vladex
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Everything posted by vladex
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well we could just revert the change and should work..
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[patch] Tauren skintone change at the barbershop
vladex replied to Auntie Mangos's topic in ... under reviewOld
you should post this in the under review section. Nice job ! -
i have errors compiling the vmap_assembler in maptree.obj: also errors in bulding movemapgenerator:
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i can't compile movemaps gen properely be cause it could not open g3dlite.lib . hope you guys reput the location of that file.
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they want it stable for the core, they did the same thing to dual-spec when it was implemented.
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ill chose Windows server 2003 sp2 x64 , its old like xp but good and easyer to manipulate than ubuntu(you have to learn commands here).
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for some reason , mmaps aren't working for some reason , they were working like 2 days ago ... though i have all things placed in .
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since it need up-to-date every time , and the dev don't has time for the addon i think it will need a lot of time .
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reporting succesful compile on windows xp with ahbot,anticheat,vehicle,mmaps,and others .
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well i preety much opted for a 100 % everything functioning core .I have (mmaps+vmaps)_rewrite,vehicles,ahbot,playerbot,eye of acherus,some other spell fixes and thats about it. Didn't tryied to copy your core yet
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i got some errors on my core with mmaps addon vehicle ahbot and others. Here is a part of them: http://paste2.org/p/872245
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tell me if im wrong guys , but when i do those parameters in the exe it shows invalid map number , and it exits like 2 secs after it .
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right ,then ill recompile the maps , sorry for my confusion ill be doing it with those options enabled also i know how and what are the things i should do for the new mmaps , ill be posting probably tommorow to see the status.
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silverice , may i request a repo update please ? im getting conflicts with mmaps and other addons
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yes i built all of them. Took like 3 hours
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i mentioned there that i compiled under windows 7(win7) x86
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i just compiled everyting (core,and movemapgenerator) under win7 x86 , i have build the maps and it works 100% nice job so far faramir!
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well i think they want to keep it a serious project as it is . I think its better the serious way.
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an excelent idea blueboy, indeed there are not many testers,users of this addon mainly because mangos hasn't so many users , or not intrested in this feature. As soon as i get more ideas,suggestions, ill post them here , also ill be able to help when i get my mind clear c++ and mangos functions.It will be nice if you could start a learning program about this. Also, congrats for you hard work deployed on this addon ,you ressurected the "thread" and brought playerbot new options ! i wish playerbot a big good luck,also the same for you.
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ok, great work faramir but i seem to have an error in compiling in win32: 1>c:\\users\\vladex\\desktop\\perfect mangos core\\mangos\\src\\shared\\pathfinding\\InputGeom.h(24) : fatal error C1083: Cannot open include file: 'Debug.h': No such file or directory ok i found it , ill just do include "and path" should work ok it did work but now i recive errors about ,something like this: 1>InputGeom.obj : error LNK2001: unresolved external symbol "public: bool __thiscall myMeshLoaderObj::load(char const *)" (?load@myMeshLoaderObj@@QAE_NPBD@Z) 1>InputGeom.obj : error LNK2001: unresolved external symbol "public: __thiscall myMeshLoaderObj::~myMeshLoaderObj(void)" (??1myMeshLoaderObj@@QAE@XZ) 1>InputGeom.obj : error LNK2001: unresolved external symbol "public: __thiscall myMeshLoaderObj::myMeshLoaderObj(void)" (??0myMeshLoaderObj@@QAE@XZ)
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deleting simple confilcts will not always resolve your problem ,and can you post error logs in paste2bin site?because its taking a lot of this page lol...
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SilverIce , he is using another core , custom probably ,so it isn't fully compatible with mangos patches .
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are you using the lastest core ?
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