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  1. Today
  2. I took the liberty to create an automatic build for mangos zero on the docker hub rebuilds the latest code on github every once and a while automatically docker hub URL: https://hub.docker.com/r/solipsist01/mangoszero/ dockerfile: https://github.com/solipsist01/MangosZero contains: realmd for managing realm mangsod world of warcraft emulator mariadb for hosting the database nginx for mangosweb enhanced v3.04 up and running with 2 simple scripts run the container like this. docker run \ --name=vanilla \ -d \ -p 80:80 \ -p 8085:8085 \ -p 3724:3724 \ -e PUID=0 -e PGID=0 \ -e WAN_IP_ADDRESS=127.0.0.1 \ -e DOCKER_HOST_IP=192.168.1.210 \ -e MYSQL_ROOT_PASSWORD=mangos \ -e TZ=Europe/Amsterdam \ -v /your/location/yourwowvanillaclient:/wow \ -v /your/location/config:/config \ --restart always \ solipsist01/mangoszero when it's running type the following in your prompt docker exec -it vanilla /bin/bash Now you will be connected to the docker container. /install/InstallDatabases.sh This will generate the database in the mariadb database /install/InstallWowfiles.sh This will generate the DBC, MAPS, MMAPS, VMAPS. They will be moved to your /config directory browse to yourdockerip:80 and setup the mangosweb website. If you have chosen a different password as root sql password, edit your realmd.conf and mangosd.conf in your /config/wowfiles directory docker restart vanilla Now everything is done. You will have a working mangos zero up and running in a docker container. Every file is linked and/or moved to the /config directory so settings, wowfiles, databases, will persist container destruction or upgrades. this is an automated build, which will automatically build the latest version of mangos zero. automatic database upgrades on startup is in the works optional: After generating the wowfiles, you don't need to have linked your wow installation client anymore. remove the docker container with: docker rm vanilla -f now re-run it with: docker run \ --name=vanilla \ -d \ -p 80:80 \ -p 8085:8085 \ -p 3724:3724 \ -e PUID=0 -e PGID=0 \ -e WAN_IP_ADDRESS=127.0.0.1 \ -e DOCKER_HOST_IP=192.168.1.210 \ -e MYSQL_ROOT_PASSWORD=mangos \ -e TZ=Europe/Amsterdam \ -v /your/location/config:/config \ --restart always \ solipsist01/mangoszero Parameter breakdown: docker run \ --name=vanilla \ #you can chose your own name here -d \ #run as daemon -p 80:80 \ #nginx web port -p 8085:8085 \ #mangos port -p 3724:3724 \ #realmd port -e PUID=0 -e PGID=0 \ #root -e WAN_IP_ADDRESS=127.0.0.1 \ #if you want to port forward for external connection, change to your internet ip address. this address can be updated by running /install/InstallDatabases.sh -e DOCKER_HOST_IP=192.168.1.210 \ #ip address of your docker host -e MYSQL_ROOT_PASSWORD=mangos \ #root password of database -e TZ=Europe/Amsterdam \ #timezone of your docker host -v /your/location/yourwowvanillaclient:/wow \ #location to your wow vanilla client. -v /your/location/config:/config \ #location where config files are stored --restart always \ #automatically start when docker host restarts solipsist01/mangoszero
  3. Yesterday
  4. mangos zero No PlayerBots ubu16.04

    I forgot to mention I did select to add playerbots from the script install. Moved the config over to mangos/zero/etc and tried the option to enable with both 0 and 1
  5. mangos zero No PlayerBots ubu16.04

    Linux Ubu 16.04 MaNGOS Server: World Initialization Complete _______________________________________________________ Server Version : 21014 Database Version : Rel21.14.77 Supporting Clients : 1.12.x Builds : 5875 6005 6141 Module Status - Eluna : Enabled Warden : Enabled ScriptDev3 (SD3) : Enabled Remote Access (RA) : Disabled
  6. mangos zero No PlayerBots ubu16.04

    Just a quick question, is this on Linux or Windows ? Generally, the core needs to be built with Playerbots included ! At the end of the server initialisation you get a banner similar to this: _______________________________________________________ MaNGOS Server: World Initialization Complete _______________________________________________________ Server Version : 21014 Database Version : Rel21.14.77 Supporting Clients : 1.12.x Builds : 5875 6005 6141 Module Status - Warden : Enabled Remote Access (RA) : Enabled _______________________________________________________ As you can see, In my test build, I have built mangos with absolutely no modules [Eluna, SD3, Playerbots etc.] (useless to actually use). Can you post that from your server ?
  7. Just curious, I have done maybe 10 installs using the ./getmangos.sh script. The install is flawless, AHbot works fine but never the playerbots. I have enabled it in the install, I have moved the conf script and ran it as enabled 0 (windows install instruction) and enabled 1. I keep getting .bot no command found. Any insight would be appreciated. If I have to run the server without playerbots I am fine with that, but I would like to be able to figure out what I am doing wrong? Thanks for any help
  8. Last week
  9. mangos three Fly mode don't work

    This is a known issue for mangos three.
  10. mangos three Fly mode don't work

    Can you please provide more details? Which version of Mangos are you using and for which client of WOW? Where are you in the world when you try to fly? Other gm commands are working? Thank you :-)
  11. Installing Mangos on Windows (using EasyBuild)

    It is kinda covered in the VS install guide (steps 3 & 4):
  12. mangos zero internal compiler error

    For future references: error was probably due to low RAM (512MB). Upgrading to 1GB solved the issue.
  13. mangos zero internal compiler error

    Solved. The problem was in ram. Need more ram.
  14. Building CXX object src/modules/Eluna/CMakeFiles/LuaEngine.dir/InstanceHooks.cpp.o c++: internal compiler error: Killed (program cc1plus) Please submit a full bug report, with preprocessed source if appropriate. See <file:///usr/share/doc/gcc-5/README.Bugs> for instructions. src/modules/Eluna/CMakeFiles/LuaEngine.dir/build.make:134: recipe for target 'src/modules/Eluna/CMakeFiles/LuaEngine.dir/InstanceHooks.cpp.o' failed make[2]: *** [src/modules/Eluna/CMakeFiles/LuaEngine.dir/InstanceHooks.cpp.o] Error 4 CMakeFiles/Makefile2:1256: recipe for target 'src/modules/Eluna/CMakeFiles/LuaEngine.dir/all' failed make[1]: *** [src/modules/Eluna/CMakeFiles/LuaEngine.dir/all] Error 2 Makefile:127: recipe for target 'all' failed make: *** [all] Error 2 Hello guys! Please someone can help me with that error? Thanks.
  15. mangos three Error;s in compile

    Yes,its working now,great
  16. Startup Error - Trainer Template Spells

    Changed Status to In Progress Changed Implemented Version to Unset Changed Milestone to Unset
  17. [eluna] IRC Bridge

    Eluna IRC Bridge Have you ever wanted to bridge your in-game guild chat with an IRC channel? If so, you're in luck, because that's exactly what this script does. It allows your Eluna-enabled server to connect to a single IRC server, and bridge chat between specific channels and guild chats. PREREQUISITES: Your Eluna-enabled server must have LuaSocket support either compiled-in or available for dynamic loading. Instructions for that can be found here. You will also need to have LuaIRC installed in your Lua library path (NOT the script path) for Eluna. If your IRC server requires SSL, you will also need LuaSec compiled into your Lua engine. However, this is beyond the scope of this release, as LuaSec isn't compatible with the newest version of LuaSocket that I detail in the other post, and has its own version bundled with it. Attempt this at your own risk. INSTRUCTIONS The code can be found here. The SQL needs to be run against your characters db, in order to create the necessary tables for the bot to operate, and the Lua script should be dropped into your Eluna script path. The patch file needs to be applied to LuaIRC after you've put it in your library path. It adds a couple new hooks required by the bot. The package.path at the top of the script assumes that you have created a lua_lib directory in your server bin path to contain your LuaSocket and LuaIRC files. Change this as necessary. After doing this, you will need to create the necessary entries in the tables for your bridge. The tables are fairly self-explanatory, but some fields require elaboration: irc_config table: The nick, username, and realname fields are used by the bot when connecting (username and realname are just for whois purposes), as are the host, port, secure, and password fields. The password is not required, and do NOT set secure unless you have LuaSec. The connect_modes field contains the modes that the IRC server sets on users after connecting. This is used by the bot to detect when the user has fully connected UNLESS NickServ is being used. Then this field is ignored. The add_modes and rem_modes are the list of user modes that the bot will add and remove from itself after connecting. The nickserv field contains the name of the NickServ service (defaults to NickServ), and the nickserv_password contains the password for the nick used by the bot. This should be left NULL if NickServ isn't being used. There should only be one row in this table, as the bot currently only supports connecting to a single IRC server. irc_prefixes table: This table is used to define specific prefixes to use when sending IRC messages from specific nicknames, instead of just using the nickname. This is typically for other bots in the channels, and is also used to override the default prefix. The nick field contains the nickname the prefix applies to. Leaving this defaulted to an empty string is how you override the default prefix (IRC) and color (11 - light cyan). The prefix contains the prefix text itself, and the color field contains the mIRC color code (0 to 15) to use for the prefix. irc_channels table: This table contains the mappings of which IRC channel is used for a given in-game Guild chat (if any). The guildid contains the internal Guild ID of the guild being mapped, and the channel is the name of the IRC channel.
  18. Thank so much @Olion, sorry for the inconvenience
  19. Earlier
  20. Just have tested the following way. 1. Start the original Zero server, without custom DB modifications. Ensure .gm off. 2. Try to enter Ragefire Chasm (map ID 389) in Orgrimmar. Succesfully done. 3. With an SQL client, execute the command on your world DB, usually named mangos0 (1 queries executed, 1 success, 0 errors, 0 warnings): INSERT INTO disables SET sourceType=2, entry=389; 4. From within the game (or from the server console), use GM command .reload disables. 5. Try to enter Ragefire Chasm. Disallowed now. The player gets no message, though. 6. Turn .gm on. Try to enter Ragefire Chasm. Succesfully done. 7. To undo the DB change, use (you may reload the table again since this): DELETE FROM disables WHERE sourceType=2 AND entry=389; I understand there are plenty of improvements possible. In particular, adding GM commands to control the table (and the table reload at every change by these commands). Also, there is easy to allow item drop limitations for specific map/area. Those commands are in the TC and can be ported even a bit easier than the whole mechanic was. The present implementation is handy for the developers mostly, but it works nevertheless (though an exhaustive testing was never done).
  21. Thank you very much @Olion, I have one last question, do I have to restart the realm or is it just enough with restart the table?, because I've done that and he still allows me to enter the instance with a normal character.
  22. Those values may be any, being ignored by the core (for the map disable). The usual policy is, if you do not see how to set a DB table field, leave it at the default value. The defaulted 0's are reasonable.
  23. Ok @Olion, thanks, but in the data and the flags fields, what are the values?
  24. @Olion - Thanks, I will sort out the information when I get home later.
  25. That the developer must be me. The implementation was largely ported from TrinityCore, so their docs is valid mostly. But not fully since 1) Zero has no LFG mechanic (DISABLE_TYPE_LFG_MAP=8, meaning not disabling the dungeon itself, but excluding it from the LFG dungeons, - not implemented), and 2) two new types were added allowing to prevent spawning a creature or a GO. On the particular question, the whole instance is disabled as a map (source_type=2, entry=MapID); note that flags are unused since no dungeon difficulty in Zero. A GM in GM mode is not affected. A nice feature of the most disables is the table reloadability: you can add/remove disables without server restart. For example, it becomes handy when, on a populated server, you just find a critical bug of a dungeon. Then add the disables entry, reload the table, and teleport the players from that map to another one. @antz If you point me to a manual describing how to handle the DBDOCS generated wiki pages now, I could fill the wiki page.
  26. @DykeR - This should now be fixed
  27. mangos three Error;s in compile

    @DykeR - The build should now be working again if you pull the latest source.
  28. i'm still researching the rest, but an instance will be a map
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