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navigate to the folder D:/Downloads/Mangos_Files/serverZero_build and then open the file MANGOS.sln with Visual Studio, then build the solution2 points
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to fix your issue @Calytras run locate liblua52.so copy (not move) that file to /usr/lib make sure the datadir is set properly too.1 point
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@Pysis you are absolutely correct, i didnt realize that until you mentioned it and went to check the github repo that i took the files to compile the first time, i had the CMangos before and now i took the files from here, so its not a downgraded version i just never realized that due to the similarity of the names and the icons of Mangos looked old-school styled when compared to the CMangos so i thats why i thought that. lol1 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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Version 0.21.GitHub
6895 downloads
Mangos Zero Server with playerbots For: World of Warcraft Classic Install Guides: https://www.getmangos.eu/wiki/documentation/installation-guides/ Status: Playable Support client versions: 1.12.1 (build 5875),1.12.2 (build 6005) and 1.12.3 (build 6141) MangosZero-Serverx86.zip (32 bit) MangosZero-Serverx64.zip (64 bit) Built in Scripts (SD3 & Eluna) Playerbot Allows players to spawn bots to group up and play with them. Settings for this are in aiplayerbot.conf.dist This can be enabled or disabled in the config file Map Extractors Realm, World & Character databases Authentication Realm-Daemon server (realmd) Mangos-Daemon world server (Mangosd) Requirements: C++ Redistributable for Visual Studio 2015 (Included in .zip)1 point -
AnimationData The animation data table contains definitions for the different animations models can have. animreplacement The animation data table contains definitions for the different animations models can have. animreplacementset The animation data table contains definitions for the different animations models can have. AreaPOI The points of interest table contains definitions for positions on the overhead map, including descriptions, icons and names. AreaTable The area table contains definitions for distinct areas in a zone. AreaTrigger The area trigger table contains definitions for position which are supposed to trigger or monitor server side events. armorlocation The area trigger table contains definitions for position which are supposed to trigger or monitor server side events. AttackAnimKits The attack animation kits table contains definitions for attack animation groups. AttackAnimTypes The attack animation types table contains definitions for attack animation types. AuctionHouse The auction house table contains definitions for available auction houses for each faction including payments for placing auctions. BankBagSlotPrices The bank bag slot prices table contains definitions for buyable bank slots for additional bags. CameraShakes The camera shakes table contains definitions for shaking the game camera when certain spells are cast. Cfg_Categories The configuration categegories table contains definitions for grouping realms in the realm selection dialogue. Cfg_Configs The configuration table contains definitions for realm types and their rules. CharacterCreateCameras CharacterFacialHairStyles The character facial hair styles table contains definitions for attributes use to customize a characters facial style. Charbaseinfo CharHairGeosets The character hair geosets table contains definitions for allowed hair styles for races/genders. CharHairTextures The character hair textures table contains flags for hair geosets paired by race/gender. CharSections The character sections table contains definitions for textures that make up the different character variations, e.g. hair, beards, the base skin. CharStartOutfit The character start outfit table contains definitions for the items a new character should receive. CharVariations The character variations table contains definitions for character models, and seems to indicate where models vary from the default model. Currently it is assumed that the masks indicated the display of foot items, or required modification of head items due to tusks, or horns since these masks are only set for Tauren and Trolls. ChatChannels The chat channels table contains definitions for in-game chat channels and their availability. ChatProfanity The chat profanity table contains definitions for words/strings which are banned from in-game chat channels. ChrClasses The character classes table contains definitions for available classes. ChrRaces The character races table contains definitions for available races, including their settings for sound, display, data files, etc. CinematicCamera The cinematic camera table contains definitions for models to be used in cinematics. CinematicSequences The cinematic sequences table contains definitions for chaining of cinematic cameras. CreatureDisplayInfo The creature display information table contains definitions for textures, scales, models and other data required to display a creature. CreatureDisplayInfoExtra The creature display information extra table contains extended definitions displaying creatures. CreatureFamily The creature family table contains definitions for non-player creatures. CreatureModelData The creature model data table contains definitions for models applied to creatures and settings like collision size. CreatureSoundData The creature sound data table contains definitions for which sounds should be used for a creature. CreatureSpellData The creature spell data table contains definitions for the spells a creature has access to. This table specifically targets creatures which can be tamed. CreatureType The creature type table contains definitions for available non-player creature types. DeathThudLookups The death thud lookups table defines which models and sounds should be used when a creature dies, depending on it's size. DurabilityCosts The durability costs table contains definitions for modifiers to weapons and armor. DurabilityQuality The durability quality table contains definitions for suspected modifiers for how much damage an item can take before losing durability. Emotes The emotes table contains definitions for available /emote commands. EmotesText The emotes text table contains definitions for linking emote animations with emote texts. EmotesTextData The emotes text data table contains definitions for actual text emotes to display in-game when slash commands are executed. EmotesTextSound The emotes text sound table contains definitions for which sound entries are connected to which emote text. EnvironmentalDamage The environmental damage table contains definitions which connect environmental damage to a spell visual. Exhaustion The exhaustion table contains definitions for character states which modify gaining experience. Faction The faction table contains definitions for in-game factions for non-player creatures. FactionGroup The faction group table contains definitions for grouping faction templates into the "bigger picture". FactionTemplate The faction template table contains definitions for grouping factions into reusable templates which are referred to by game data. FootprintTextures The footprint textures table contains definitions for textures used to display footprints. FootstepTerrainLookup The footstrep terrain lookup table contains definitions for matching footsteps with visuals and sounds. GameObjectArtKit The game object art kit table contains definitions for models used by outdoor PvP flags. GameObjectDisplayInfo The game object display information table links display IDs to combinations of models and sounds. GameTips The game tips table contains definitions for game tips displayed on the world loading screen to players. GMSurveyCurrentSurvey The game master current survey table connects current game master surveys to client languages. GMSurveyQuestions The game master survey questions table contains questions to be asked during a game master survey, which is usually issued after a ticket is closed. GMSurveySurveys The game master surveys table contains definitions for questions contained in a survey. GMTicketCategory The game master ticket category table contains definitions for categories in which in-game tickets can be created. GroundEffectDoodad The ground effect doodad table contains definitions for doodads to be placed on the ground, specifically flower models. GroundEffectTexture The ground effect doodad texture table connects terrain types to flower doodads. HelmetGeosetVisData The helmet geoset visibility data table contains definitions for which parts of helmets should be (in-)visible. ItemBagFamily The item bag family table contains definitions for item bag families. ItemClass The item class table contains definitions for available item classes. ItemDisplayInfo The item display info table contains definitions for model and spell data for items. ItemGroupSounds The item group sounds table contains definitions for groups of sounds that are used for items. ItemPetFood The item pet food table contains definitions for pet food types. ItemRandomProperties The item random properties table contains definitions for enchants assigned to items. ItemSet The item set table contains definitions for item sets. ItemSubClass The item subclass table contains definitions for child classes of item classes. ItemSubClassMask The item sub class mask table contains definitions for grouping weapons and armour into sub classes. ItemVisualEffects The item visual effects table contains definitions for models used to display visual effects on items. ItemVisuals The item visuals table contains definitions for sets of item enchantment effects. Languages The languages table contains definitions for in-game languages. LanguageWords The language words table contains definitions for syllables connected to specific in-game languages. These are mostly used when a character can not understand a language. LFGDungeons The looking for dungeon (LFG) group table contains definitions for areas in which characters can group up via the in-game LFG functionality. Light The light table contains definitions for lights, fogs, sky color, water color, etc. LightFloatBand The light float band table contains definitions for daytime modifiers of lighting. LightIntBand The light integer band table contains definitions for daytime modifiers of lighting. LightParams The light params table contains definitions for settings which don't change with time for light, fog and water. LightSkybox The light skybox table contains definitions for models used as sky box. LiquidType The liquid type table contains definitions for which effects liquid types should have. LoadingScreens The loading screens table contains definitions for available zone loading screens. LoadingScreenTaxiSplines The loading screen taxi splines table contains definitions for paths used by boats and Zeppelins. Lock The lock table contains definitions for available locks. LockType The lock type table contains definitions for available lock types. MailTemplate The mail template table contains definitions for mails sent by non-player characters. Map The map table contains definitions for available maps. Think of continents and instances - these are their own maps - rather than specific zones. Material The material table contains definitions for sound to be made by specific materials. NameGen The name gen table contains definitions for random names for characters. NamesProfanity The names profanity table contains definitions for characters names which are disallowed. NamesReserved The names reserved table contains definitions for characters names which are reserved for creatures, or unavailable due to being a real persons name. NPCSounds The non-player creature sounds table contains definitions for which sounds a creature will make upon being clicked. Package The package table contains definitions for mail icons. PageTextMaterial The page text material table contains definitions for backgrounds used for in-game dialogues. PaperDollItemFrame The paper doll item frame table contains definitions for textures used to display the character screen and bags. PetLoyalty The pet loyalty table contains definitions for pet loyalty levels. PetPersonality The pet personality table contains definitions for pet personality levels. QuestInfo The quest info table contains definitions for quest types. QuestSort The quest sort table contains definitions for quest categories. Entries from AreaTable.dbc may also be used as quest categories. Resistances The resistances table contains definitions for available resistance types. ServerMessages The server messages table contains definitions for chat messages sent by the game server. SheatheSoundLookups The sheathe sound lookups table contains definitions for which sound to play when sheathing items. SkillCostsData The skill costs data table contains definitions for prices of skills. SkillLine The skill line table contains definitions for skills. SkillLineAbility The skill line ability table contains definitions for skills, spells and the required dependencies. SkillLineCategory The skill line category table contains definitions for category of skill lines. SkillRaceClassInfo This table contains definitions for which races / classes combinations have access to what skills. SkillTiers The skill tiers table contains definitions for the costs of each skill tier. SoundAmbience The sound ambience table contains definitions for day and night ambience sounds. SoundCharacterMacroLines SoundEntries The sound entries table contains definitions for available sound files. SoundProviderPreferences The sound provider preferences table contains definitions for fmod properties. SoundSamplePreferences The sound sample preferences table contains definitions for preferences used to play sound samples to test the sound providers. SoundWaterType The sound water type table contains definitions for connecting liquids and matching sounds. SpamMessages The spam messages table contains definitions for regular expressions used to decide if a chat message is spam. Spell The spell table contains definitions for available spells. SpellAuraNames SpellCastTimes This table holds the values required to calculate the spell cast time. SpellCategory SpellChainEffects SpellDispelType SpellDuration SpellEffectCameraShakes SpellEffectNames SpellFocusObject SpellIcon SpellItemEnchantment SpellMechanic SpellRadius This table holds the values to calculate the spell radius, including the min / max spell radius plus the increase per level. SpellRange SpellShapeShiftForm SpellVisual SpellVisualEffectName SpellVisualKit SpellVisualPrecastTransitions StableSlotPrices Startup_Strings Stationery StringLookups Talent The talent table contains definitions for all available class talents and their requirements. TalentTab The talent tab table contains definitions for the class talent tabs as seen ingame on the talent window. TaxiNodes This table contains definitions for names, and locations of flight nodes. TaxiPath This table contains definitions for transports, including source, destination and price. TaxiPathNode This table contains definitions for every point along a flight path. TerrainType This table contains definitions for available terrain types and the use of sound and footsteps on them. terraintypesounds TransportAnimation This table contains definitions most likely used to play animations during characters being on a transport. UISoundLookups This table contains definitions for sounds used in various sections of the user interface. UnitBlood This table contains definitions for the unit blood to be displayed on a creature. UnitBloodLevels This table contains definitions for the levels of blood to be displayed on a creature. VideoHardware The video hardware table most likely contains definitions for supported video hardware. VocalUISounds This table contains definitions for UI error sounds for all the different races and genders. WeaponImpactSounds This table contains definitions for which sound is played when a weapon hits. WeaponSwingSounds2 This table contains definitions for which sound is played when a weapon swings. WMOAreaTable This table contains definitions for connecting areas to the actual models. WorldMapArea This table contains definitions for texture overlays used for an area (aka. zone) on the world map. WorldMapContinent This table contains definitions for texture overlays used for a continent on the world map. WorldMapOverlay This table contains definitions for texture overlays used for a sections of an area on the world map. WorldSafeLocs This table contains specifies coordinates where graveyards are located. WorldStateUI This table contains definitions for PvE and PvP events in the world. WowError_Strings This table contains definitions for error messages used in the World of Warcraft crash reporting utility. ZoneIntroMusicTable This table contains definitions for ambience sounds to be played upon entering various areas. ZoneMusic The zone music table contains definitions for ambience sounds to be played during day and night time in various areas.1 point
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the _install folder is empty, and the easybuild build project thing went very quick. it opens visual studio, but I don't know what to do there.1 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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Important Things to remember There are Five MaNGOS cores, each designed to support a specific version of WOW. Core Supporting Client Version GitHub URL MangosZero Vanilla 1.12.1(5875), 1.12.2(6005) & 1.12.3(6141). http://github.com/mangosZero MangosOne The Burning Crusade 2.4.3(8606). http://github.com/mangosOne MangosTwo Wrath of the Lich King 3.3.5a(12340). http://github.com/mangosTwo MangosThree Cataclysm 4.3.4 (Build 15595). http://github.com/mangosthree MangosFour Mists of Pandaria 5.4.8 (Build 18414). http://github.com/mangosFour PLEASE NOTE: The default branch of all the repos is always the latest released version, and only hotfixes are applied to it. The development branch contains the ongoing development work. If you omit the --recursive parameter, NOTHING WILL BUILD CORRECTLY - You have been warned !!! In the examples below, we are using MangosZero ! Open your favourite git command line util ie. 'git bash' or 'git shell' Then type the commands below: Cloning the default branch of the repos Cloning the Server Source into the folder serverZero Type: git clone https://github.com/mangoszero/server.git serverZero --recursive --depth=10 Cloning the Database into the folder dbZero Type: git clone https://github.com/mangoszero/database.git dbZero --recursive --depth=10 These will create a server and database folder, which then contain the contents of each repo. As the Mangos Repos now use git submodules, cloning using the "recursive" flag will pull in all required submodules automatically. i.e. Eluna, ScriptDev3 etc. If you forget to include --recursive, you can still get the missing files Type: git submodule init git submodule update NOTE: Removing the --depth=10 flag will cause the entire history to be downloaded, normally only needed be developers or when bug hunting.1 point
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A Foreword by Unkle Nuke In the interest of continuing to give structure to how we work here at MaNGOS, I have republished our Standards And Practices, with modifications and updates by me as necessary while preserving the instruction and intent of the original. Some parts were scrapped entirely and rewritten by me to be more informative and current with the progress of time and the MaNGOS sources. This document, in another form, was originally published on the old MaNGOS web site. I don't have a bibliography as to whom the original author or authors were, but I strongly suspect TheLuda's involvement, at least. If any of our current members had a hand in this document or know who did, please feel free to message me with the details so I may give credit where it is due. We are all here because we have stood on the shoulders of giants. While it's focus is primarily on server core development with C++, much of what is presented here can be useful for all MaNGOS developers. I now call upon those masters of database and scripting to step forward and offer any recommendations to this document, so it may be as complete as possible. If anyone notices errors or omissions, please message me with any necessary corrections. This is an ever-evolving document, in keeping with changes to how we work and the technology with which we do that work. Somebody may want to mirror this in our wiki, too... Chapter 1, Page 1 "So You Want To Be A MaNGOS Dev?" Introduction While we here at MaNGOS do our utmost to extend a helping hand to those in need, there is never enough precious time to do everything that needs to be done. You can help us with that by making your best effort to help yourself. When you can learn the basics before jumping into things, it allows us more time to answer the really hard questions about MaNGOS development. What follows is one avenue where you can teach yourself some valuable fundamentals in how to be a MaNGOS Developer. The rest, and everything that follows, is built upon what you will now read. This is the official document outlining all the basic methodology for existing and prospective developers. It offers recommendations for everything from correctly configuring and using your Git client, to proper coding style for core patches, to submitting and reviewing code. All developers and patch contributors are strongly encouraged to read and adhere to these guidelines Of course, you're free to do as you wish, but it would be nice if you could work with us on this, especially if you want to work with us! The first thing you do should be to configure a name and email. By default, Git chooses a name based on the GECOS data (which is probably right) and a default email based on your login and hostname (which is almost certainly wrong). Best practices dictate using your real name and email here, not any other aliases you may have, but you may wish to use something other than your real name and personal e-mail if privacy or legal reasons warrant it. These fields will be immortalized in the repository history so make sure you get them right and use the identity by which you wish fame and glory to be heaped upon you. $ git config --global user.name Your Name $ git config --global user.email [email][email protected][/email]ess While you’re configuring, you may want to enable coloring for some commands: $ git config --global color.diff auto $ git config --global color.status auto $ git config --global color.branch auto $ git config --global color.interactive auto If you prefer to use an editor other than the default Vi, such as emacs in the example, specify it like this: $ git config --global core.editor emacs Finally, to properly handle line feeds between Windows and Linux, Windows users can use the following setting: $ git config --global core.autocrlf auto DOES NOT WORK ON CURRENT VERSION OF msysGit. Checking if this is due to a bug or changes to Git's config. It is NOT recommended to set autocrlf to "true" as this forces converting CRLF into LF, which has been known to cause issues. Linux users can set Git to automatically fix CRLF that can sometimes sneak in when a Windows user makes a commit by converting them into standard LF when making a commit: $ git config --global core.autocrlf input It is highly recommended to use a single coding style for the whole project source code. Exceptions are allowed for independent libraries used in the project, but it is generally advisable all contributors to use the style specified here. Failure to adhere to these standards can result in your submitted work being rejected until it has been brought into compliance. Tab Length All tabs used in code editing consist of four blank spaces. If your editor allows configuration of the <Tab> key, please set it to use four spaces. Otherwise, do not use the <Tab> key! Instead, use the <Space> key and type in four blank spaces manually. Tab lengths other than four blank spaces are unacceptable. The Microsoft Visual Studio C++ code editor has tabs set to four spaces by default. Line Length (or Width) Please use 80-column width, or 80 characters, for line length. This includes spaces and punctuation. If your line is longer than that, please split it into two or more lines. If it's sometimes a little longer, by just a few characters, then it may be permitted at the discretion of the Code Reviewer. If you're splitting text inside brackets { }, the continuing text should be indented to the position after the opening bracket. printf ("This is a example of how we split lines longer than 80 characters\n" "into several so that they won't exceed this limit.\n", max_sourcecode_width); If you have long strings, you can split them as shown above, just remember that C/C++ compilers will glue together several strings that come without any special characters between them into a single string. Brackets When writing C++ code, brackets are placed symmetrically, with the ending bracket lined up to the opening bracket. if (something) { some function ...; } else { some function ...; } switch (x) { case 1: printf ("X is one!\n"); break; case 2: { printf ("X is two!\n"); break; } } Every bracketed block moves its contents by one tab to right. Labels (but not case selectors!) and public:/private:/protected: C++ keywords are placed at the leftmost indented position for the current block, that is, in the same position where enclosing brackets are. Also please don't use brackets around a single statement because it clutters the code; use brackets only when using non-obvious constructs, like: if (foo) { if (foo) some function ...; } else some function ...; Also, please place one space before opening parenthesis. Before, but not after: ( the if( blah ) style is a no-no! ) (the if (blah) style is correct!) Following these few and simple formatting styles with your work for MaNGOS will ensure it is readable and easily understood by every developer on the project. To ensure proper generation of annotated code, please use DoxyGen style comments. This is a bit similar to JavaDoc comments and other automatic code documentation generators. Single-line documentation or comments should be placed following three slashes. ///This is a single line. I only had a brief thing to say regarding some code. Documentation and comments that require more than one line should be enclosed in a comment block, which consists of a slash and two asterisks to show the start while the end is indicated by one asterisk and a slash /** ... ... */. All lines between the comment block markers begin with a single asterisk *. Here's an example that shows most useful keywords you can use in a comment block: /** * This function does something very useful. If used with care, this function * has the potential to make your programs really really useful. * * \arg \c x * The x argument specifies a integer that is transformed into something useful. * \arg \c y * This argument, if not NULL, is a pointer to a free memory area where this * function will put something really really useful. * \return * A useful value, or NULL if error. * * Here is a example that you can paste into your code so that it saves you a * lot of typing: * * \verbatim * for (int x = 0; x < 100; x++) * printf ("DoSomethingUseful%d = %s\n", i, * DoSomethingUseful (i, &ScratchPad)); * \endverbatim * * Paragraphs are split from each other by inserting a empty line. Also some HTML * tags are supported, like <ol> [<li>...] </ol> and <ul> [<li>...] </ul> for * ordered (numbered) and unordered (dotted) lists respectively. */ char *DoSomethingUseful (int x, void *y); /// This is a one-line comment void Something (); For comments and documenting not intended for printing by DoxyGen, use normal comment markers (// and /* ... */). These can be notes to yourself or remarks meant only as part of the work in progress. In addition, when you comment-out a line or more of code to prevent it from being used in the source when compiled, use two slashes ( // )at the beginning of each line of code. This is useful for having code as a placeholder until the full function has been completed, a bug remains unresolved elsewhere that breaks your code, or you wish to place debug routines that are not used for normal execution. Please remember to also add a note that the code has been disabled and the reasons for this. Use the standard outlined above for documentation and comments when doing so. void WorldSession::HandleSetSheathedOpcode( WorldPacket & recv_data ) /* * This should fix the problem with weapons still being seen as sheathed by * the client. Should make players happy to know they can now use their * weapons in combat! * Once this has been reviewed, I can do some proper documenting. */ { uint32 sheathed; recv_data >> sheathed; //Uncomment the following only when debugging the function. //DEBUG_LOG( "WORLD: Recvd CMSG_SETSHEATHED Message guidlow:%u value1:%u", GetPlayer()->GetGUIDLow(), sheathed ); if(sheathed >= MAX_SHEATH_STATE) { sLog.outError("Unknown sheath state %u ??",sheathed); return; } GetPlayer()->SetSheath(SheathState(sheathed)); } Remember, use DoxyGen style markers when you want your comments and documentation to be printed out. Use standard markers for comments and documents you do not want printed by DoxyGen, but need to make notes about the code for yourself and other devs. Afterword by Unkle Nuke Git can be a challenge, especially for those who have been brainwashed by other version control methods like CVS or Subversion. Honestly, Git isn't that hard, once you let go of old ideas and embrace the concept that code can exist in an ever-changing state which can then be frozen in a snapshot of time for your review. I was once like you, a lost soul, but I was brought into the light! Even as I was shown the way, let me guide you to the holy texts and free your minds, brothers! If you need an introduction to Git, check out these resources. They're all free!: Try Git lets you learn how Git works by using it in your web browser. No software installation needed! Git's documentation page is where you can find the Git Pro Book, the Git Manual, and some introductory videos. And that's just for starters! The Git Pro Book, is also free to download in PDF, EPUB, or mobi formats. The Git Manual is also included with the Git client, as man pages, plain text, or HTML, depending on which platform you are running Git. While you're there, don't forget to download the cheat sheets, for quick access to Git's most commonly used commands and workflow at a glance. Too much more to list here. Give the entire site a good long look. The Git Reference is an online manual, similar to the Git Manual, but it focuses on actually working with and setting up Git. Kernel.org also has a mirror of the Git Manual Git Immersion is an online training course that promises to teach you the fundamentals in a "learn by doing" style. If you don't already have Git installed, they provide links to the client version you will need as the first step. Git Reference has a similar title to the official Git Reference, but it is meant to be a quick reference for learning and remembering the most important and commonly used Git commands. As you work through each section, every page will also link to more in-depth Git documentation and provide you with an immersive experience that lets you go as deep as you want. Git Magic is an excellent online book that I highly recommend everyone have on their virtual bookshelf. It has a practical, hands-on approach that teaches you how to use Git by the way you should use Git. Also available in PDF, simplified HTML, and as packages for Debian and Ubuntu (Actually a compressed, lightwieght copy of the web site itself for offline browsing. Did I say it was good, or what?). Ry's Git Tutorial is mapped out by subjects, in order from beginner to advanced. This one has to be among the best there is for this type of tutorial. Each lesson covers using Git in an actual project, by working with example code and patches on your very own Git repository! If the all the other books, docs, and tutorials just seem too confusing, I'm sure Ry's Git Tutorial is the one for you! Github Help covers just about every possible question, topic, fact, subject, method, and everything else related to using Github. You definitely want to save this web page in your browser! That should have you working with Git like a seasoned hacker in a very short time! That gives us more opportunity to help with the MaNGOS-specific problems you may encounter.1 point
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