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Unkle Nuke

getMaNGOS Retired Staff
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Everything posted by Unkle Nuke

  1. I can see where running AHBot as a module for PseuWoW might allow for the growth of more features and a greater complexity of behavior, like adaptive pricing of items based on overall server economics, randomized raid and dungeon gear appearing on the auction block as if the bot had just done a run of Stratholme, and a few other things. In fact, PseuWoW just might be the prefect core for running all kinds of bots to populate servers... bots for battlegrounds, outdoor PvP, arenas, and more. This would be a boon for low-pop servers where players rarely, if ever, get to experience those features. Perhaps a modular approach to this, allowing the different bots to work as plug-ins, so you can expand the AI and add more as development allows. This might be one possible future for PseuWow. That said, AHBot does indeed work very well as it is and I've used it for years, from Paradox all the way to it's latest champion, cyberium (woot!). Sure, there's always room for improvement and who's to say BThallid's idea won't be better? It certainly presents some intriguing ideas!
  2. You guys need to learn how to properly apply SQL scripts to your databases. Please do take time to read the guides and tutorials before clogging up the developer's section with newbie questions. For Vehicles, each SQL must be applied in proper order or you will get errors. Done properly, you should not need to manually add any tables. They should all be there.
  3. That would have more to do with how Playerbot implements the other characters on your account as bots and handles their behavior. Best to direct this question at blueboy over in the Playerbot thread.
  4. My thanks for keeping AHBot current, cyberium. I sincerely do hope you'll have good news soon regarding if this will become part of the core. Either way, I have used AHBot for years and will continue to do so for as long as I have a server.
  5. Is cyberium still supporting this, or has he left it alone since he submitted it for review and focused his efforts into the Dungeon Finder?
  6. Thanks for catching this one. Brilliant work, XEQT! This should be added to AHBot's repo. Let's hope it will be soon.
  7. I would assume initializing and handling the Artkit for Outdoor PvP would be similar, if not identical, to the implementation in the Battlegrounds. @Xfurry: Keep up the good work! Some fixes are better than none at all. @stfxpi: Regardless of which client you have, some basic features ought to still work along the same lines. Any working code you can contribute is appreciated, not just by me but by everyone who wishes to have Outdoor PvP.
  8. Glad to see you're getting involved, Xfurry. As I said, it's been my hope the entire community would come together and make Outdoor PvP for MaNGOS. Regarding some of the flags and names in the code, you may want to look at Ambal's map patch. Since it's been accepted into the core, I'm fairly sure it makes changes to map handlers that impacts Outdoor PvP. Here's his code: https://github.com/Ambal/mangos/commit/ff5232c64809207b5fa59d62e9870f58a36b6f3f Everyone is welcome to help. If you wait for me, then this will take a long time. I'm still learning and have nowhere near the knowledge of more experienced devs.
  9. I recall a specific instance, in Uldaman at the map room, where you could Blink through those big, iron doors where that metal statue was locked away. You had to do this because the miniature city, where you placed the staff, was not working and so you couldn't unlock the doors. Last time I tried this and some other places where you could Blink through, you would only get a "Failed" message. I'm not saying you can't do this at all, but it certainly seems it had been fixed in some places, at least. It'll probably take years before this whole map system is figured out and completed. :rolleyes:
  10. Blinking through closed doors was fixed a long time ago. Are you saying that's now broken again? Either way, this patch offered by Kaios ought to be worthwhile just for preventing falling through the "ground". It should also benefit similar effects, like Charge and Shadowstep. However, with Ambal's map re-engineer patch, mmaps redux, and vmaps v3, I'm still not sure if any patch for those effects will be needed when it all finally comes together. The reasons Blink and the rest are glitched is because of incomplete terrain and object data and poor map handling. P.S. I think that trying to use the data from mmaps, to determine if a path exists, would also help Blink/Charge/Shadowstep/etc. by ensuring you could not move in a direction blocked to you when moving normally. This would also prevent players from using those effects to cheat, such as "hill climbing" or walking through walls.
  11. As I have said before, there is a lot of inline scripting for each Outdoor PvP zone. It has been my thought that all of it should be handled by ScriptDev2, possibly by adding it to the Battlegrounds section or one devoted solely to Outdoor PvP. There will still be a need for a basic handler module in MaNGOS, I think. I haven't really been exploring that idea until I've gotten my head fully wrapped around some of this code and what needs to go where. As for Cataclysm... that has no bearing on what I'm trying to learn now.
  12. Please do, Xfurry! Everyone is welcome to contribute anything useful, no matter how small. Even correcting typos is a help. If you wish, set up a Github repository, then your code and any other changes you may make can be easily merged into the main code base. However, I'm not picky. If you prefer just pasting the code and letting others merge it, that's also fine. @DaemonCantor: Hello, my friend! Glad to see you're at least still online. I'm hoping to get my nose back to the grindstone within the next week, and at least try to rebase the Outdoor code so it will apply to the core and resume a workable state. I have the sinking feeling that the current work on mmaps redux may require yet more modifications to keep this patch compatible. It may be necessary to have a separate branch for that. My server is still out of action, so we can't use it as a fallback for communicating.... yet. More news as it happens on that front.
  13. Sorry about the lack of updates. Life has thrown me a few curves and kept me rather busy with more pressing matters. Plus, my mentor has been having hardware issues that have prevented us from keeping in regular touch. If you have any code to contribute, please feel free to do so. Outdoor PvP is something I hope everyone can work together to finally bring into the core.
  14. Unkle Nuke

    Macros

    Brilliant bit of macro coding... useful and fun! I especially like the right-click/left-click ability to activate and deactivate. :cool: A UI add-on like Macaroon would be ideal for this. Thank you for being so kind and generous in sharing this, Damnit!
  15. I'll second that. If there are still issues with the code style or just plain wrong functions, what can be done to make the Vellums patch comply?
  16. There does have to be a limit to which "non-retail" patches you can add to the core. Otherwise, you run the risk of making an already massive project so cumbersome that further development would be an absolute mess. AHBot adds a feature that benefits players without deeply impacting certain critical areas or overburdening the tasks of core upkeep and development. Other core mods do not necessarily meet those same criteria, no matter how useful they may be. Playerbot is ten times as complex as AHBot, and makes deep modifications to the core to such an extent that it should have its own dev team, lest it risk falling to the bottom of the stack in the TODO list if it were part of the core. As it stands, some features are so complicated that it may be desirable to break the core development into sub-groups. Vehicles, mmaps redux, Transports, and Dungeon Finder come to mind as candidates for such a development scheme.
  17. Well, gee, Lynx. If you'd like to make this into a code pissing contest, then we're already doing more harm than good. I did say "community". That includes us all, even me and you, does it not?
  18. Good work, Alex. Feel free to keep going with it until someone creates a new patch.
  19. So this is yet another feature that will be implemented by porting over from Trinity? I'd rather not see that become a habit. Sometimes, their code is such a mess to port that a developer can likely find a better way of doing it from scratch in less time. If this keeps up, half of the core code will be nothing more than Trinity with a few name changes to variables and functions. We need better innovation from this community!
  20. Actually, that heatmap idea would be a fantastic way to judge the overall ebb and flow of a server's economy and give any player a decent idea, at a glance, of just what's hot and what's not when deciding on how to bid or where to set a price when placing an item on the auction block. However, I see this working better as a plug-in for a web server, similar to many good PHP scripts for MaNGOS administration and player information like the M-B Armory.
  21. It's a real shame to see this patch die. With the recent work on vmaps and mmaps, has anyone taken another look at this for improving the code and getting it cleaned up for further review?
  22. Regardless of the outcome, cyberium, you have done a magnificent job in properly implementing the features vladex requested to make it possible for AHBot to be considered for addition into the core. It may take some time, cyberium. AHBot does not actually fix any broken content or implement missing features. Those patches that do will have priority in the queue. Until AHBot is reviewed, everyone use this time to refine and expand its functionality until the patch can be as close to perfection as possible. Some purists may argue that it is not "retail-like", but it does indeed offer low-population servers an approximation of a thriving auction house, allowing the players to experience buying and selling items at auction. This in turn allows students, who are learning about these types of games, to understand not just the technical side of program code and database values, but the dynamics of a virtual economy in an MMO environment. MaNGOS is not simply about being a slavish copy of retail functions. It is also about giving server admins and testers the opportunity to enjoy and learn from content otherwise unattainable due to lack of numbers. Battlegrounds and most dungeons and raids would otherwise be beyond the reach of such small servers, if it were not for functions already implemented into the core which allow for adjusting the required parameters. For those of you who do not use such features, you're free to disable any "unretail" content. Any further debate in this regard is pointless simply because it is not your call to make. It is not the purpose of the Under Review section for the general membership to judge the worthiness of any patch based solely on personal preference. Allow cyberium the courtesy of having the core devs review it and judge for themselves. He wrote some good code. Let him have his moment.
  23. Isn't that what vmaps are supposed to provide?
  24. Right now, your choices are: 1. Use old Vehicles patch from Wotja. See post #896 in this thread for last released patch. You will need to update the code yourself as needed or use an older revision of MaNGOS. 10555 was the last revision for which the patch was generated. 2. Wait for zergtmn and his dev partners to make a new Vehicles patch. This is the better option, IMHO, for various reasons cited by zerg.
  25. You are a great example to all the private server developers, kero. Let us all hope others will be encouraged to follow your lead and give back to MaNGOS, for which they would have no private server core to develop those custom patches if it were not for the generous and dedicated core developers here who freely give their time, ideas, hard work, and code base to everyone. May your own efforts in developing improvements for your server be twice blessed!
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