vladex
-
Posts
463 -
Joined
-
Last visited
Never -
Donations
0.00 GBP
Content Type
Profiles
Bug Tracker
Wiki
Release Notes
Forums
Downloads
Blogs
Events
Posts posted by vladex
-
-
you should post this in the under review section. Nice job !
-
i have errors compiling the vmap_assembler in maptree.obj:
MapTree.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: char const * __thiscall ACE_Stack_Trace::c_str(void)const " (__imp_?c_str@ACE_Stack_Trace@@QBEPBDXZ) referenced in function "public: bool __thiscall VMAP::StaticMapTree::isInLineOfSight(class G3D::Vector3 const &,class G3D::Vector3 const &)const " (?isInLineOfSight@StaticMapTree@VMAP@@QBE_NABVVector3@G3D@@0@Z)3>MapTree.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: __thiscall ACE_Stack_Trace::ACE_Stack_Trace(int,unsigned int)" (__imp_??0ACE_Stack_Trace@@QAE@HI@Z) referenced in function "public: bool __thiscall VMAP::StaticMapTree::isInLineOfSight(class G3D::Vector3 const &,class G3D::Vector3 const &)const " (?isInLineOfSight@StaticMapTree@VMAP@@QBE_NABVVector3@G3D@@0@Z)
also errors in bulding movemapgenerator:
1>MapTree.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: char const * __thiscall ACE_Stack_Trace::c_str(void)const " (__imp_?c_str@ACE_Stack_Trace@@QBEPBDXZ)1>MapTree.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: __thiscall ACE_Stack_Trace::ACE_Stack_Trace(int,unsigned int)" (__imp_??0ACE_Stack_Trace@@QAE@HI@Z)
-
i can't compile movemaps gen properely be cause it could not open g3dlite.lib . hope you guys reput the location of that file.
-
a big THANK YOU faramir !
-
ofc if they were to incorporate it into the actual core then it wouldnt fall on tasssadar's repo to keep it updated...
they want it stable for the core, they did the same thing to dual-spec when it was implemented.
-
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).
-
for some reason , mmaps aren't working for some reason , they were working like 2 days ago ... though i have all things placed in .
-
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 .
-
reporting succesful compile on windows xp with ahbot,anticheat,vehicle,mmaps,and others .
-
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
-
i got some errors on my core with mmaps addon vehicle ahbot and others. Here is a part of them:
-
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 .
-
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.
-
silverice , may i request a repo update please ? im getting conflicts with mmaps and other addons
-
iowac, enable PM and PM me for help if your under windows.
Vladex, which mmap did you build ? all of them ?
yes i built all of them. Took like 3 hours
-
I assume you used --skipContinents true? Try building with:
MoveMapGen.exe --skipContinents true --hiResHeightmaps false --debugOutput false 001
In my case, it crashes after loading the heightmaps, on "[33,42]: Intersecting meshes" (~1 min).
EDIT: Are you on Linux or Windows?
i mentioned there that i compiled under windows 7(win7) x86
-
i just compiled everyting (core,and movemapgenerator) under win7 x86 , i have build the maps and it works 100% nice job so far faramir!
-
well i think they want to keep it a serious project as it is . I think its better the serious way.
-
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.
-
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)
-
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...
-
SilverIce , he is using another core , custom probably ,so it isn't fully compatible with mangos patches .
-
use mmaps_rewrite
-
are you using the lastest core ?
MMaps Redux
in ... acceptedOld
Posted
well we could just revert the change and should work..