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How do we do it? The short answer is actually more boring than you think... hours of studying hex code gathered from the client and network traffic with the server. The long answer I'm about to offer would have seen me burned as a heretic for spilling precious secrets, if this were still the old days, but MaNGOS today is about being free in every way. The three pillars of the MaNGOS Open philosophy are Open Source, Open Community, and Open Learning. So we all do our best to make sure the code is free, our door is open to everyone, and knowledge must be shared. A more complete answer must be prefaced with a brief trip to the past. Bear with me, if you please. Game server emulation has been around far longer than WoW itself, beginning in the late 90s with multiplayer games like Quake. Back then, these games often came with an official server you could install from the game disk so players could host their own multiplayer games. People smarter than me got curious and reverse-engineered these servers to create the foundation of knowledge and procedures that are still used to this day. MMOs use a centralized server, accessed over the Internet. One of the earliest examples is Phantasy Star Online, released for the Sega Dreamcast in 1998 and Windows a year later. So how do you create a server for a game when you don't actually have the server itself? The two basic tools used for creating a server emulator from scratch are the debugger and packet sniffer. I'll say more on that a little later. What I do know of the early genesis of WoW private servers is second-hand knowledge gained from the devs who'd been around nearly from the the beginning. It all began when a simple WoW sandbox evolved into a full server called Stormcraft. Early WoW p-servers were primitive by today's standard and closed source. Much of the game's features did not work correctly, if at all, and there was little anyone could do because the various devs kept their program code and knowledge secret. WoWDaemon (usually abbreviated to WoWD) was the beginning of the modern projects you see now, programmed in C++ and using an SQL database. So why the history lesson? Because every WoW server emulator in existence today owes a debt to those who came before. Whether it's MaNGOS or Ascent, or one of their many forks like Trinity, Cmangos, or Arcemu... we've built on over a decade of work by hundreds of developers. MaNGOS was started from a leak of the old WoWD server source. Standing on the shoulders of giants, as it were. The way this was all done involved using those two tools I mentioned earlier. First, a debugger is employed to dig into the heart of the WoW game client, reverse-engineering the client's inner workings to find opcodes and data handlers. Then a packet sniffer was used to save all the packets sent between the client and server during an actual game play session, also called "sniffs". A hex editor was frequently used to analyze file formats and the captured packets, allowing bright fellows to develop specialized tools to more efficiently sift through the client and network traffic for valuable data. Once it was understood how things worked, it then became possible to create compatible program code to make use of the methods and data that makes WoW playable. Since that time, specialized tools have been created to more efficiently get at the precious data needed to improve existing p-servers and keep up with new expansions so they can also be emulated correctly... eventually. It has taken all this time to get this far. I'm certain it will take longer still before anyone can truthfully declare any WoW p-server is 100% complete. That's a broad overview for you. As for the finer details, feel free to ask more questions. Either myself or someone will be happy to provide you the best information we have. I hope I've given you the answer you were seeking. Remember, MaNGOS belongs to you!6 points
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The last few years have been hard for MaNGOS. The pandemic hurt us all, but on top of that we've also had the following: Losing Necrovoice (our resident DB expert) was a huge lose - RL issues meant that he had to stand down until further notice. Losing our remaining two full time devs was a huge loss - Again RL issues meant they both had to stand down permently. I also had huge personal losses in 2022 which resulted in me having to step back from active duty for 6 months. I offered to officially step down but my two colleagues and fellow trustees of Mangos didn't want me to. So for 2023, where does this lead Mangos ? Here's what I know ! I'm just about back onboard, as is MadMax (the other trustee remains anonymous for now) We have no full time Mangos core devs We have no full time Mangos DB devs So the situation sounds grim, is mangos finished ? We are in better shape than after the massive hack / takedown attempt just under 10 years ago. Back then, we had no dev team, no admin team and had lost all the code repositories, In ten years we rebuilt and now have stronger cores than we ever did. Mangos is a community project and as such belongs to each and every one of you. Madmax and I are only the guardians who look after it and protect it, I love mangos and will do what I can to see it prevail. To that end, I ask anyone who can to contribute and help us make it better. Antz (Mangos guardian)5 points
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Unofficial MaNGOS CMS Hey guys, i'm here to write down some information about a Project which i'm working on, to get some information from community. The project come from a simple need, that could help many people on handling his server information, a Featured CMS for MaNGOS servers. Right now i'm writing based on MaNGOS Zero, maybe the simplest, but i'll sure make it Cross Version. Technical Informations Following the Languages used to develop: Php 7 (after MadMax advices) HTML 5 CSS 3 JavaScript External Framework used: Bootstrap AlertifyJS Swal TinyMCE jQuery CodeIgniter Which are the Main feature of CMS actually? (the percentage reppresent the Development status) 100% - Template Customization System 100% - Module Implementation System 100% - DB Layer Classes 40% - Page Builder 80% - Dynamic Menu Builder 100% - Integrated CMS/Server Login and Registration System 100% - Quest Section 100% - Armory - A Realm Character/Guilds listing section, with Character informations (using DB Layer) Some Implemented Modules: 100% - Realm Status - Realms information, about registered and online users (using DB Layer) 50% - Profile Tile - A tile with shortened user information, let you user know about his Account Status etc. (using DB Layer) 100% - Server Stats - Information about Registered Account and Statistics 100% - Horizontal Menu - A module that get from DB the Menu item and display as a Horizontal Menu 100% - Latest News - A module that show a Slider Carousel with Latest 3 news in Server As soon as possible i'll add a link to download and try by yourself the cms, Future feature that will be implemented (some from community advice): CMS Engine Section Installation Wizard (Not Available for the first release) Character, Guild and Items details [*]Admin Section 60% - Newsletter System 100% - News System [*]Game Master Section 100% - Istant Leveling System Not more available 100% - Character Info modify feature (MadMax) 0% -Invite a Friend Reward System Not More Available 100% - Character and Guild lookup (MadMax) I'm open to get Tips and Advice about how go on with development. Hope you appreciate this project! Cheers! Screenshots: Home Page - Mobile Responsive Home Page - Full Size Profile Tile: Armory Example: Quest Example:2 points
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So, I'm not sure if this gets asked a lot... But I'm extremely curious... How did you guys (the dev team at mangos) actually create the core? Wouldn't you need to get Blizzard's "secret server files"? I'm very curious.2 points
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Hello everyone! I'm Shinzon (also have gone by Ruafo). I've actually been part of MaNGOS going WAYYYY back. I used to do work with TheLuda, Vladimr and Xeross. Worked a LOT on MangChat way back when and created several custom mods for MaNGOS. I stepped away for several years to have kids and I've also been working in Cyber Security doing penetration tests and network/firewall analysis. I really just wanted to get my hands dirty again with some of my old projects. I will be the first to admit that my (coding) skills are a bit rusty - so be kind as I bring myself back up to speed. Also, most of my experience was working with Tortoise SVN and not Git though MaNGOS was just starting to use Git when I stepped away. So, I'll start poking around and create my own repo just so I don't screw up anything in production. Eventually, once I'm comfortable I hope to (maybe) rejoin the development team and see what I can do to help continue to help out with MaNGOS. Though from what I can tell you all have done a GREAT job of keep everything alive and going, so I'm not sure how I could possibly improve upon things except to maybe take the load of some of the bug fixes? I LOVE the separation of the projects into Zero, One, Two & Three. I think this is a fantastic idea! That also really allows for some great continued development to be focused on each core individually. Anyway, just wanted to introduce myself now that I've stepped up out of my grave and brushed off the dirt. *takes a breath* *waves*2 points
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World of Warcraft Torrent Links Directory World of Warcraft (1.12.1) For MaNGOS Zero https://www.thepiratebay.org/torrent/5250337/World_of_Warcraft_1.12.1_Classic_(Install_and_Go_) World of Warcraft: The Burning Crusade (2.4.3) For MaNGOS One https://www.thepiratebay.org/torrent/5186818/World_of_Warcraft_-_2.4.3_TBC_Ready World of Warcraft: Wrath of the Lich King (3.3.5) For MaNGOS Two https://www.thepiratebay.org/torrent/8341516/World_of_Warcraft__Wrath_of_The_Lich_King_(WOTLK_3.3.5a) World of Warcraft: Cataclysm (4.3.4) For MaNGOS Three magnet:?xt=urn:btih:848c1f366be2d7fbe4b69bd6bfb57daabd767b08&dn=World%20of%20Warcraft%204.3.4.15595 World of Warcraft: Mists of Pandaria (5.4.8) For MaNGOS Four https://www.thepiratebay.org/torrent/16577734/World_of_Warcraft_5.4.82 points
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MaNGOS used to have a IRC channel, however I (for reason which shall remain private on here) am not permitted to use IRC (long story). Discord was suggested as a alternative due to major problems with skype for an extended period of time. The problem with both of these is fragmentation of contact points. I for one cannot keep an eye on discord, skype, irc and the forum. Since I use skype at work, it has become the primary contact medium. However, I do try and work with people as much as I can.2 points
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A problem was found in the extractor this morning which caused the extraction to fail, this has now been fixed2 points
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Even if that were true, the point of kuJay's question was how a WoW server emulator is created from scratch without access to the actual retail server code. You are correct that much of the effort for older clients now is directed toward implementing and fixing features to replicate the game play as it existed at the time a particular client was current on official retail. That doesn't mean no further work is needed on the other areas. A lot of assumptions about the reliability of old research led to the perpetuation of bad information and data. There are still many opcodes whose functions are unknown. Certain file types were incorrectly analyzed in the past. Maps are only just now being correctly understood in their proper context, which has finally allowed transports to function properly after many years. There is still much data mining and reverse-engineering that needs done, especially for more recent expansions.2 points
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My god, this is an interesting read. Thank you very much, @Unkle Nuke. This stuff is really cool.2 points
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Well, us curmudgeons have to be poked once in a while, if only to make sure we're still breathing.2 points
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Great write up Unkle Sorry we had to drag you out or retirement yet again! Me & @antz keep doing this hehe @kurJay I hope Unkle's reply has helped you understand a little more where MaNGOS comes from, as Unkle said, if you have anymore questions feel free to ask. Hopefully I wont have to pull Unkle out of retirement again2 points
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I have added WoWhead tooltips to the getmangos website. This change is site-wide and immediate. Methods of inserting tooltip popups. Using the standard insert link and linking to a wowhead.com item page will get you a popup in a link. Text with a popup link Click the new image in the editor bar above (second from the left in the top row) and enter the item ID. Linked by itemid Linking an image. Exactly the same as the above methods. The above will work anywhere on the site. This means you can link items in bug reports, forum posts etc.2 points
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Hi All, After over a year of work, I am almost ready to release localised language packs for mangos ! Do you use mangos and would prefer using one of the native supported languages ? I am looking for a small number of people from each locale to install and test the language packs Please PM me if you are interested Update: The base github repo is now active: GitHub - MangosExtras/MangosZero_Localised1 point
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Hi phraggers, Your error is actually showing you that you have not updated your database to where it's expected to be. You need to apply some database updates first. When you're looking to integrate your new table into your core, you will use C++ for the communication. You can see an example of this when I did something similar: https://github.com/mangoszero/server/commit/6483e7de74211b02aa1c716ba4cc063ff86f4265 May I ask what your added tables do?1 point
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Hey! I adapted an ItemMall for MangosOne that was for a different emulator project. You're welcome to take it, and change the locations if you don't want it taking up Tyr's Hand (since it's likely needed for quests in M0), change the items and types of mines, etc. to match it for M0. https://github.com/i-am-fyre/MaNGOS1-Mall If you do adjust it for M0, it would be great if you could fork and share the results as well.1 point
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The updates you are looking for should be inside the archive https://github.com/mangos/Realm_DB/tree/master/Updates%2FRel21%2FRel20_to_BaseRel21_Updates1 point
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Excellent - thank you for reporting your issue! And I'm glad the fix worked. Going to get this fix integrated naturally so it doesn't raise again for people in the future. Wish you the best - if you need any other support, reach out via the Forums (or Discord)!1 point
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I'm sorry to hear that the year was so hard for mangos' team. Covid affected us all but I can't imagine a freelance app like this being hit as hard as you were. I'm not around this community as much but I've been following and using the project for years. I own an IT and sysadmin firm and would be happy to provide anything in our spare resources to make lives easier so the core team (that is remaining or joins in the future) can focus on updating the cores, rather than workflows, servers, etc. Obviously I'm not a trusted member or anything, but I figured I'd throw in my hat. Thanks for all you've done over the course of this project, it's a thankless job but I want to thank you for it. It's brough a lot of people together.1 point
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@Mobi Wan, Sorry but this is a forum dedicated to MaNGOS technical questions. Our cores are not coded in Java. You better have a chance on Stackoverflow. Thanks.1 point
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On the CMAKE commandhow have to add -DPLAYERBOTS=1 like cmake ../sources/ -DCMAKE_INSTALL_PREFIX=/opt/wow/install/mangos -DCONF_INSTALL_DIR=/opt/wow/install/mangos/conf -DPLAYERBOTS=11 point
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Sauranok Will Point The Way - Quest Text When going in to complete this quest, Sauranok had very strange text. It only read: "mage." It wasn't capitalized, it didn't have any structure to it, etc. First I needed to find the quest id. I used the SQL 'LIKE' statement to search with wildcards - I could have just done it with an = and no %'s... but I wanted to show you some other methods. I could have gone LIKE "%Sauranok%", and it may have given me more options in the output that I would need to pick from. SELECT `Entry`, `Title` FROM `quest_template` WHERE `Title` LIKE "%Sauranok Will Point The Way%"; The output was: +-------+-----------------------------+ | Entry | Title | +-------+-----------------------------+ | 28909 | Sauranok Will Point the Way | +-------+-----------------------------+ Okay - so Quest ID/Entry = 28909. Because I couldn't remember the correct column name for the part of the window that was showing me "mage.", I needed to do the following: SELECT * FROM `quest_template` WHERE `Entry` = 28049; I'm not going to post the output this time, because it would be very long and messy. But I noticed that OfferRewardText was equal to: "$c." $c is a variable for "class", so... because I was playing a Mage, it displayed "mage." I needed to find the correct text for this, so I went to Youtube and found a 10 year old video (around the time of actual Cataclysm). It showed me the following text: <Sauranok nods toward you> Paladin. So, oddly enough the text quest was essentially correct - it's just the class name. However, there does seem to be an extra line above it, and the class name should be capitalised. The formatting for this uses "$B" to go to a new line. For more information on these variables, see here. The final SQL fix for this one was: UPDATE `quest_template` SET `OfferRewardText` = "<Sauranok nods toward you.>$B$B$C." WHERE `Entry` = 28909;1 point
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a simple Global world chat script that uses channel /1 rather than #chat to send world chat messages. in chat just switch channels "/1" and chat away. Adjustable spam timer. Adjustable color variables. Adjustable channel name and id. >> Grumbo'z World Chat <<1 point
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Alright, i understand. Thank you for the assistance and i appreciate the work you guys do, have a good day!1 point
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Hi, Thanks for answering but my system is already up to date. I checked the ace library anyway and it is the latest:- libace-dev is already the newest version (6.4.5+dfsg-1build4). Anyway, I checked and found that the ACE_USE_EXTERNAL:BOOL setting in the CMakeCache.txt was set to OFF. So I set this to ON:- //Use external ACE ACE_USE_EXTERNAL:BOOL=ON ...and this compiled beautifully:- [ 99%] Built target vmap-assembler Scanning dependencies of target vmap-extractor [ 99%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/adtfile.cpp.o [ 99%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/dbcfile.cpp.o [ 99%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/gameobject_extract.cpp.o [ 99%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/model.cpp.o [100%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/vmapexport.cpp.o [100%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/wdtfile.cpp.o [100%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/wmo.cpp.o [100%] Building CXX object src/tools/Extractor_projects/vmap-extractor/CMakeFiles/vmap-extractor.dir/__/shared/ExtractorCommon.cpp.o [100%] Linking CXX executable vmap-extractor [100%] Built target vmap-extractor Then ran make install :- [ 21%] Built target storm [ 22%] Built target detour [ 23%] Built target recast [ 27%] Built target g3dlite [ 29%] Built target zlib [ 30%] Built target loadlib [ 30%] Built target bzip2 [ 30%] Built target framework [ 33%] Built target shared [ 33%] Built target realmd [ 33%] Built target pchdef.cpp_dephelp [ 34%] Built target precompiled.cpp_dephelp [ 34%] Built target generate_precompiled.cpp [ 79%] Built target mangosscript [ 79%] Built target generate_pchdef.cpp [ 97%] Built target game [ 97%] Built target mangosd [ 98%] Built target vmap [ 98%] Built target movemap-generator [ 99%] Built target map-extractor [ 99%] Built target vmap-assembler [100%] Built target vmap-extractor Install the project... -- Install configuration: "Release" -- Installing: /opt/wow/install/mangos/lib/libstorm.a -- Installing: /opt/wow/install/mangos/include/StormLib.h -- Installing: /opt/wow/install/mangos/include/StormPort.h -- Installing: /opt/wow/install/mangos/bin/realmd -- Set runtime path of "/opt/wow/install/mangos/bin/realmd" to "/opt/wow/install/mangos/lib" -- Installing: /opt/wow/install/mangos/etc/realmd.conf.dist -- Installing: /opt/wow/install/mangos/etc/ahbot.conf.dist -- Installing: /opt/wow/install/mangos/bin/mangosd -- Set runtime path of "/opt/wow/install/mangos/bin/mangosd" to "/opt/wow/install/mangos/lib" -- Installing: /opt/wow/install/mangos/etc/mangosd.conf.dist -- Installing: /opt/wow/install/mangos/bin/tools/ExtractResources.sh -- Installing: /opt/wow/install/mangos/bin/tools/make_vmaps.bat -- Installing: /opt/wow/install/mangos/bin/tools/mmap_excluded.txt -- Installing: /opt/wow/install/mangos/bin/tools/MoveMapGen.sh -- Installing: /opt/wow/install/mangos/bin/tools/offmesh.txt -- Installing: /opt/wow/install/mangos/bin/tools/README.txt -- Installing: /opt/wow/install/mangos/bin/tools/movemap-generator -- Set runtime path of "/opt/wow/install/mangos/bin/tools/movemap-generator" to "/opt/wow/install/mangos/lib" -- Installing: /opt/wow/install/mangos/bin/tools/map-extractor -- Set runtime path of "/opt/wow/install/mangos/bin/tools/map-extractor" to "/opt/wow/install/mangos/lib" -- Installing: /opt/wow/install/mangos/bin/tools/vmap-assembler -- Set runtime path of "/opt/wow/install/mangos/bin/tools/vmap-assembler" to "/opt/wow/install/mangos/lib" -- Installing: /opt/wow/install/mangos/bin/tools/vmap-extractor -- Set runtime path of "/opt/wow/install/mangos/bin/tools/vmap-extractor" to "/opt/wow/install/mangos/lib" As I've already got the mysql database running with a windows version, I think all I need to do is to configure the realmd.conf and the mangosd.conf. Thanks for the direction. I will post on my progress later today.1 point
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Konnte ich rekonstruieren. Ich schau mir später genauer an, woran es liegen könnte oder ob das Problem bereits bekannt ist. Die 0 steht leider nicht mit in den Flags, ich denke es bedeutet "keine Flag". Die 2 bedeutet, dass der Server offline ist.1 point
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Hi, I'm not a native German speaker so i will try and help as much as I can. Firstly I would recommend MariaDB rather than mySQL - A much easy install and fully compatible Also ensure you have installed OpenSSL on you pc I believe that error message is the result of a missing openSSL installations Antz ----== Google Translate ==---- Hallo, Ich bin kein deutscher Muttersprachler, also werde ich versuchen, so viel wie möglich zu helfen. Erstens würde ich MariaDB anstelle von mySQL empfehlen - eine sehr einfache Installation und voll kompatibel Stellen Sie außerdem sicher, dass Sie OpenSSL auf Ihrem PC installiert haben Ich glaube, dass die Fehlermeldung das Ergebnis einer fehlenden openSSL-Installation ist Antz1 point
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We are aware there is an issue with the Linux extraction, we're working on it1 point
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According to your logs, the files should be in: C:/Mangos_Files/serverTwo_install1 point
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Is there any sort of IRC channel for MaNGOS? I saw a post mentioning Discord, which makes sense since it's more geared towards gamers. But some people (especially us old farts) prefer IRC. It works on a wider variety of hardware, with much less overhead. If not, would anyone be interested in it? I'd consider starting one if there were at least a small handful of other people who would care to join.1 point
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This is not an issue. A citation from my CMakeCache.txt: //Enable remote access via SOAP SOAP:BOOL=OFF By default, SOAP build is turned off. You need to turn it on while running CMake.1 point
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Bei HeidiSQL musst du auf den Reiter/Tab realmlist->Daten gehen und dort einen Server mit der IP 127.0.0.1 eintragen. Der Name den du eingibst wird auch der Name sein der im Login stehen wird. In der Mangosd.conf Hoffe das hilft. Gruß Artak P.S Bin Deutscher daher antworte ich Lieber auf Deutsch P.S Suche noch Leute die mit mir zusammen nen WoW Server hoch ziehen am liebsten nen Classic und WotlK, das Wissen ist egal es reicht das Interesse und der Spaß an der Sache so kann man sich gegenseitig unterstützen P.S Frohe Feiertage allen.1 point
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I believe a better way to do this must be implemented at the protocol level. For example, when player hits the "Reclaim Corpse" button, the client sends to the server CMSG_RECLAIM_CORPSE opcode. As defined in Opcodes.cpp, it will be handled in void WorldSession::HandleReclaimCorpseOpcode(WorldPacket& recv_data) To prevent corpse reclaiming, you could just return at the start of that method, preferably since the packet is read. A drawback is that the player will be seeing/getting the menu with that button; the same holds for your proposed method. Perhaps a more subtle and cleaner way would be mangling with the SMSG update object packet sending, but it's much more complicated. Also you need to check any method if it prevents legitimate resurrection by spell. Similarly, at player chat, client sends CMSG_MESSAGECHAT packet handled in WorldSession::HandleMessagechatOpcode(WorldPacket& recv_data). You could implement the chat filtering here by the chat type. See `enum ChatMsg` in SharedDefines.h. Looks like you need to disable many chat types, particularly everything related to the CHANNEL in enum ChatMsg. The spirit healer interaction creates CMSG_SPIRIT_HEALER_ACTIVATE packet, though I'm unsure if there is nothing more to it. For example, WotLK spirit healer pulses (do not requiring player interaction other than getting in range) are handled in a different way. However, it may be easier this time just change the spirit healer NPC unit flags in the world DB (creature_template.UnitFlags, add UNIT_FLAG_NOT_SELECTABLE; do not forget to reset the client cache after this).1 point
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@ivovaleriev Hi, The branch doesn't exist anymore as it's now part of the base core and can be enable during the build. using the parameter with cmake will include playerbots: -DPLAYERBOTS:BOOL=11 point
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No, if you specify too many cores, windows will just grind to a halt while it slowly tries to process everything (it will eventually get there). The problem was that the map-extractor (and the other tools too) had a problem with the game build detection routine for reading the wow.exe, resulting in it only working right on build 6005 of wow - builds 5875 and 6141 were regarded as invalid.1 point
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So for a while now we have had a Member map here on the site - https://www.getmangos.eu/membermap/ Its great to see what parts of the world people are using MaNGOS from, so if you wish please feel free to add a pin with your location and reply here so we know to check it out. You don't have to be exact, you can put a town, nearby city or general area. And before anyone tries.... no registering multiple accounts and making weird shapes out of the pins... I'm watching and so are the mods.1 point
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I think that our core is not 100% retail because a refactoring or the code base is necessary to do so. But the functionnalities are all available in the core though. Other private servers demonstrated that it was possible to be vanilla-like as much as possible. The things that we don't know are some calculations and formulas but not "technical handling" such as unknown opcodes or so.1 point
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Actually, I think we know enough on the network interfaces now to handle it properly and the main prt of the job is to refactor the cores more than really reversing the server-side of WoW. (For older expansions).1 point
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Thanks! i'm working on it! Right now i'm working on made a clean version that can be easily installed by everyone. It will be downloadable as soon as i end, i'll create a package to share it. I'll Update the main Post with new on feature/implementation details.1 point
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We just wanted to make this clear, if you are new to Mangos and need help with something, please ask for it in the help & support forum. We sometimes see posts from people claiming Mangos does not run or other issues and moving to xyz fork of another Mangos based emulator. If you post such a post and you have not previously requested help from us prior to posting such a topic it will be treated as troll topic and as such be deleted and your account permanently banned. This cannot be made any clearer and will be strictly enforced. If you don't like what we do and don't want our help, then please leave quietly - we don't need the hassle or the drama.1 point
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Currently the Mangos Team is small with many of the contributor being absent. But saying that, there is working going on all the time. In the fullness of time all the enhancements made in Zero will be rolled out into the other cores The more people who help out, the better1 point
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Thanks MadMax for interesting! For PHP7 compatibilty i'll try to run an environment and have a try with it, to see if it run good with it. Currently i forgot to add that also a Armory features is active, to look at the Realm Characters. For character, guild and items look up, i think it should not be a problem, i'll list it to future features. GameMaster Section: There is any existing documentation for the actually implemented GM System game-serverside? Just to figure out what feature i can get from it. The eventually extension for Ticket Management it will be sure usefull. Ability to modify Characters info should be the base to the Istant *LEVEL* system. A system to send items it may be GameMail sending, to simplify and reduce Game DB updates. For remove items it should be done by modifing item_invetory table. Admin Section: For Server Logs do you refer about a file or a db sided log? For Characters Logs do you refer about a DB table? For Config information changing, there is actually an 'hot' config file set feature? Eventually it could be discussed I'll update Post with new information ASAP.1 point
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Hey, would be interested in giving this a try. Few things I would recommend: Full PHP 7 compatibility, the older versions are not far off end of life so best to think ahead. The 5.* branch runs out of active support at the end of 2018, while they will provide security fixes PHP 7 is where development should be at. I say this because of the speed at which PHP 7 runs at now, it should not be a massive job to change over, I could even provide a hosting enviroment for you to test with on PHP 7 with opcache / PHP-FPM. [*]An armory of some kind [*]Ability to lookup characters, guilds, items [*]Game Master section on the main site Ability to manage existing tickets Maybe look into the ability to create tickets, we could look into expanding the GM system to work with a CMS to provide ticket history and allow the GMs to close a ticket and send the in-game survey to a user etc. [*]Ability to change level on characters, gold, name, guild and so on. Some things might mean you would need to lookup in the database for example guilds, could be done with AJAX to provide a list as you type. [*]Ability to send (remove? don't know if this is possible) items to a character. [*]Admin section could include Viewing of server logs, would need functionality added on our end to pull logs from the logs folder, but probably something we could help with Character logs, you could lookup a character and see what changes have happened in a simplified view. [*]Ability to set MoTD, Server name, port, and pretty much every option in the server config file via the site We would need to provide you the functionality to do this, this would include pulling current values running on the server and giving the server the ability to write the config file. I will bring this up to antz to look at (only if you are interested). This is an extensive list, but ultimately what I personally would love to see happen. I think something like this once the base is built should be put on github and maybe you would get some help and make it open-source. @antz @H0zen see what you two think1 point
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Hey all. I filled out some info in the FreeBSD install guide on the wiki (https://github.com/mangoswiki/Wiki/wiki/Freebsdinstall). If anyone else runs the server on that OS or has time to test out my install guide I would appreciate feedback. It is minimal and to the point right now but it gets the job done and I was able to produce a working three server following the guide. Thanks.1 point
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anyone has any ideea who triggers this and where can i find the setting or c++ code that sets those 15 minutes? it's true that client sends after 15 min of inactivity logout signal but there is something else serverside here is how i tested: login player in world > disconnect server from internet for 10 seconds then reconnect result is: player's wow client shows disconnected but player is still in the world now shutdown computer where wow client was used previously > player still in the world wait precisely 15 minutes > player gets LOGED OUT MESSAGE COMPLETE on console + saved (so it's a full log out) i am unable to find out in the source code who triggers this or what happens , any ideeas ? if you're asking what is the usage of this, well i'm just curious about this setting as i'm unable to find it and i hear lot of people saying it's client side, which is not 100% true thanks1 point
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