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Unkle Nuke

getMaNGOS Retired Staff
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Unkle Nuke last won the day on February 28 2017

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About Unkle Nuke

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  • Birthday 10/04/2007

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  1. You are indeed right! The code base does need refactoring. Antz has been reworking parts as he goes along, but overhauling a decade of work is a mammoth task. There are opcodes that still have the status of 'UNK' in the cores. Some likely have no bearing on a private server, such as Battlenet client interoperability. There are a few that may reveal themselves to be necessary pieces to the puzzle. My hope is the formulas can be fixed correctly by researching archives of sites like Elitist Jerks and even making use of old versions of utilities like Rawr and Simcraft. I'll have to leave tha
  2. Or you could edit these NPCs in the database to turn them into vendors that will sell you these vanity items for whatever currency you choose. Your choice.
  3. It's a "feature" of Windows that has plagued MaNGOS from its beginning. If you browse the old forum archives, you'll see people offering many solutions for a "MaNGOS restarter" on Windows. Some people did it with a simple script while others wrote full GUI apps to handle a server reboot. If your machine is a dedicated MaNGOS server, you may wish to consider setting mangosd and realmd to run as a Windows Service so your server will start every time you boot or reboot your system. This also makes using helper apps with MaNGOS a bit more reliable.
  4. The best way to start would be cloning MaNGOS Zero. Most of what you mention, like the raids, would be handled primarily by the EventAI scripting. So I'd first check the ScriptDev2 stuff in Elysium's source code and compare it against the corresponding scripts MaNGOS has in ScriptDev3. It gets a bit more difficult from there. Whether you're using the leaked Elysium sources or the official Elysium repo at Github, there is no commit history to use as a basis for Git to find common ancestors to perform any useful work. You'll have to compare every individual file by hand to find the dif
  5. What I said still applies, even going all the way back to vanilla WoW 1.12. We still don't know everything as fully as we need. Otherwise, MaNGOS would have had 100% retail support for older WoW clients years ago. The development history of WoW private servers goes back a long way, with much of what is known based on the work of mostly hobby coders. They had no formal training and relied on their intuition as much as skill. On top of that, the constant push to get features working by any means, even if it was only "good enough", gave no incentive to get things totally correct. This eventu
  6. Hello, Anders! The trouble with Playerbot and PlayerbotAI is both are years out of date. You'd need to update the code base of whichever one you choose to work properly with the current cores. The sole exception being the PlayerbotAI already ported into MaNGOS Zero. The PlayerbotAI in Zero at this time is based upon Ike's version, which differs in some significant ways from blueboy's original Playerbot. If you wish to work with that instead, it will need to be ported from Zero into the other MaNGOS cores. In the meantime, there is a sub-forum dedicated to further development of
  7. Even if that were true, the point of kuJay's question was how a WoW server emulator is created from scratch without access to the actual retail server code. You are correct that much of the effort for older clients now is directed toward implementing and fixing features to replicate the game play as it existed at the time a particular client was current on official retail. That doesn't mean no further work is needed on the other areas. A lot of assumptions about the reliability of old research led to the perpetuation of bad information and data. There are still many opcodes whose function
  8. Well, us curmudgeons have to be poked once in a while, if only to make sure we're still breathing.
  9. How do we do it? The short answer is actually more boring than you think... hours of studying hex code gathered from the client and network traffic with the server. The long answer I'm about to offer would have seen me burned as a heretic for spilling precious secrets, if this were still the old days, but MaNGOS today is about being free in every way. The three pillars of the MaNGOS Open philosophy are Open Source, Open Community, and Open Learning. So we all do our best to make sure the code is free, our door is open to everyone, and knowledge must be shared. A more complete a
  10. How to fix bugs? This one is easy! Take up knitting instead. Your sanity will thank you. Still, it's a well-written guide. I give it 10/10.
  11. Last I checked, ike3 abandoned Cmangos and now supports only Trinity and Mangos R2 with his new mangosbot project which seems to be a continuation of Playerbot-AI, but he hasn't made any commits to it in roughly 3 months. Regardless, the entire reason I started this sub-forum was to drum up interest in creating a MaNGOS-compatible fork. Still waiting.
  12. It's been several years, so please forgive the cobwebs and dust as I dredge up lost knowledge, but here's my thought: Since this server crash occurs at shutdown and it involves keys created by ACE, my money is on this error having something to do with the server logging. It seems something has gotten mixed up during the cleanup/shutdown process, possibly an incorrect value being returned to ACE by mangosd. Before ACE 6.3.0 was committed by Foereaper last month, the previous change was 6.1.7 committed in August. With this error not being reported until December, I'd say that points to someth
  13. After having a very long chat with Antz, researching Eluna's work and community, and an equally enlightening chat with Foereaper, my concerns have been eased. As for getting to know more about Eluna and their team, Foereaper has started a Q&A thread in the Dev Team sub-forum for discussion of more technical matters. All of our Dev Team members are encouraged to take advantage of this opportunity to get straight answers from one of Eluna's own admins. So lets' see what you guys can do with Eluna, Foe. I mean... really impress! As for the purpose of this thread, has anyone else got anyth
  14. MaNGOS still uses forks of ScriptDev2 for EventAI scripting, which has come to a nearly complete stop. Lets face it, using a systems programming language like C++ for scripting is just plain nuts. I've heard all the arguments from the "SD2 fanbois" a dozen times over. None of them hold any compelling reason or even technical justification for choosing to restrict script development only to those who can write OS-level code. Well, there actually were plenty of reasons... all of them political and backed by certain interests to ensure SD2 remained the defacto choice. Meanwhile, there have been
  15. This is to kick off discussion, debate, and planning for continued development of the playerbot mods for MaNGOS. Once things get rolling, authors and their collaborators can start threads for their work. I would prefer to see a unified Playerbot development, with ports/backports for each version of MaNGOS being overseen by the Playerbot project leader. Let's avoid having completely separate projects for Playerbot-Zero, Playerbot-One, Playerbot-Two, etc. Otherwise, we'd end up with a mess, where code for one version of Playerbot is incompatible with another. Some issues that could be ad
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