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Everything posted by Unkle Nuke
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I'm not so sure if this patch would work with the latest MaNGOS revisions, anyways. After rev. 10156, there were changes that have impacted various parts of the code, especially with spells. Of course, having an actual diff would be a good step toward starting those fixes.
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Now that's teamwork! We need more of that sort of thing around here.
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You forget, salja fixes his own patches. lol Will you do everyone a kindness and post the fixes, salja?
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See post #192 in this topic. Did you follow traponinet's advice?
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[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
AHBot can be quirky with certain items. Enchanting seems to be the most ignored while you'll find it tends to put other items up you'd never want players to bid upon. You can manually add any items you would like to put up for auction. -
[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
You have set the min/max for both to zero? If that is the case, make sure the rest of the trade goods/items minimums and maximums all add up to 100%. If they don't, ahbot will fill in the difference by adding the missing amount to the gray items. -
As a famous American cultural philosopher has often said is the cornerstone if his belief... "Excelsior!" F..M.
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[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
@Hexle: Dig right in! Study until your brain hurts, ask smart questions, stupid questions, and then learn some more. That's how we all do it. @EARTHWALKER: You keep getting this error because the lines in AHBot that patch World.h around line 310 do not match with the MaNGOS source you're trying to patch. Either AHBot is offset by several lines, or it has additional lines that Git cannot understand where they must go. Since you are applying a patch instead of doing a merge from the remote AHBot branch to your local MaNGOs repo, you will need to open the patch file and World.h file with a text editor like Tortoise Merge, or my favorite, Notepad++. You'll use a two-pane view so you can see the files side-by-side for easier comparison and editing. If you're a Linux user, then Vim or Emacs should also allow you to do a two-pane view. Find the part of the AHBot patch that has the lines for World.h and then copy them into the correct place in the World.h file. Once you have done this, save the World.h file. Go back to Git Bash, open your repository and type git status. You should receive a notification that you have one or more changed files. World.h should be one of them. Type git add --all to make sure all files will be added to your commit, then type git commit -a to commit the changes to your source. This should solve your trouble. It might actually be best to create a branch for AHBot in your local repository and then fetch xeross' AHBot. Do not use pull unless you want to do a merge with your main source right away! This is how I'd do it: git remote add -f -t ahbot ahbot git://github.com/xeross/mangos.git git branch ahbot --track ahbot/ahbot After the remote command, -f -t means to fetch and track only the specified remote branch or tag, which is ahbot. The second ahbot is your local branch, but you can name it whatever you like, my_ahbot, Bob, and such. git branch ahbot creates the local branch for the remote ahbot you just fetched. The flag, --track, tells git the local branch will be tracked as upstream from the remote, ahbot/ahbot, and you can then update your local ahbot by simply switching to your ahbot branch and using git pull. git checkout ahbot git pull ahbot By this method, you'll use git merge to add the ahbot code into your master. Any errors you might see will then have Git ask you to run your conflict resolution tool. For Windows users, this is usually going to be Tortoise Merge, but there are other popular diff/merge utilities out there like kDiff3. You can use git config to set which diff/merge utility you prefer to use, provided that tool is installed. To resolve conflicts, use the git mergetool command. Git will then open your diff-merge utility to allow you to resolve the conflicts one file at a time. Once you have edited all the conflicting files, Git will stop automatically opening your diff/merge utility. You can then type git status to see what's changed and needs to be commited. I hope this helps. Patch files might seem to be easier to use, but using Git to set up the branches for all the patches and core mods that you use will make life much easier. Updating them is better than having 20 copies of the same patch file and conflicts are much easier to resolve. -
malloc84, I have the prefect place for you to start.... MageAI!! kyle1 gave the warlock playerbot AI a makeover, where's the love for us mages? Wherever you start, hang in there and don't give up!
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The way official servers handle special spells.
Unkle Nuke replied to a topic in OldGeneral discussion
"Right from the horse's mouth", as the old saying goes. I've read where others have said Vladimir knows more of the MaNGOS code than anyone else, if not the entire core. C++ might seem a bit cumbersome with so many CASE statements in the core code, but it really is the best possible way to implement it with the server structure being what it is. It might be better if you try not to think of Spell.cpp, SpellEffects.cpp, and SpellAuras.cpp so much as program code as something more like C++ scripts. ScriptDev2 uses C++ for scripting bosses and instances, but I suppose it's counter-intuitive to think MaNGOS might have its own internal scripting for some things. Perhaps retail might use some sort of external script plug-ins, but I doubt it. -
As soon as pasdVn's code meets whatever requirements are placed upon it to meet core standards, I suppose. It may be that he and Vladimir are the only ones who really know for sure. It is a great bit of code, and I'll use it no matter what. Class guardians/minions/pets just aren't nearly as good without pasd's work. I consider it a "must have" addition for anyone's server.
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[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
EARTHWALKER and Hexle, your issues have nothing to do with AHBot. What you both need to do is go have a look at the General Help and Source Code Management sections of these forums to do some homework on Git basics. Don't forget there's also a very handy resource that comes with Git, called The Git Manual. Anyone that works with compiling and patching their own source should know how to do merges...git merge, git mergetool, 3-way merge, and simple conflict resolution. Knowledge of git rebase is also highly recommended. While you're at it, take a closer look at how to properly initialize and configure a local repository, using git init and git config. Then review the correct use of clone, pull, fetch, and branch. I'm not saying you need to be a master programmer (I'm far from being one, myself!), but having some idea of how to do essential things with Git will help you a great deal. You'll thank yourselves for taking the time to become well versed with using Git. Most of your issues can be quickly resolved with just a little effort and a few simple commands. Knowledge is power. -
Sometimes, running both client and server on the same machine can cause serious lag. You're running a 3-D game, server, and database simultaneously, which can cause major slowdowns when system resource usage spikes even with some real horsepower under the hood, so to speak. This is especially true with database transactions. Remember, every player bot is treated as if a real player were logged into your server. You get enough read-writes and query transactions going at once and you're easily looking at anywhere from one-quarter to one-half your system RAM being used just for MySQL, plus the disk I/O overhead during flushes and saves. I'd stop blaming Playerbot and learn how to tune your database. Most novices tend to go for overkill with the memory and disk usage settings. A small, private server with only a handful of users might require far less than even the recommended settings provided by the setup wizard. Ideally, you really ought to run your server and database on a separate computer. Otherwise, you'll always encounter lag spikes and just have to live with the limitations of a single client/server setup.
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Welcome back, faramir! I trust you had a good time and feel refreshed to face the challenges ahead. Good luck on your exam! Afterwards, we're all looking forward to what new developments you have in store for mmaps.
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It's as ilija has said. You can add all the custom security levels you like, but there are certain limitations that are hard-coded into the client, such as only level 2 and higher being allowed the GM badge in chat. Why even have a "TrialGM" level? Just start them as Moderators, then promote them to higher levels as they prove their skill and trustworthiness. I've tinkered with this before and found myself only needing one additional security level, "Privileged", for those players who could be entrusted with using the .goname command for getting to their friends more easily. Sometimes, all those extra ranks are nothing more than over-thinking the situation. Perhaps your real issue is being able to trust your GMs. If there's any doubt about that, you probably shouldn't have them as a GM of any kind.
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Spellhunter says he knows very little english, so he did the best he could. I don't fault him for not relying upon one of the online translation tools, like Google Translate or Yahoo! Bablefish. They seem to be especially unreliable with Slavic languages. The intent of his original post was to provide a means to obtain code for a working Outdoor PvP feature in MaNGOS. As you know, the ability to do quest dailies where you must capture from the opposing faction a town, village, fortification, or other structure/location is not yet implemented in the server core or database. Spellhunter has also stated he is either unable or unwilling to extract the diff from the source code he provided, but he hopes others will be able to dig it out and post a patch. To be honest, the source tree looks like it came from artkeep's Github repo, though I'm not certain if artkeep is the author of the Outdoor PvP portion. Many of the custom repos have original code, but consist of patches from many other sources as well. All of this really belongs in the Outdoor PvP topic, but I think the reason it wasn't posted there is due to that topic's title being prefixed with [not working], while this one is supposed to work, hence the contrary tag of [Working] applied here.
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[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
Looks like I'll be faced with only upgrading to 3.3.3a or waiting until AHBot is fixed. (No AHBot == No server) in my book. -
You do not need to pay. Both downloads are useless if you only want the patch or diff. Download links will not give you a patch. One is for the entire core source, already patched, at 30 MB size. The other is for a pre-compiled core, also with OutdoorPVP patched, at 12 MB size.
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[patch] New druid models for cat and bear forms
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
gs94, I do not wish for you to become discouraged. It can take a very long time before the core devs will begin to review your patch. Generally, something that is considered very crucial, like fixes to basic functionality, are given greater priority. This would include things like the cameras and vmaps fixes. Cosmetic fixes, or "eye candy", usually tend to have the lowest priority. To ensure your patch does receive timely review, one of the most strict requirements is to have proper testing. This means having several users, across both main platforms, to use your patch with no reported errors. I know your skintone patch is simple, but MaNGOS is very complex, such that even simple changes can have unanticipated consequences. To have a single user give a positive review is indeed a good thing, but you may need several more of these. The more user feedback you have, the stronger your standing will be when your work is reviewed. As for the Druid Cosmetics patch, I would hope you will continue work and research. There may yet come a time when it will be ready for submission for review. Open development means having debate and disagreement, but it also means getting help and insight to refine your work. Bad criticism can be just as beneficial if it is given with reason. It is up to you whether or not you use it to learn. -
Thank you for your gift, good sir. I will test. Google Translate / Google Переводить: Спасибо за ваш подарок, сэр. Я выберу.
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Wow! I thought 1 hour was a long time to extract vmaps. If your estimates are accurate by a factor of 10, then that means the new vmaps ought to extract/compile on my machine in about 6 minutes! Considering my dev machine isn't exactly the newest and best, that's going to be a real treat. blueboy, thanks for keeping us up to date on these source conflicts. You do a much better job at it than the MaNGOS or SD2 crews!
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[patch] New druid models for cat and bear forms
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
One positive response for your Barbershop Tauren Skintone patch in the under review section does not constitute "testing". This still needs testing on a wide variety of servers, across multiple OS platforms, before you can say with any certitude that it "works". Your haste to push this through is not inspiring a great deal of confidence on my part. -
[patch] New druid models for cat and bear forms
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
Been trying work it in, but my activities lately have been limited to bed rest and watching too much television. I caught a bug that has left me feeling far worse than miserable. Hopefully, I'll be feeling up to sitting here for hours and building my new server core by the weekend. -
[Patch] Auction House Bot (Xeross' Branch)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
That's been a long-standing issue with AHBot. The more items with which you stock the auction houses and the higher the number of items that are dropped/added at the beginning of a new cycle, the more lag your server will have as CPU cycles and RAM are nearly maxed, and drive thrashing occurs from all the read/write activity. As stated many times before in the old AHBot thread, if you insist on having a large number of items make sure your server has the horsepower to handle it. One way to ease some of the trouble would be to set the AuctionHouseBot.ItemsPerCycle value in mangosd.conf to a very small number. This will not allow for many changes in what the auction houses have to offer, but you won't be stuck waiting 10 minutes just to get logged in. If you have players that burn a lot of gold shopping the auction houses, bear in mind the AHBot will need to replace those items as well which will further contribute to lag at the start of each new cycle. It will take some experimentation to find the right balance, but do you really need 10,000 items for just a handful of players to bid upon? -
[patch] New druid models for cat and bear forms
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
Very well, good sir. You are the developer of this patch and I will bow to your greater wisdom. Still, this is the most stimulating discussion I've had around here in a long time!
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