Using this system you are very limited in the number of instances though, no?Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.
Quote from: "stoneharry"Using this system you are very limited in the number of instances though, no?Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.Yep, sad but true. Anyway, I think it'll be ok for small role-play server (50 - max online), at least until I'll find a better solution.
Quote from: "Shelldon"Quote from: "stoneharry"Using this system you are very limited in the number of instances though, no?Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.Yep, sad but true. Anyway, I think it'll be ok for small role-play server (50 - max online), at least until I'll find a better solution.One solution would be to implement your own instancing system.Add a new column to creatures/objects/players as a uint. Look at how phasing is implemented, copy it for this new column, then change it to work via each ID is its own unique phase rather than bitmasking it (which is changing from bitwise AND operations to equals operations essentially). You could have this new column overwrite phasing if a value is present in it, otherwise just use normal phasing.
Quote from: "stoneharry"Quote from: "Shelldon"Quote from: "stoneharry"Using this system you are very limited in the number of instances though, no?Using a uint32 you are going to have 31 unique instances. That doesn't seem enough.Yep, sad but true. Anyway, I think it'll be ok for small role-play server (50 - max online), at least until I'll find a better solution.One solution would be to implement your own instancing system.Add a new column to creatures/objects/players as a uint. Look at how phasing is implemented, copy it for this new column, then change it to work via each ID is its own unique phase rather than bitmasking it (which is changing from bitwise AND operations to equals operations essentially). You could have this new column overwrite phasing if a value is present in it, otherwise just use normal phasing.This sooooomehow looks like 4.* phases. I wooooonder, why.
I don't know what you are trying to imply. I haven't looked at anything newer than 3.3.5a, other than play a bit of retail which is a completely different game now and much better for it.
I agree it does look pretty good there, I mostly just dislike ocean wotlk water, some of the river and cannel water isn't that bad.
I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it.
Quote from: "iindigo"I could be wrong but it looks like more than just the lighting is missing, perhaps the texture color tinting is too? They've really been using it heavily in MoP and above, and it looks like all of Draenor makes heavy use of it. From what I remember, you can add vertex shading on Wotlk ADTs as long as the WDT has the flag to bear it. So this is not a problem.