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XTZGZoReX

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Posts posted by XTZGZoReX

  1. hm, i just noticed that this project is under the MIT license. i assume this is no problem because it's in a diff. repo as the rest of mangos, right? (mangos is under GPL (was it GPLv2 ?)).

    It could be in the same repo and still be licensed under the MIT License. It only matters if we linked this program directly into MaNGOS.

  2. Well, it's about time we start discussing it, and how MaNGOS will handle it both practically and legally. We won't get around patching in one way or another.

    We generally have two approaches:

    * Use a loader that injects a DLL into WoW which then patches the memory.

    * Patch the executable on disk.

    Personally, I prefer the latter. It's easier.

    I wrote this tool a few months ago: https://github.com/Trinity-Encore/Encore/blob/master/Trinity.Encore.Patcher/ClientPatcher.cs

    It uses pattern scanning to find offsets in the executable to patch, so it works for virtually any 4.x executable.

  3. nobody with enough free time would code more then a few months for a open source project just becouse they "want to learn".

    Yeah, I'm sure that's it. I'm definitely running a public server. I'm definitely in this for the money! Wait......

    ...

    MaNGOS is a development project. If you want "stable" versions, use the damn milestones. A source code repository IS MEANT TO HAVE UNSTABLE CODE; THIS IS WHY IT IS NOT MARKED AS RELEASE-STABLE. If development code was not in the source code repository, then WHERE THE HELL ELSE would it be? Do you think code just magically appears out of nowhere?!

  4. Personally, I don't think voice chat is worth the trouble; the quality is terrible compared to Ventrilo, TS3, Mumble, etc.

    Also, yes, Blizz uses a separate voice chat server. The question is - where is the IP/port for the voice chat server sent?

  5. If we want to have this working under multithreaded environment it will need real locking (mutex or other primitive) because this and similar operations are not atomic what can cause problems in real multithreaded environment. Even simple ++ -- operations are not atomic! It is good to keep this in mind. It can be solved by some fast mutex or using atomic operations (special CPU instructions for this purposes).

    It's not needed. Simply because terrain data no longer locks grids (as it's now detached from the grid system) and because we never wanted grid-level threading to begin with. That's also why I plan to completely remove all the threading-related code in the grid/cell code.

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