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Everything posted by Unkle Nuke
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/me throws hands up in frustration. So what needs to be done so it is acceptable for the core? Perhaps some sort of checklist of features that need to be reworked would give any volunteers a place to start.
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C++ is the standard language for game programming. For scripting, you can also use C++, but scripting languages such as Lua and Python are also popular with game developers. You can use any programming language you like. Some are better suited for certain tasks, but go with the one that you think suits your own style. Some coders like the more "seat-of-the-pants" style code hacking of C, others prefer the more structured C++, while yet others like the portability of Java. Doing your homework now, by researching the languages that seem promising to you and choosing the best candidate, will pay large dividends in the long run when you're neck-deep in programming modules for your project.
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This is one answer you're going to need pasdVn or another skilled programmer to provide. It does sound like the pet's bonuses are behaving just like the character's bonuses from items and gear, except it's as if the pet is "equipping" the gear every time it's summoned.
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Actually, it's never too late. Saying it is simply makes an excuse, not a truth. I ought to know. I won't say my age, just that the first computer I ever used had a teletype terminal instead of a CRT and was about the size of a walk-in closet. With all the free programming tools, tutorials, code repositories, forums, and e-books available for download, it's far easier to learn than it was even just 10 years ago. Even Microsoft now offers free versions of its Visual Studio line, which used to cost hundreds of dollars just for the basic versions. You can learn literally any programming language you desire at no additional monetary cost, other than what you've already invested in having a computer and internet connection. By my experience, the one thing that stops anyone from starting a project, let alone finishing one, is the simple lack of motivation and commitment. I've said this before and it is still true:
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It's a given that you will have servers with low to very little population. Core mods like Playerbot and AHBot attempt to add more "life" to such servers, to give the players an experience that is closer to retail or very large private server, at least. In that respect, these mods, and others like them, are "retail" in giving players the chance to experience content that would otherwise be impossible or pointless without the larger populations that makes auctions, parties, and raids possible on other servers. That's why I like Playerbot so much. It may not be considered "retail" enough to make it into the core, but it allows me to be a one-man raid group or party so I can enjoy things like Blackrock Spire or Magister's Terrace without having to solo them at such a high level that the loot and rewards are useless. Now all we need is a UI add-on with a slick interface that makes controlling the bots even easier. Anyone know WoW-Lua scripting?
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[Patch] Support for npc on transport
Unkle Nuke replied to Auntie Mangos's topic in ... under reviewOld
Exactly, yad02. This patch is intended to add support for NPCs to be crew aboard ships, airships, and other transports. If the bugs can be worked out and additional features implemented, we'll finally be able to perform some of the quests that involve combat aboard transports. Plus, it'll be a lot less weird and spooky sailing completely alone. It feels like I'm on a ghost ship every time I go from Eastern Kingdoms to Kalimdor. -
So long as he ain't a monkey with a flamethrower, but that's entirely another game and platform. Thanks for trying to keep things in working order, traponinet. Your updates on other projects has saved me many gray hairs in the past.
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VS2010? That's half your trouble, right there. Numerous compile issues with that IDE and I'm not just speaking of faramir's branch. Also, I believe faramir's Windows port of vmap_rewrite was developed using VC++ 2008, not VC++ 2010. Try using 9.0 to build faramir's source before complaining about errors with an unsupported beta compiler (VS 2010).
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Ah, yes! That game has another name, based on my observations of my middle nephew's obsession... "The Endless Black Hole of Your Free Hours". lol Actually, having henchmen with a fairly sophisticated repertoire of autonomous abilities in RPGs is not really that new. It's just that Playerbot is trying to enable such behavior for a game that was never intended to have anything remotely like it. Based on previous work and blueboy's current wizardry, I'd say Playerbot has achieved a sophistication far beyond anything we could have hoped to have when this project began. As it stands, anyone that's mastered scripting for SD2 could probably code some more detailed and functional AI scripts than what is currently present in the Playerbot code. Although he displays a gifted genius and tireless work ethic for Playerbot, blueboy is just one man and having others to step forth and improve upon the current AI scripts would make this core mod even better (despite how difficult that may seem, given all that's already been done).
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Is the pet stuck at that basic health (4305) or can the pet be healed/restored to the full amount (10067) in the example you listed?
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MaNGOS does not supply a full, playable database, but they do establish the templates the DB groups use for adding the data. That's why I said it needed a bit more work, unless you consider it done and expect the MaNGOS devs to correct the table data.
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You're welcome, but I just pointed the way. It was you who walked the path. I was just as proud and excited when I first learned how to do these things. Glad to have you taking those steps and learning alongside the rest of us. Just remember the number one rule... "Have fun!"
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Thanks to KiriX for catching that exploit. Good eyes! And thanks for staying on top of things, blueboy. It's been slow going for my much overdue server update, but I'm hoping to have the new and improved Playerbot/Botguy up and running by the weekend. HSC_Dev3, your ticket idea for Botguy would work perfectly for one scenario... Players who wish to hire a sparring partner for arenas or battlegrounds. This could be used to limit bot purchase to a single character for purposes of allowing the player's active character to earn honor and rewards for PvP in arenas and BGs during solo play. Unless full PvP can be enabled for bots, the only way I see this working halfway would be for servers to allow both Alliance and Horde on the same account. P.S. I almost forgot to ask, blueboy... Do you plan to create a seperate branch for Botguy?
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I'm a bit slow with implementing updates on my server these days, so I have yet to test vmap_rewrite. My server platform is currently Windows XP, so I'll have to give feedback on faramir's branch until I learn Linux well enough to compile and install my server for that OS. My apologies for not being more helpful, Lynx3d, but things have just gotten in the way of patching and updating my server from 3.2.2a to 3.3.3a.
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LOL. Wait! I know your true name. It's... The Amazing Carnac!
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I agree with Voldemmort. Unless one of the database groups has already put in support for this, I consider this patch incomplete without the correct queries to update the tables.
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This has already been fixed in the MaNGOS core, but, if you really want to use this "hacky" patch, then have fun. It's your server.
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You can do a merge, but generating your own diff for later patching is ridiculously easy.
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Update dodge calculation (diminishing returns)
Unkle Nuke replied to Auntie Mangos's topic in ... acceptedOld
If you find this needs updating for 3.3.3 and make any changes, I hope you'll post the diff. -
KAPATEJIb's patch is a patch for DrKLO's patch or is it intended to replace DrKLO's patch?
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There are many useful Git tutorials and posts that already answer your question in the General Help and Source Code Management sub-forums, which cover pulling or fetching branches from other repos and then merging the patch into your source or creating a patch. If you're still having trouble after reading those, it's best to post your question in one of those sub-forums. You have to do your homework, but it's worth it.
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[dev] Faction / race change (full core side)
Unkle Nuke replied to Auntie Mangos's topic in OldCore modifications
He's finished development on this and it has now moved to Patches -> under review for possible addition to the MaNGOS core. You can find the latest links and info there. -
Time to break out my editor and brew some coffee this evening. I have the feeling I'll be up late. Shame on you, blueboy! As for the other stuff, try not to read anger into my words. I only intended to supply information for everyone's benefit. We're all in this together, after all.
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Repeat after me... "Google is my friend. It has many answers that I seek." All you have to do is dig deep enough. And that is all the help you can get for this matter.
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Outstanding work, blueboy! I can hardly wait to add this one. Allowing admins to choose the required quests is pure awesome. You, sir, are a genius! HSC_Dev3, it has been a long standing rule in these forums that open discussion of modifying the game client in any fashion that violates the EULA or copyright of the publisher is prohibited. This ain't AC-Web, after all, or any other "free shard" community. If a forum moderator or admin is feeling generous, you might get one warning, but further infractions will usually result in a permanent ban. It's a zero-tolerance policy, or nearly so, to protect this community from legal prosecution that could bring this whole party to an end for all of us. I'd rather that did not happen, for obvious reasons, and also because I simply don't care much for what the other guys are offering up as servers. Now, if you just wish to modify the MaNGOS core or a compatible database, feel free to run wild with your imagination. That's the good thing about open source.
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