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w12x

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Posts posted by w12x

  1. <div class='quotetop'>QUOTE (durbatuluk @ Aug 15 2008, 03:00 PM) <{POST_SNAPBACK}></div>

    Lots of errors during compiling (using arena.patch)

    codebox loves you.

    [/b]

    Apparently you applied this patch twice on the newly added files, for example outdoorpvp.cpp is 727 lines long.

    <div class='quotetop'>QUOTE </div>

    I had lots of errors too, I'm using arena patch so I patched manually (I did fine ¬ ¬) and there were lots of errors.[/b]

    If you got lots of errors, then apparently not...

    <div class='quotetop'>QUOTE </div>

    Then I tried patching the 6458 rev. without any other patches and got lots of errors too.[/b]

    There wasn't a rev for 6458.

  2. <div class='quotetop'>QUOTE (Butch3r @ Aug 12 2008, 11:16 AM) <{POST_SNAPBACK}></div>

    when compiling:
    OutdoorPvPZM.cpp
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(82) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(89) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(98) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(104) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(267) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(275) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(280) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments
    ..\\..\\src\\game\\OutdoorPvPZM.cpp(288) : error C2660: 'ObjectMgr::GetMangosString' : function does not take 1 arguments

    w12x, if u have time plz update patch plz to last rev

    or simple say: change GetMangosString to GetMangosStringForDBCLocale is correct way?[/b]

    iirc GetMangosString with one argument is now a member of WorldSession, so depending on the context, it's either GetSession()->GetMangosString() or player->GetSession()->GetmangosString().

  3. <div class='quotetop'>QUOTE (GriffonHeart @ Aug 7 2008, 05:26 AM) <{POST_SNAPBACK}></div>

    Not implemented things:

    1) In phase 2

    2) In phase Rebuilding the Anvil and Forge

    3)[/b]

    1 and 2 are actually implemented, it's done by changing the npcflags (well, I didn't test recently, when I made the patch, it worked.) Of course this makes Smith Hauthaa unable to repair items as well, but I couldn't find a way to add repair options without vendor loot anyway.

    About 3, K'iru is spawned, the zone-wide buff should be cast from sd2 in my opinion.

  4. <div class='quotetop'>QUOTE (Walim @ Jul 24 2008, 09:01 PM) <{POST_SNAPBACK}></div>

    Edit: Another question the event started and I did phase 1 quests but the quest givers are not taking back my quest. Do I need to set quest taker in db?[/b]

    Sorry for the late response, I didn't notice you edited. Some quests were not completable for me with the udb release at the time of the first post, it can be solved by adding creature_involvedrelation entries. Check udb wiki for details (though I presume you already did so by now wink.gif ).

  5. <div class='quotetop'>QUOTE (opper @ Jul 28 2008, 11:34 AM) <{POST_SNAPBACK}></div>

    in the opvp_sql_mangos.sql there's a line:

    <div class='sqltop'>SQL

    <div class='sqlmain'>delete from creature where id = 17209; -- delete the flight master that is spawned by the opvp </div>

    which has a spawn, creature guid 91885 that will be deleted by the query above but creature guid 91885 also has an entry in creature_addon (guid 91885) which I can't find anywhere else in the sql that removes it? thus get this on startup:

    ERROR:Creature (GUID: 91885) does not exist but has a record in `creature_addon`

    is that creature_addon entry suppose to remain there for some reasons or are we suppose to do this?

    <div class='sqltop'>SQL</div><div class='sqlmain'>DELETE FROM creature_addon WHERE guid IN (SELECT guid FROM creature WHERE id = 17209); </div>[/b]

    I didn't check if the deleted creatures has addons, sorry about that. Since there is only one spawn of the given creature, I think it should have this addon in creature_template_addon and not in creature_addon.

  6. <div class='quotetop'>QUOTE (XeNoW @ Jul 22 2008, 12:39 PM) <{POST_SNAPBACK}></div>

    Just some thing that is still missing in my oppinion: A table for despawned creatures and gameobjects. Eg. for mobs which are walking around in the area of the Darkmoon Fair. I'm still not quite sure if this is really needed but I think you know that better wink.gif[/b]

    http://wiki.udbforums.org/index.php/Game_event_creature

    <div class='quotetop'>QUOTE </div>

    I set phase one in db equal to my maximum previous event id + 1 then run the shattered sun offensive sql but the event do not seem to start do I have to set start_time in db for phase 1 also?

    Thanks.[/b]

    Use .event start #id of the first phase ingame.

  7. <div class='quotetop'>QUOTE (Wyk3d @ Jul 19 2008, 04:36 AM) <{POST_SNAPBACK}></div>

    And maybe the people who don't want the extra overhead of doing moveinlineofsight for the vast majority of gameobjects that don't need it will get mad at you for NOT spawning trigger npcs. You seem to be doing big changes without discussing it with anyone... IF it's decided that we don't want AI for gameobjects then you did all that for nothing.[/b]

    http://www.mangosproject.org/forum/index.p...c=21760&hl=

  8. First post updated for rev 6326.

    This is a 7k+ line patch, no one's crazy enough to review it wink.gif The copyrighted content Kizura pointed to is in the SQL parts (the announcement texts actually).

    And of course it's not made for use with other patches, no patch is made for that actually smile.gif it's just a bonus if they don't interfere with each other.

  9. <div class='quotetop'>QUOTE (Miroseth @ Jul 7 2008, 10:05 AM) <{POST_SNAPBACK}></div>

    I think it's better to write a "what works"/"todo" list to help who want to test the patch[/b]

    Nothing to do. Everything that might be needed in world events are added.

    Quick info (and the desc of the added tables) contains how and what works. There is a sample event in SQL, phase 1 totally commented. You can check the source, the game event system isn't that complicated. You can ask here, I tend to answer questions worth answering. Want some cookies too?

  10. Nope, that is already possible with this patch, using world state fields and gossip options.

    Let's take the example of phase 1 in the added test sql.

    We add to game_event_npc_gossip an entry to make npc 24965 use gossip id 12240 during phase 1. If you check in the npc_text table, the text with this id has a variable in it, $3244w. This refers to world state field 3244. We also add a game event condition to phase 1 (the percent done value in game_event_condition) and set the done_world_state_field to 3244 (the max_world_state_field is left to 0, since the done is in percent, and max isn't reported, but it is needed in AQ reports).

    When a player talks to a reporter npc, the specified world state updates are sent to him, and the client displays the progress properly.

  11. <div class='quotetop'>QUOTE (Lord X-Press @ Jul 6 2008, 02:02 PM) <{POST_SNAPBACK}></div>

    one question, does it go everytime to the next higher EventID?[/b]

    Nope. game_event_prerequisite (event_id, prerequisite_event) contains what events must be completed to start a new one. For example:

    event_id |    prerequisite_event
    4                        |    5
    4                        |    6

    then for event 4 to start, you must complete event 5 and 6.

    <div class='quotetop'>QUOTE </div>

    Think it would be better if you can set the next EventID over the DB, so you can go back to an lower event or build a Eventloop...[/b]

    Event loops are not supported, and there is no world event that requires that (quite obviously, if it can only happen once in realm lifetime, why would it loop?). If you want reoccuring events, use normal game events.

  12. * What bug does the patch fix? What features does the patch add?

    It extends the game event system to be able to handle serverwide events (like aq war effort, shattered sun offensive)

    * For which SubVersion revision was the patch created?

    6222

    * Who has been writing this patch? Please include either forum user names or email addresses.

    w12x, thanks to Laizerox and Brian for listing what features are needed

    Quick info:

    - Each phase of a serverwide event is realised as a separate mangos game event.

    - World event phases usually have prerequisite world events that must be completed to start given world event. (e.g. the completion of event id 40 is needed to start event id 41)

    A world event might require more than one other events as prerequisite.

    World events that do not have prerequisite events are first phases of a serverwide event.

    - World events usually have conditions / objectives that must be accomplished to complete given event. (e.g. event id 40 needs 350 resource of wool cloth to be completed)

    - World events without prerequisites are considered as starting phases, and as such, can only be started by gm command. (.event start #eventid)

    - When the initial phase is manually started, the other phases can be started by players completing the matching (mostly repeatable) quests to gather the needed resources.

    - This alone won't make the above mentioned events work, it still needs DB data.

    Added tables:

    --- characters db:

    * game_event_save, game_event_condition_save: contains information about the progress of the events

    --- mangos db:

    * game_event_condition : contains conditions to meet for the specified game event to be completed. Also contains the world state fields used for reporting the given conditions progress and/or max required value.

    * game_event_quest_condition : contains quest -> event, condition mappings. Also contains how much a quest adds to a condition.

    * game_event_gameobject_quest : like game_event_creature_quest, but for gameobject questgivers

    * game_event_npcflag : npcflags to be added together when the specified event is active for the creature with the given guid

    * game_event_prerequisite : events that must have been completed to start the given event

    * game_event_npc_gossip : gossipid for the given npc when the specified event is active. It is usually used to report progress by setting this, and the matching world state field.

    Added fields to existing tables:

    --- mangos db:

    * game_event table: added a world_event variable, which must be set to 1 for serverwide events and 0 for "normal" game events.

    Other info: there is test data for demonstrating purposes in the archive for shattered sun offensive. The data in there is taken from wowhead, it handles the spawning of the quest giver / vendor npcs during the phases, and the enabling / disabling of quests and npc flags. It assumes that you have the proper spawns already in your database in finished event state, it won't add entries to your creature and gameobject tables, it will only assign the spawns to the matching phases. To use this test data, set the @PHASE1 variable in the second line of the shattered_sun_offensive.sql to equal your maximum previous event id + 1, then run the query.

    Things that might be asked here: how to fill the added tables, or how a serverwide event phase entry looks like in game_event table (though the test data sql has comments inside, which should make these clear)

    I know that a more detailed explanation might be needed, but really everything can be seen in the source code.

    Things that definitely should not be asked here: how to fill the already existing tables, why the ... quest can't be completed. These can be found (for example) in the udb wiki.

    Patch (v11)

    on filebeam

    on sendspace

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