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Everything posted by Auntie Mangos
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welcome to the forums willemavjc, as you know I do not have OSX. I'm wondering though is /usr/local/mysql/bin/ part of your enviroment PATH variable echo $PATH I'm wondering if autoconf is not getting the mysql libs/include paths because it cannot find the mysql_config binary, I'm only thinking this because you executed the command with its full path, where as on my system its located in /usr/local/bin/ which is part of my PATH variable -Edit- If /usr/local/mysql/bin/ is not in your PATH variable execute export PATH=$PATH":/usr/local/mysql/bin/" and then try compiling, and let us know of your results I know some OSX users when they compile mysql they drop the mysql prefix which installs it in /usr/local/ instead of /usr/local/mysql -Edit- check out the OSX install guide at step 5. Preparing MySQL it clearly stated to do what i just said above, only to store the variable in your ~/.bash_profile file (that way you'll never have to set the PATH var again) (I never looked at that guide until 5 minutes ago, sorry everyone for posting info that already existed)
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in mangosd.conf the line SOAP.Enable should be turned on (off by default), RA.Enable to on for remote console is basically a telent/remote version of the console you get when run mangos from your command line To use RA just open telnet to your servers address with the RA port afterwards (3443 default) telnet example.domain.com 3443 it will prompt for a login, some users stated this is case sensitive (remember that the database stores this in all uppercase), on my system case does not matter (I login with upper/lower combinations no problem) once logged you will have the familiar mangos> prompt where you can execute console commands remotely SOAP is very similar to RA, only without the console prompt, instead it uses http protocol and you send it a command and it then returns the results http://getmangos.eu/community/showthread.php?14280-How-to-use-Remote-Access&p=117316&viewfull=1#post117316 In my post on this thread i gave two examples for connecting PHP to MaNGOS, the second example is with SOAP I'm currently using a simple PHP-SOAP script that stores 4 or 5 commands in an array and then uses a foreach to execute each array child in the SOAP connection $remote_soap = array("127.0.0.1", "7878", "[b]username[/b]", "[b]password[/b]"); // use your own username and password $client = new SoapClient(NULL,array("location" => "http://".$remote_soap[0].":".$remote_soap[1]."/","uri" => "urn:MaNGOS","style" => SOAP_RPC,"login" => $remote_soap[2],"password" => $remote_soap[3])); $commandArray[] = "server motd"; $commandArray[] = "server info"; $commandArray[] = "server plimit"; $commandArray[] = "account onlinelist"; foreach($commandArray as $command){ $result = $client->executeCommand(new SoapParam($command, "command")); echo $result; } The php.net manual pages for PHP-SOAP is very limited in information (this is me being generous), however you shouldn't need most of the complicated functions if all you need to do is execute commands for MaNGOS management stuff Hope this helps, good luck
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I was looking at thetourist and ike3's posting in http://getmangos.eu/community/showthread.php?742-dev-Player-Speed-Conf-Setting/page2 and I am trying to get a working copy allowing a setting to adjust character speed in Mangos. I understand that this will never become a part of core, but I would still like to have it in on my server. A long time ago, this worked exactly as intended. The adjustment in mangos.conf set the base speed for the character. Using the same code as before (just updating for some changed procedure names), this does not work at all, except for mobs (I tested it this way to know that it was doing something). I can manually adjust speed using ".modify aspeed", but this fails as soon as the player is hit my anything speed altering (stun, frost, slow) and it doesn't go back to its initial setting. My question is where is how does Mangos determine character speed, and how do I affect it? After doing a little tracing it looks like it is in movementhandler.cpp, but I cannot use the same techniques as the modifications to creature.cpp, pet.cpp, player.cpp, world.cpp since sWorld.getConfig is not included in movementhandler.cpp. I am not a C programmer (or any kind of programmer), but I can sometimes follow what is being done. I see an anti-cheat code in movementhandler.cpp but doing a search on unit::SetSpeed only shows the files I have already modified and movementhandler.cpp Anyone have ideas, or can update this patch to the current revision? Thanks in advance
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yea works again on 9729
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* What bug does the patch fix? What features does the patch add? It removes the Blood Elf racial Mana Tap no longer used also from playercreateinfo_spell table, I forgot when posted this patch * For which repository revision was the patch created? 7501 (all) * Who has been writing this patch? Me but this is not such a patch -- MaNGOS DB DELETE FROM `playercreateinfo_spell` WHERE `Spell` = '28734'; -- interface cleanup by crackm DELETE FROM `playercreateinfo_action` WHERE `action` = '28734'; UPDATE `playercreateinfo_action` SET `button` = '3' WHERE `race` = '10' AND `class` IN ('8', '9', '5', '2', '3') AND `button` = '4'; UPDATE `playercreateinfo_action` SET `button` = '4' WHERE `race` = '10' AND `class` = '4' AND `button` = '5'; -- Characters DB DELETE FROM `character_spell` WHERE `spell` = '28734'; DELETE FROM `character_aura` WHERE `spell` = '28734'; DELETE FROM `character_action` WHERE `action` = '28734' AND `type` = '0';
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maybe this will work: http://getmangos.eu/community/viewtopic.php?id=28474
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Sometimes I feel like Windows users need help, but that's beyond what MaNGOS Devs can offer [1]Just compile MaNGOS the way you did before cmake. Go to your MaNGOS sources folder and there inside the win folder. Double click mangosdVC80.sln, get a cup of tea. Done. Regards Skirnir [1] http://getmangos.eu/community/post/131661/#p131661
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http://getmangos.eu/community/forumdisplay.php?17-Installation-Configuration-amp-Upgrades
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same problem here http://getmangos.eu/community/showthread.php?13601-[bUG]-Dual-Talent
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Thank you for the replies. I already knew that one, but thought it wasn't what I wanted, but ill take a look at it. yeah i found it here http://getmangos.eu/community/viewtopic.php?id=4041, thank you for the tip.
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Common Issues / FAQ: I'm worried/concerned about the AuctionHouse Bot flooding items all at once and jamming up cpu cycles The auctionhouse bot does not flood the auction house with items, you control how many items per cycle are added inside the config file using AuctionHouseBot.ItemsPerCycle value. Every cycle is equal to one minute. My server seems to freeze on or soon after to startup If a server with a large amount of items goes down for an extended amount of time, the normal MaNGOS auctionhouse code will perform cleanup on expired auctions. There are (as of 7990) no cycle checks or pauses on this. For example, if you have a server with 10K+ items expired on startup, then they will all process at once which will cause the server cpu and db cpu to spike until that process is completed. Your server will return to normal, just be patient. With debugging turned on in the console, you can see the spam of SQL delete messages from the auction tables. I'm looking for the original AuctionHouse Bot code I beleive Gigelf has the original code hosted on his Git Hub. Ref: git clone git://github.com/Gigelf/mangos.git auctionhouse I see messages like "AuctionHouseBot: Item::CreateItem() - Unable to find item", should I be worried? These are informational messages and can be safely ignored. I have also updated the code as of 6/13/09 to remove these from normal output Does the AuctionHouse Bot support the MaNGOS-0.12 branch? I have not tested this patch on the branch, but if you use the above steps to extract the patch information, try applying it to the branch and let me know the results. It should function correctly, i do not beleive there are enough significant changes that would cause it not to work. How do I get and compile the code for Windows? - by Power12 Please click here for power12's post I need some help with GIT, can you help? I came across a decent GIT posting on this forum, maybe it can help assist you. Ref: http://getmangos.eu/community/viewtopic.php?id=4276 Something is not working quite right, I need some help I would love to assist you, but i need some information from your install. I will need your MaNGOS version, any other 3rd party patches applied, DB used, the auctionbot SQL tables, Config settings, and server log output. See the subsection below to help you extract the information I need from the auctionbot. Database Settings * No Authentication: mysqldump --compact -t <characters db name> auctionhousebot * With Authentication: mysqldump -u <username> --password=<password> --compact -t <characters db name> auctionhousebot Config Settings * Linux: cat mangosd.conf | grep ^AuctionHouseBot * Windows: type mangosd.conf | findstr "^AuctionHouseBot" Server Log * Linux: cat Server.log | grep -B 30 "WORLD: World initialized" * Windows: No shortcut I know of, open the server log up in a text editor and copy and paste a chunk before the "WORLD: World initialized" line
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Is there a generic way to check if a spell is using a movement generator? I'm trying to fix the moving after death affect if a creature is feared/distracted when it is killed and it continues to move around (usually back to home location) and it becomes unlootable. I created a patch for it here: http://getmangos.eu/community/viewtopic.php?id=5157 But i don't want to be calling stopmoving in the interruptspell method without it being necessary (as it may remove necessary movement generators though im not sure if there is any) and it isn't efficient to always be calling it if the spell doesn't use a movement generator.
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New MMPORPG Being developed (Boston, MA)
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
Touche`. The problem I see with using premade enviroments, (I say this because I have worked on projects, as stated before), is that it never has a good outcome. Of course, I am coming from an area that is an actual field. I created video games for money. Of course, as a hobbyist its a completly different world vs a competitive world. Sit on board meetings, having people bashing in there heads because they decided to go with Torque instead of Panda. When you have been where a project you have been working on for 3 years gets cancelled out of nowhere because the Director decided that the project just well wasn't good enough to his expectations. Let me know what you think then. I come from experiance, and well truth be told. I would take the time to program what I want in the game, and what is needed. Or you can go with the latter. The direction of a video game changes from pen and paper to full scale design. It doesn't change once, it changes alot. That three year project caused me to go bankrupt, as I went without pay for 5 months. I joined the military because of it. Why? We went with Torque instead of Panda, and blew 32,000$ plus another $100,000+ on getting studio version for multiple people. It was great, until we wanted to add this, or create that.. or we found out the hard way that PS3 doesn't support all of Torques Engine. Had we used Panda (library) instead of a premade, we could have written and adapted the renders in the engine.. but once again.. thats all up to the head man. I don't agree with using a premade. I don't agree with not using a premade. It boils down to exactly what you said. Are you in for the long haul, IE making something that would ultimatly just be outdated very simply by writing your own. Or you looking for effeciency. Are you the next Age of Conan? Or are you the next World of Warcraft. I bet alot of you didn't know that Warcraft 3, and WoW are based of the Unreal3d Engine. The new diablo is also ;-). However, Orge3d is being used in SC2. But what do I know.. I have only made 2 launch titles, and 1 unsuccessful game. -Mynt -
hi i just want to know why my threat was deleted ? did i break a rule or something . if i did well at least mod could post the reason and close it ? this was the link of my threat about the account manager, but nothing there now http://getmangos.eu/community/viewtopic.php?id=15114&p=123377#post123377.
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Possible To Make A Client? is back.
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Hmm, I should take a look at the core modifications forum more often... :-/ Anyway, the two patches are overlapping only less. But what I remember again is that I also wanted to change the stamina factor for wl pets^^. 30% seems to be really wrong... I'm going to change that soon. The thing with the mana calculation is really new to me. I did most of my final tests with hunter pets, because only there I had the data for quite high level pets, where I could verify the scaling factors best and probably so I did not notice that. I'll also have a look on that soon. Hmm, for me this works :confused:, and I think this should also have worked before. Edit: Ah, yes. I missunderstood this. You are right. Thie stamina in pet_levelstats in fact does not have any influence. But that does not matter, because the basehp given in petlevelstats is calculatet including the pets base stamina. This is simply a question of handling: Pets will not receive their hp bonus of stamina as players do (http://www.wowwiki.com/Stamina). What is identical is, that they will receive 10 hp for any more point of stamina. So this system just prevents us from needing to hardcode an extra hp calculation for every pet (or would also work is to have negative base hp for pets, what is in fact impossible :-P).
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@KAPATEJIb: Did you experience any measurable performance differences?
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It always depends what you wanna do with it .... I beleive if your cpu is at most 4 years old, than it is easely possible to make your computer dedicated for a bunch of people... 5 people or whatever... But if you want to be able to host 50 well i suggest you get something hight performance... Check this thread http://getmangos.eu/community/showthread.php?12411-High-Performance-Tips
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What bug does the patch fix? What features does the patch add? Mind Sear,Mind Flay cannot trigger proc at the moment, thus cannot invoke vampiric embrace healing. Possibly some other triggers ( none that I have in mind now ) For which repository revision was the patch created? 7517 Is there a thread in the bug report section or at lighthouse? If yes, please add a link to the thread. http://getmangos.eu/community/viewtopic.php?id=5772 http://getmangos.eu/community/viewtopic.php?id=6081 diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp index bbbaba9..c1aa949 100644 --- a/src/game/Spell.cpp +++ b/src/game/Spell.cpp @@ -747,8 +747,8 @@ void Spell::PrepareDataForTriggerSystem() case SPELLFAMILY_WARLOCK: // For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it if (m_spellInfo->SpellFamilyFlags & 0x0000800000000060LL) m_canTrigger = true; break; - case SPELLFAMILY_PRIEST: // For Penance heal/damage triggers need do it - if (m_spellInfo->SpellFamilyFlags & 0x0001800000000000LL) m_canTrigger = true; + case SPELLFAMILY_PRIEST: // For Penance,Mind Sear,Mind Flay heal/damage triggers need do it + if (m_spellInfo->SpellFamilyFlags & 0x0009800000800000LL) m_canTrigger = true; break; case SPELLFAMILY_ROGUE: // For poisons need do it if (m_spellInfo->SpellFamilyFlags & 0x000000101001E000LL) m_canTrigger = true; Those are pretty ugly hacks in Spell::PrepareDataForTriggerSystem(), are you sure those are necessary? I was trying to find something that makes all procs which allow other procs off them unique and it looks like those always have SpellFamilyFlags set. Wasn't able to find a single proc which shuldnt proc and have SpellFamilyFlags. It makes sence, if you set family flags you do want it to be affected by others. Take care.
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autogenerating documentation?
Auntie Mangos replied to Auntie Mangos's topic in OldGeneral discussion
but i don't want to edit that manually... this should be replaced by make, shouldn't it? -
[patch][6507] Implement Dummy Effect For Spell 28006
Auntie Mangos posted a topic in ... acceptedOld
Implement dummy effect for spell 28006: Dummy effect for spell 28006 should simply trigger spell 29294 to be casted. This spell will then complete quest 9378 which is the requirement to enter map 533. Revision: 6480+ (patch made for 6480) Bug report: None found Who made it: NoFantasy Info: some related information in post http://getmangos.eu/community/viewtopic.php?id=29515 Patch: Index: src/game/SpellEffects.cpp =================================================================== --- src/game/SpellEffects.cpp (revision 6480) +++ src/game/SpellEffects.cpp (working copy) @@ -900,6 +900,12 @@ } //case 26074: // Holiday Cheer // return; -- implemented at client side + case 28006: // Arcane Cloaking + { + if( unitTarget->GetTypeId() == TYPEID_PLAYER ) + m_caster->CastSpell(unitTarget,29294,true); + return; + } case 28730: // Arcane Torrent (Mana) { int32 count = 0; -
A more up-to-date less, hacky implementation can be found here: http://getmangos.eu/community/topic/16304/patch-spells-polarity-shift/ . Thanks for your work
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take a look in this thread: http://getmangos.eu/community/showthread.php?12022-bug-Conflagrate.-After-switch.
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