted: 2023-01-14T16:20:57.885000+00:00
Original source

even betterthen others

rektbyfaith
Administrator
0
01-14-2023, 04:21 PM
#27
Archived author: M'Dic • Posted: 2023-01-14T16:21:32.559000+00:00
Original source

you know which 1 i refer to
rektbyfaith
01-14-2023, 04:21 PM #27

Archived author: M'Dic • Posted: 2023-01-14T16:21:32.559000+00:00
Original source

you know which 1 i refer to

rektbyfaith
Administrator
0
01-14-2023, 04:37 PM
#28
Archived author: Fabian • Posted: 2023-01-14T16:37:11.479000+00:00
Original source

not sure
rektbyfaith
01-14-2023, 04:37 PM #28

Archived author: Fabian • Posted: 2023-01-14T16:37:11.479000+00:00
Original source

not sure

rektbyfaith
Administrator
0
01-14-2023, 08:27 PM
#29
Archived author: William Von Kha • Posted: 2023-01-14T20:27:29.526000+00:00
Original source

ok ok but i thinks it's ok now ^^

I have created a loop that runs to know when a character is close to us to activate the microphone. I'm looking to add it to the game loop without blocking other processes. Is there a hook or something to call this function ?
```c++
std::vector<Player*> VoiceChatHandler::GetPlayersInRadius(Player* player, float maxRadius)
{
float baseVolume = 100.0f; // Volume de base (en pourcentage)
float maxDistance = 20.0f; // Distance maximale à laquelle le volume sera réduit à 0

std::vector<Player*> playersInCircle;
Map* map = player->GetMap();
float radius = maxRadius || 20.0f;
int currentVolume = 10;

int newVolume = currentVolume;
for (Map:TonguelayerList::const_iterator itr = map->GetPlayers().begin(); itr != map->GetPlayers().end(); ++itr)
{
Player* target = itr->GetSource();

float distance = player->GetExactDist2d(target);


if (target && distance <= radius) {
// Calcule le volume en fonction de la distance (formule de décroissance exponentielle)
if (ts3client_getClientVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, voicePlayersList[target->GetName()].clientID, CLIENT_INPUT_MUTED, &currentVolume) != ERROR_ok)
{
TC_LOG_ERROR("Voice Chat", "Error getting current volume");
}
newVolume = baseVolume * exp(-distance / maxDistance);

if (ts3client_setClientSelfVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, CLIENT_INPUT_MUTED, newVolume) != ERROR_ok) {
TC_LOG_ERROR("Voice Chat", "Error setting new volume");
}
playersInCircle.push_back(target);
}
std:Confusedtring message = "Autour de vous : "+target->GetName();
ChatHandler(player->GetSession()).SendSysMessage(message);
}
return playersInCircle;
}
```
rektbyfaith
01-14-2023, 08:27 PM #29

Archived author: William Von Kha • Posted: 2023-01-14T20:27:29.526000+00:00
Original source

ok ok but i thinks it's ok now ^^

I have created a loop that runs to know when a character is close to us to activate the microphone. I'm looking to add it to the game loop without blocking other processes. Is there a hook or something to call this function ?
```c++
std::vector<Player*> VoiceChatHandler::GetPlayersInRadius(Player* player, float maxRadius)
{
float baseVolume = 100.0f; // Volume de base (en pourcentage)
float maxDistance = 20.0f; // Distance maximale à laquelle le volume sera réduit à 0

std::vector<Player*> playersInCircle;
Map* map = player->GetMap();
float radius = maxRadius || 20.0f;
int currentVolume = 10;

int newVolume = currentVolume;
for (Map:TonguelayerList::const_iterator itr = map->GetPlayers().begin(); itr != map->GetPlayers().end(); ++itr)
{
Player* target = itr->GetSource();

float distance = player->GetExactDist2d(target);


if (target && distance <= radius) {
// Calcule le volume en fonction de la distance (formule de décroissance exponentielle)
if (ts3client_getClientVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, voicePlayersList[target->GetName()].clientID, CLIENT_INPUT_MUTED, &currentVolume) != ERROR_ok)
{
TC_LOG_ERROR("Voice Chat", "Error getting current volume");
}
newVolume = baseVolume * exp(-distance / maxDistance);

if (ts3client_setClientSelfVariableAsInt(voicePlayersList[player->GetName()].scHandlerID, CLIENT_INPUT_MUTED, newVolume) != ERROR_ok) {
TC_LOG_ERROR("Voice Chat", "Error setting new volume");
}
playersInCircle.push_back(target);
}
std:Confusedtring message = "Autour de vous : "+target->GetName();
ChatHandler(player->GetSession()).SendSysMessage(message);
}
return playersInCircle;
}
```

rektbyfaith
Administrator
0
01-14-2023, 08:32 PM
#30
Archived author: Tea • Posted: 2023-01-14T20:32:19.562000+00:00
Original source

no, there is not. we do not have anything that runs completely async from main update loop
rektbyfaith
01-14-2023, 08:32 PM #30

Archived author: Tea • Posted: 2023-01-14T20:32:19.562000+00:00
Original source

no, there is not. we do not have anything that runs completely async from main update loop

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