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[Working]OutdoorPvP r10049+


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error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellEffects.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
ib(Player.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(SpellAuras.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ)
4>game.lib(GameObject.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::~OutdoorPvPMgr(void)" (??1OutdoorPvPMgr@@QAE@XZ)

for some reason i get lots of these,almost all object files, i don't know whats wrong but it seems itis something from the outdoor patch, anyways i can solve this ?

i fixed all compile errors,please note that i use playerbot+ahbot+vehicles+mmaps patches.

Use this patch http://tsol.fr/?page_id=159.

i have used your patch but those were the results ,only i have forgotten to mention about it.

You dont modify the patch ? Whitch revision you use ? Look if the header OutDoorPvpMgr.h is specifed in SpellEffects.cpp for example.

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Thank you for your reply, yes it works with the patch, I can compliers without error. I applied the sql file in the database mangos

^ ^ But in Hellfire Peninsula I can not do the quest.

Battleground Starting System

[************************************************* *] 100%

>> Loaded 13 battlegrounds

Starting Outdoor PvP System

Map (Id: 530) for AddObject Can not Be initialized.

Map (Id: 530) for AddObject Can not Be initialized.

Map (Id: 530) for AddObject Can not Be initialized.

OutdoorPvP: HP Successfully Initiated.

OutdoorPvP: NA Successfully Initiated.

OutdoorPvP: TF Successfully Initiated.

Map (Id: 530) for AddObject Can not Be initialized.

OutdoorPvP: ZM Successfully Initiated.

OutdoorPvP: IF Successfully Initiated.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

OutdoorPvP: EP Successfully Initiated.

OutdoorPvP: Successfully Initiated GH.

Loading ... Transport

[************************************************* *] 100%

>> Loaded 20 transport

I noticed these things at start of mangos. Is there a link of cause and effect?

I use YtBD in its latest version, same for mangos

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Thank you for your reply, yes it works with the patch, I can compliers without error. I applied the sql file in the database mangos

^ ^ But in Hellfire Peninsula I can not do the quest.

Battleground Starting System

[************************************************* *] 100%

>> Loaded 13 battlegrounds

Starting Outdoor PvP System

Map (Id: 530) for AddObject Can not Be initialized.

Map (Id: 530) for AddObject Can not Be initialized.

Map (Id: 530) for AddObject Can not Be initialized.

OutdoorPvP: HP Successfully Initiated.

OutdoorPvP: NA Successfully Initiated.

OutdoorPvP: TF Successfully Initiated.

Map (Id: 530) for AddObject Can not Be initialized.

OutdoorPvP: ZM Successfully Initiated.

OutdoorPvP: IF Successfully Initiated.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

Map (Id: 0) Can not Be for AddObject initialized.

OutdoorPvP: EP Successfully Initiated.

OutdoorPvP: Successfully Initiated GH.

Loading ... Transport

[************************************************* *] 100%

>> Loaded 20 transport

I noticed these things at start of mangos. Is there a link of cause and effect?

I use YtBD in its latest version, same for mangos

The probleme is not the database but the code in OutdoorPvp.cpp AddObject function

    Map * map = const_cast<Map*>(sMapMgr.FindMap(mapId));
   if(!map)
   {
       sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);
       return false;
   }

Because map (?) is not loaded so it can't addobject on nothing , i dnt know how MapManager::FindMap function work, need some light on this .

Very strange condition ..

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When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)

I had not FindMap but;

Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));

if(!map)

{

sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);

return false;

}

sObjectMgr.AddGameobjectToGrid(guid, &data);

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When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)

I had not FindMap but;

Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));

if(!map)

{

sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);

return false;

}

sObjectMgr.AddGameobjectToGrid(guid, &data);

It will be more logical to have sMapMgr.CreateBaseMap(mapId) than FindMap ... thx also I would know who add this function

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In current core you cannot simply use MapManager::CreateMap() w/o using hacks - you should atleast pass valid WorldObject pointer in order to create continent map. If you pass NULL - your server crashes. Basically all continent maps are created in MapManager::LoadTransports(), so your FindMap() will return correct results.

There is no way to create an instance/BG/Arena map w/o using valid player object.

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When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)

I had not FindMap but;

Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));

if(!map)

{

sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);

return false;

}

sObjectMgr.AddGameobjectToGrid(guid, &data);

It will be more logical to have sMapMgr.CreateBaseMap(mapId) than FindMap ... thx also I would know who add this function

what you mean who add this function ?

Hmm Ambal, I used such code for few months and never had crash from outdoor so not sure what you mean either :P

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sMapMgr.CreateBaseMap(uint32) -> This function doesn't exists actually. Ambal is talking about sMapMgr.CreateMap(uint32, const WorldObject *obj) where *obj can't be NULL (oryour server will crash). Have you tested that patch, Lecails?
Not i dnt test the patch but I knew the possible crash as Ambal quoted, since Ambal has rengeneering system Map function CreateBaseMap is removed , the new system is great, I dn't deny it but if Map is created why find maps return Nothing Ambal ?

I also revert temporarly patch in the older version.

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We'll think of pre-creating all non-instancable maps upon server startup so your FindMap() calls will be always successful. This should simplify MapManager interface even more:

1) CreateMap(uint32 mapid, Player& plr) - to create instances for player

2) LoadContinents() - to create Map objects and fill in registry in MapManager upon server startup.

This will be influenced by detail whether or not non-instancable maps can be unloaded or not - not all non-instancable maps are continents... But will see :)

P.S. Current transport system should be rewritten too since transports in dungeons are not possible nowadays -> only players can create dungeons, everything else will fail... But this will be possible only when proper "World Tasks" system will be released.

Cheers :)

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We'll think of pre-creating all non-instancable maps upon server startup so your FindMap() calls will be always successful. This should simplify MapManager interface even more:

1) CreateMap(uint32 mapid, Player& plr) - to create instances for player

2) LoadContinents() - to create Map objects and fill in registry in MapManager upon server startup.

This will be influenced by detail whether or not non-instancable maps can be unloaded or not - not all non-instancable maps are continents... But will see :)

P.S. Current transport system should be rewritten too since transports in dungeons are not possible nowadays -> only players can create dungeons, everything else will fail... But this will be possible only when proper "World Tasks" system will be released.

Cheers :)

World Tasks system you say , its interresting, what is the topic link ?, yes transport system need to rewrite for dungeons and really support npc.And yes I think as you FinMap call in startup server is useless ,I will remove it in the future update ;)

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I just tested the latest patch and I have a compilation error:

CXX Opcodes.o

CXX OutdoorPvP.o

.. / .. / .. / src / game / OutdoorPvP.cpp: In member function 'bool OPvPCapturePoint: AddObject (uint32, uint32, uint32, float, float, float, float, float, float, float, float)' :

.. / .. / .. / src / game / OutdoorPvP.cpp: 144: error: 'map' Was Not Declared in this scope

someone has an idea?

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I just tested the latest patch and I have a compilation error:
CXX Opcodes.o

CXX OutdoorPvP.o

.. / .. / .. / src / game / OutdoorPvP.cpp: In member function 'bool OPvPCapturePoint: AddObject (uint32, uint32, uint32, float, float, float, float, float, float, float, float)' :

.. / .. / .. / src / game / OutdoorPvP.cpp: 144: error: 'map' Was Not Declared in this scope

someone has an idea?

Problem fixed, you need re-download patch. :D
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  • 3 weeks later...

In reference to this MaNGOS One commit https://github.com/mangos/one/commit/8cd46197e1efbb34fc1a5be27a7cdace3f57de98, discussed in the thread about Outdoor PvP for MaNGOS One...

Will this patch also be implemented in MaNGOS or has similar functionality already been established? I glanced through the history for MaNGOS master and did not notice any similar code recently committed.

Assuming it has or will be implemented for 3.3.5, am I correct in reading this as meaning Outdoor PvP can now be supported by the core and only requires SD2 scripting?

EDIT: This feature is already implemented in MaNGOS Master. I read through the .cpp and SQL files to find the code. I'm feeling a bit stupid right now. :o

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In reference to this MaNGOS One commit https://github.com/mangos/one/commit/8cd46197e1efbb34fc1a5be27a7cdace3f57de98, discussed in the thread about Outdoor PvP for MaNGOS One...

Will this patch also be implemented in MaNGOS or has similar functionality already been established? I glanced through the history for MaNGOS master and did not notice any similar code recently committed.

Assuming it has or will be implemented for 3.3.5, am I correct in reading this as meaning Outdoor PvP can now be supported by the core and only requires SD2 scripting?

If the Outdoor pvp can be scripted by SD2 then somebody should make a basic example for it, because I really don't understand how could be implement four distinct outdoor pvp scripts on the same instanced world map (Hellfire, Zanga, Terokar, Nargrand).

There must be a way to separate the zones, and to implement a script for each zone.

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In reference to this MaNGOS One commit https://github.com/mangos/one/commit/8cd46197e1efbb34fc1a5be27a7cdace3f57de98, discussed in the thread about Outdoor PvP for MaNGOS One...

Will this patch also be implemented in MaNGOS or has similar functionality already been established? I glanced through the history for MaNGOS master and did not notice any similar code recently committed.

Assuming it has or will be implemented for 3.3.5, am I correct in reading this as meaning Outdoor PvP can now be supported by the core and only requires SD2 scripting?

If the Outdoor pvp can be scripted by SD2 then somebody should make a basic example for it, because I really don't understand how could be implement four distinct outdoor pvp scripts on the same instanced world map (Hellfire, Zanga, Terokar, Nargrand).

There must be a way to separate the zones, and to implement a script for each zone.

You say right, zone its not implemented just map but its always possible to implement outdoorpvp in SD2, principe of each zone is the same capture point .

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someone would have to start with it, such that it can be seen how outdoor-pvp within sd2 would look like (and to what extend moving it to scripting-side is reasonable).

Atm we don't know this, and hence it is not possible to discuss it.

Unfortunately I don't know which the easiest outdoor-pvp area is, such that there can be made some starting with it.

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Unfortunately I don't know which the easiest outdoor-pvp area is, such that there can be made some starting with it.

Based on some experience with outdoor areas on oregoncore the easiest and most straight-forward map is definetely Hellfire Peninsula. You only have 3 towers with repetitive code and as long as every tower is captured players in the area get a buff (+5 %dmg). Also if you kill someone in near a tower you receive a token.

Alliance buff: 32071

Horde buff: 32049

Alliance kill reward: 32155

Horde kill reward: 32158

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