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yad02

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Everything posted by yad02

  1. Hello, I've a problem since long time ago with AHBot, Insert statement is called too often and it freeze characters DB. I can't create character or login it or enum player in my account... probably mysql server on windows doen't like more and more row... I count number of row in auction table, I have +15 row by 1 second... it's very slow... can you give me an issue ? maybe a specific way to configure mysql.ini ?
  2. It's currently a work in progress core, if you can't fix bugs and freezes by yourself : wait About freeze, it's due to DK so don't use (group) them. I can't push my sources, I rewrote all movement and combat system
  3. No, with new system, bots must be in game after recruit them, SQL request in AddAllbots() static method can only use account_id 1 @gizzt your mmaps seams enable, have you got a mmap folder ?
  4. You can use my latest sources with these DB : http://subversion.assembla.com/svn/em-datastore-dev/MaNGOS/SQL/ It's a new (again) bot system, more funny I hope !
  5. yad02

    MMaps Redux

    About pathfinding, does exist a way to detect gameobject size and go around them It's just a simple question
  6. Autobot isn't trademark in fact ! I use a custom playerbot based on blueboy work (I manually backport changes from blueboy/portal repo) I use also rsa branch (latest merge has been a real test !!) My repository use mmaps and cyberium AhBot too Autobot is a fun rewrite of some things, indeed it's incompatible with blueboy work, I prefer backport manually rather use git merge engine (already tested too bad...)
  7. Me too Backport is possible, but my code is very ugly : I use "anticrash" by using __try (Visual C++ only ?) statement because bots try to cast spell in area not loaded or on creature without guid (???) I don't understand how cleanly fix it... it's too hardcoded and use too memory... Good news, I fix "over" bot effect, now it's really limited, I push it later on github.
  8. Hi Neo, In your latest (20110406) version, some references on realmd are specified. l3888 : +# Realmd daemon PID file l3904 : +# Default: "Realmd.log" In any case thank you
  9. I use custom mangos using rsa branch, you can find my DB here : http://subversion.assembla.com/svn/em-datastore/MaNGOS/SQL/ If you want to use your own DB please applied SQL patch in rsa addition subdirectory
  10. Probably in long time (~2 months), I have some other projects planned with deadlines...
  11. Bots in automode are limited to 20 by faction If you recruit a bot, a new bot join the game if you release him, he doesn't leave the game...
  12. Yes, I finished code to make bots in bg and arena. I couldn't put it online before Thursday, I forgot my private ssl key at home... However I have two bugs, bots sometimes refuse at the last second to enter in bg or arena, they probably need more order from server, such as deleting threadlist (really strange). The great problem is always the same, I use a mangos full hacked, using some custom commands such gmstartup which give the best item set from DB for class and level. I also use, autobot system, bot are summoned at server loading, and they run, talk, take coffee,... in capitals. Autobot is a new system based on blueboy & team work, you invite bot and they follow you. More realist but more hacked too... If you are in team vs team with 1 human player by team, you just need to add opcodes related to arena in playerbotai.cpp However generate a full team in other side to fight against you will be very difficult with actual blueboy patch...
  13. yad02

    MMaps Redux

    Hi, I use mmaps in playerbot patch and I have two little questions : 1- Does exist a way to detect boat, zepplin and other transports ? I rewrite some mangos part to use mmaps in movement follow generator (player template), it works ! This is very usefull for bots ! However in any case, bots can take a boat, they don't "see" it ! 2- Does exist a way to fall down from unaccessible plateform if path doesn't exist ? for example for the dalaran server arena, the beginning area is a pipe, you must fall to begin arena, bots can't fall ! Thank you in advance for read me and answer me.
  14. Hi cyberium, about double playerbot subdir it's a bug due to Windows and merge with blueboy, I attempt to fix tonight if I don't forget it once again I share "my" code, but you need to pick up manually code you need. Maybe when "my" code will be finished, I release a full branch, but way is long and I haven't enough time for the moment Moreover, "my" code is too hacked, it needs more improvements and fixs, I have many crashes with it... I think it needs a multithread research to improve bot CPU charge Linux support is probably broken...
  15. I use a custom playerbot patch, "my" patch uses "autobot" mode, in fact bots can be present in game without to be grouped. You start the server and few bots join the game, see playerbot.conf for details They are in capitals, "talk" to pnj, take coffee or something else... You can invite them by using /invite commande from wow Or invoke a special specilization by using .botinvite XX, XX is the spe id, you can find it in my shareddefines.h or in dbc (just for information) Other great news is the battleground and arena support, you can create your bg group and attempt to join a bg, after X seconds (see playerbot.conf) Auto join bg is proposed, other side team will be hot created using bots in game The bad news is that this system is hardcoded, "my" playerbot code is not optimized, cleaned... Blueboy work is really better than me ! You can take my ideas, but it need more research. ==> BattlegroundMgr.cpp (view other BG kernel files, not specifics) https://github.com/yad/easy-mangos PS : "my" branch is a mixed branch using : mangos, mmaps, some rsa patch, custom playerbot mangos is modified to use mmaps in player movement system. Have fun... if you have some questions : please do
  16. MaNGOS : 10920 SD2 : no Custom patches : AHBot MMaps MSG_PVP_LOG_DATA packet sent strange value 3999 for all arena players and winner color is false. In fact when you win an arena (for exemple you are gold) it say "gold team win" but gold lines are players from green team.
  17. MaNGOS : 10920 SD2 : no Custom patches : AHBot MMaps Confirmed. (transport fall only)
  18. You can extract my patch from http://github.com/yad/easy-mangos search based on "CONFIG_BOOL_ALLOW_FLYING_MOUNTS_EVERYWHERE" setConfig(CONFIG_BOOL_ALLOW_FLYING_MOUNTS_EVERYWHERE, "Custom.AllowFlyingMountsEverywhere", false);
  19. I already pointed this problem, you must use spell.dbc from enUS or enGB client. Or you must implement a new table with spellid and english name. Use directly spellid is a bad thing, spells often change id. You can look my branch : http://github.com/yad/easy-mangos I use a custom playerbot with another system based on this one.
  20. http://github.com/mangos/mangos/commit/9fda6b50752803f33afdc88962c2594356ccd7ed#diff-3 It seams to be removed, so maybe useless for now...
  21. AuctionHouseEntry const* AuctionHouseMgr::GetAuctionHouseEntry(uint32 factionTemplateId) { uint32 houseid = 1; // dwarf auction house (used for normal cut/etc percents) if(!sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) { //FIXME: found way for proper auctionhouse selection by another way // AuctionHo use.dbc have faction field with _player_ factions associated with auction house races. // but no easy way convert creature faction to player race faction for specific city It should be : // AuctionHouse.dbc
  22. yad02

    MMaps Redux

    I use some uggly hacks to fix some crash : first (already posted) @@ -160,11 +160,11 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_ return true; } if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) { - if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list) + if (!IsActive(owner) || !i_path) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost // put targeted movement generators on a higher priority if (owner.GetObjectSize()) i_destinationHolder.ResetUpdate(50); second : @@ -17,7 +17,7 @@ PathInfo::PathInfo(WorldObject* from, const float x, const float y, const float dtPolyRef PathInfo::getPathPolyByPosition(float x, float y, float z) { - if(!m_navMesh) + if(!m_navMesh || !m_pathPolyRefs) return 0; // navmesh isn't loaded float distance; // not used @@ -313,6 +313,9 @@ void PathInfo::Update(const float destX, const float destY, const float destZ) if(startOffPath) { + if(!m_pathPolyRefs) + return; + bool adjacent = false; int i; for(i = 0; i < DT_VERTS_PER_POLYGON; ++i) @@ -349,6 +352,9 @@ void PathInfo::Update(const float destX, const float destY, const float destZ) if(endOffPath) { + if(!m_pathPolyRefs) + return; + bool adjacent = false; int i; for(i = 0; i < DT_VERTS_PER_POLYGON; ++i) Also I commented all sLog.outError(XXX); related to mmaps to stop flood console...
  23. yad02

    Strange bug

    I just use VC2010 instead VC2008 (both in win32 release) and it works, it's crazy but fixed !
  24. Hello, I use a custom mangos so that follows is my fault however I don't understand how it's possible... If I create my mangos in release win32 mode, the loots don't work, my characters are blocked in "get loot mode" If I create my mangos in debug win32 mode, I can take the loot without problem.
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