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Velorien

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  1. Yup, looks like that was the issue.After performing all steps again, I got no error message, the compile seems to be running smoothly.
  2. I just installed them: # aptitude show libmysql++-dev Package: libmysql++-dev State: installed Are there any oher MySQL developer libraries that I'm unaware of and need to be installed? Or maybe I have to run .configure again after installing them? I only performed a make clean and issued make again.
  3. I need some help too, I hope this thread is not completely deserted... I got the following error while trying to compile rev. 9581. (only SD2 added, no other patches) What could be wrong here?
  4. Well, I got it fixed somehow, but I'm not even sure myself what was it that helped. But I definitely ran apt-get update and it had some problems which I fixed using google. After that, I removed these packages: pkg-config automake autoconf then I installed all these: pkg-config automake autoconf libace-dev libssl-dev openssl and restarted the whole compiling process from autoreconf and this time it didn't give any error messages. Unfortunately I didn't keep that config.log file, so I can't show it, but maybe xeross155 still has his config.log. Anyway, thanks for trying to help. It builds fine for me now too.
  5. Same here. Openssl is installed, but configure still gives this error. I tried downgrading autoconf too, but I could only find revision 2.61, apt-get isn't willing to install any higher revision. I'm stuck, I can't compile Mangos any more. (it's a Debian Linux btw)
  6. Well, if I remember correctly, the limit used to be 16 items/loot (I don't know if it's still the same), which only causes problems when high drop rates are set. With rates of up to 4x or 5x there probably won't be such problems. (I know there aren't with 3x) But with groups, from which only 1 item is supposed to drop (groups with explicit chances, not equally chanced groups), even a multiplier of 2x could mean that some items will never drop. Of course, this patch doesn't make the whole droprate multiplier system a lot better, but at least it allows lower multipliers (like up to 4x or 5x) to be used without causing malfunction in basic functionality.
  7. What bug does the patch fix? What features does the patch add? Ignore drop rate multipliers in loot groups. For which repository revision was the patch created? 7262 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. No thread. Who has been writing this patch? Please include either forum user names or email addresses. Forum user brats from the 'rival' project forums. Short explanation: there was some debate over this quite some time ago, and Vladimir decided then that the drop rate multipliers should not apply to grouped loots because it destroys the group, making some items from the group drop all the time, while others never. It looks like when the separate drop rate multipliers for different item types were implemented, the change from Vladimir was lost, and now the drop rate multipliers do apply to grouped loots again, destroying them. This patch, developed by brats for another project, removes the piece of code which made those multipliers apply to grouped loots, so groups will work correctly even with multipliers bigger than 1. I tested this on 7262, it works properly. diff --git a/src/game/LootMgr.cpp b/src/game/LootMgr.cpp index 6743ffe..baaaaa4 100644 --- a/src/game/LootMgr.cpp +++ b/src/game/LootMgr.cpp @@ -777,8 +777,7 @@ LootStoreItem const * LootTemplate::LootGroup::Roll(bool rate) const return &ExplicitlyChanced[i]; ItemPrototype const *pProto = objmgr.GetItemPrototype(ExplicitlyChanced[i].itemid); - float qualityMultiplier = pProto && rate ? sWorld.getRate(qualityToRate[pProto->Quality]) : 1.0f; - Roll -= ExplicitlyChanced[i].chance * qualityMultiplier; + Roll -= ExplicitlyChanced[i].chance; if (Roll < 0) return &ExplicitlyChanced[i]; } Filebeam link: http://filebeam.com/ef2423cee248266abfafbcab5b194ffd
  8. When I try to pull the simple jail patch, these messages appear: remote: Counting objects: 248, done. Compressing objects: 100% (55/55), done.) Unpacking 170 objects remote: Total 170 (delta 141), reused 142 (delta 115) 100% (170/170) done Trying really trivial in-index merge... [b]fatal: Merge requires file-level merging[/b] Nope. Merging HEAD with 8af02a897b2c0946e8183a316a7f5c7ad50609e1 Merging: b2cb92f [7226] Avoid 2 mQuestStatus[quest_id] calls from AddQuest code for speed and possible aliasing problems. 8af02a8 Merge branch 'master' into simple_jail found 1 common ancestor(s): 3175873 [7220] Check creature spells data at server startup. Auto-merging src/game/Chat.cpp Auto-merging src/game/Chat.h Auto-merging src/game/Level2.cpp Auto-merging src/game/Player.h Merge made by recursive. src/game/Chat.cpp | 3 + src/game/Chat.h | 3 + src/game/GroupHandler.cpp | 7 ++ src/game/Level2.cpp | 177 ++++++++++++++++++++++++++++++++++++++++++++- src/game/Player.h | 8 ++ src/game/Spell.cpp | 7 ++- 6 files changed, 203 insertions(+), 2 deletions(-) I wonder if the line in bold means that there's something wrong, or it's just a part of the pulling process? BTW, does anyone have a diff file for this patch?
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