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Everything posted by Unkle Nuke
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That sure was quick work! It hasn't been that long since the Delphi sources were released. Thanks for continuing the legacy of this tool. Did you choose C# for easier porting from Delphi or is it just a language you feel more comfortable using for Windows?
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An open source library or code that's not compatible with Windows?!?!? What's the world coming to? Still, thanks for trying to overhaul/optimize vmaps. It's something that's been long overdue.
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You posted in the right place, Siegels. If your offering meets certain standards, such as following the programming guidelines and adding features that reproduce retail functions, it may become a candidate for review. Once that occurs, if you're willing to follow the advice of the MaNGOS team for improvements to your code, it just might become an official part of the server core code. Keep up the good work!
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Something did change. In revision 9754, a fix for Druid's Swift Flight Form was added to the core. The patch directly affects those lines of code you listed, deviljohn.
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I remember this being posted a while back, but I can't recall which thread or whom the author is, so I beg the pardon of the author. This patch was for correcting the behavior of spells that work on a random area within a circle of a given radius. Perhaps this may be of help to you in your own code, caeruleaus. diff --git a/src/game/Spell.cpp @@ -1390,10 +1390,12 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni switch(targetMode) { case TARGET_RANDOM_NEARBY_LOC: - radius *= sqrt(rand_norm()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates. - // no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!! + // Get a random point IN circle around the CASTER(!). Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates. + radius *= sqrt(rand_norm()); + // no 'break' expected since we use code in case TARGET_RANDOM_CIRCUMFERENCE_POINT!!! case TARGET_RANDOM_CIRCUMFERENCE_POINT: { + // Get a random point AT the CIRCUMREFERENCE(!). float angle = 2.0 * M_PI * rand_norm(); float dest_x, dest_y, dest_z; m_caster->GetClosePoint(dest_x, dest_y, dest_z, 0.0f, radius, angle); @@ -1404,20 +1406,22 @@ void Spell::SetTargetMap(uint32 effIndex, uint32 targetMode, UnitList& targetUni } case TARGET_RANDOM_NEARBY_DEST: { - radius *= sqrt(rand_norm()); // Get a random point in circle. Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates. - float angle = 2.0 * M_PI * rand_norm(); - float dest_x = m_targets.m_destX + cos(angle) * radius; - float dest_y = m_targets.m_destY + sin(angle) * radius; - float dest_z = m_caster->GetPositionZ(); - m_caster->UpdateGroundPositionZ(dest_x, dest_y, dest_z); - m_targets.setDestination(dest_x, dest_y, dest_z); - - if (radius > 0.0f) + // Get a random point IN the CIRCEL around current M_TARGETS COORDINATES(!). + if (radius > 0) { - // caster included here? - FillAreaTargets(targetUnitMap, dest_x, dest_y, radius, PUSH_DEST_CENTER, SPELL_TARGETS_AOE_DAMAGE); + // Use sqrt(rand) to correct distribution when converting polar to Cartesian coordinates. + radius *= sqrt(rand_norm()); + float angle = 2.0 * M_PI * rand_norm(); + float dest_x = m_targets.m_destX + cos(angle) * radius; + float dest_y = m_targets.m_destY + sin(angle) * radius; + float dest_z = m_caster->GetPositionZ(); + m_caster->UpdateGroundPositionZ(dest_x, dest_y, dest_z); + m_targets.setDestination(dest_x, dest_y, dest_z); } - else + + // This targetMode is often used as 'last' implicitTarget for positive spells, that just require coordinates + // and no unitTarget (e.g. summon effects). As MaNGOS always needs a unitTarget we add just the caster here. + if (IsPositiveSpell(m_spellInfo->Id)) targetUnitMap.push_back(m_caster); break;
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So file it as a bug report in the "Bug Reports" section, then.
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Greetings all you Mangoheads! As you know, a client add-on for MaNGOS has been missing since the developer of MangAdmin went over to the dark side. I've missed my trusty ol' MangAdmin. Typing in GM commands just ain't as easy or fun. I was browsing around Github the other day when I stumbled across something called MangMod, by gmanley. His description of the project is a port of TrinityAdmin, with some new additions exclusively for MaNGOS. Here's the link for you: gmanley's MangMod I was wondering if anyone else here has heard of MangMod or uses it? Either way, I hope all of you here will encourage gmanley to continue development of MangMod because life as a GM or Admin sucks bowling balls without a good add-on!
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Sounds like a great idea to me, Siegels! This would make shopping from vendors a lot less confusing. I hope this will make into the "Under Review" section for consideration, so long as it's not considered too "hacky" as the devs like to say. I'd love to see what other works you'll have to offer in the near future.
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Thanks for the heads up on this, xeross. I was just about to add your ahbot branch to my local repo for a weekend of merging, patching, and compiling an updated server. It's too bad UDB hasn't gotten around to an update for 3.3.3a, so I'll likely be stuck with hand-merging everything to work with the last MaNGOS revision for 3.3.2. *sigh*
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Just to be clear on this, because it is inevitable that some bozo will take vladex's information literally: The entries in mangosd.conf listed by vladex are for example only. You own Account ID and AuctionhouseBot GUID (character GUID that is to be your AHBot), will vary according to your own server's current accounts. Please pay close attention to this. Using the exact values in vladex's example will not neccesarily create a working AHBot on your server, unless the IDs happen to match your own by sheer coincidence.
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Considering Derex started this topic in October 2008, I'd say it's a safe bet you're a tad late to the party. lol He's still working on a multi-core implementation of movement maps, for creature pathfinding, I believe. There's a separate topic for it in this sub-forum. Some multi-threading/multi-core functions for the MaNGOS server are being worked on by the devs, but it does not have a priority as high as more crucial features. Just try to be patient. MaNGOS is getting there, slowly but surely. On the other hand, you're welcome to pick up where derex left off and finish rewriting the entire MaNGOS core to support multi-threading/multi-core.
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Don't you just love the cut-throat methods of the software industry? In other commercial fields, such practices would be considered a crime here in the U.S.A. under the racketeering laws. lol It's not that I think the Intel compilers are all that great, but I am honestly surprised that a company like Intel would offer up their programming tools for free under any circumstance. I'd say that counts as another victory for the open source movement, who also led Microsoft into creating freeware versions of its numerous programming software and libraries. So many developers are excited about open source software development, that I'm sure MS and Intel were afraid of losing some of their grip on the coders. It's just too bad their paranoia about profit and copyrights led them to implement limits and crippled functionality, which makes GCC and other open source tools even more appealing. For Windows, I think Open Watcom would be the best choice for those who want an IDE, plus it's a very good compiler with a commercial history that made Microsoft's early attempts at C++ look amateur. Apologies for wandering so far off the trail here, but I enjoy conversing with you, freghar, and I learn something valuable from you every time.
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Yeah, it takes time to fully implement features with each new client update. Although MaNGOS now supports 3.3.3a, it does not necessarily include total support for all features. There's still a lot to do and I doubt if we'll ever see a 100% compatible server simply for the fact that it seems a new client update or expansion is released just as the MaNGOs devs begin catching up to the last one. lol
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Thanks for taking a look at it, freghar. I was hoping it would be something a simple as Pastebin adding whitespace into the diff, but I have faith that all you coding wizards will have it sorted soon. There's an awesome amount of brain power behind this whole community! I just wish this patch had proven to be less problematic because it showed such great promise, and then there's the news that performance improvements may be marginal, at best. I'm hoping that will change as the code is further refined. Side note: While "googling" for some more info on this issue with GCC and the ICC reference quoted by you, I noticed that Intel finally offers its compilers and some libraries as freeware for Linux!
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Could it be whitespace errors? When I opened your last offered patch, copied as plain text from Pastebin, with Notepad++, I turned on "Show Whitespace" and noticed that all the blanks lines used to separate code sections actually had a single space. Lines 21, 28, 48, 65, 69, 71, 84, 90, 92, 95, 105, 108, 113, 119, 129, ... and so on. I don't know how GCC handles this, but it will cause whitespace errors for my setup, msysgit with TortoiseMerge and VC++ 9.0 Express SP1.
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Hey, yeah! Now that would be a feat to earn you some major cool points! Next thing you know, some genius will pop up with a fix to finally allow crews on all those deserted ships! That's what I love about hanging out here, even though I'm no programmer, it's seeing these flashes of genius that unlock new features people thought could never be done... such as SilverIce's work on the camera system and other small fixes that lay the foundation for big changes. All of you coders just blow my mind every day! May you all continue to be blessed with an abundance of ideas and inspirations. Stillhard, what do you mean by not valid as of revision 9749? Do you mean the patch's code is out of date, causes a server crash due to incompatibilities with the core, or is it merely a failed automatic merge that requires hand editing? It helps if you can be more specific so others can help to resolve the issue.
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I think blueboy is still away, out there in that terrible place, where even angels fear to read, called...the real world! <insert scary music of doom here> You should still be able to merge playerbot with MaNGOS with few problems. You might have to complete a merge with git mergetool to resolve conflicts by hand, but most of those ought to be due to differences in line numbering. Keep in mind that if you're using other patches and core mods, such as AHBot or Vehicles, to add in playerbot first to help minimize conflicts with other patches. Off-topic, but relevant to a comment from blueboy: AHBot has been fixed and should work just fine with new revisions of MaNGOS. After ~9603, there were major changes made to the core concerning SQL table schemas that had broken AHBot, but those have been resolved, thanks to xeross155 and other contributors. More info can be found in the topic for AHBot.
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And your reasoning behind this advice is based upon what? Has xeross introduced some potential problems after rewriting the AHBot? Historically, I've never had any problems with database corruption or errors due to the AHBot itself, except when I've had a server crash. Only under those circumstances have I found table errors with the AHBot, and those were easily corrected with some simple maintenance. If anything, xeross' updating of the table functions ought to make AHBot's crash recovery automatic, since it now uses the same schema as the MaNGOS core. So long as you follow the AHBot setup instructions exactly to the letter, you should have no problems.
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Am I correct in understanding that this new system for the camera can also be used as the basis for doing proper fixes for Eye Of Archerus, Eye of Kilrogg, and other spells that require "remote control" by the character? Either way, you still did a good job with this one, SilverIce.
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While some admins might like this idea as being more "hardcore" than retail, I see Patman's point. Why does the core need modifying to support this behavior when proper scripting could achieve the same effect?
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Glad I could be of help, DC. On a side note... I've turned into a Core Mods junkie, it seems. I spend more time these days working everything in together than I do actually getting to play on my server. lol Of course, I absolutely refuse to run my server without AHBot. This is one mod I consider as essential as the MaNGOS core itself! P.S. Maybe you could generate a diff file for temporary and the other patch file fans, while you're merging AHBot with your source, DaemonCantor.
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xeross' repo includes jsee's fix. Try fetching from there. I'm still stuck with other patches in my code before I can compile and test. Oh yeah! Almost forgot. I did a line-by-line compare of jsee's world.h patch and saw no difference, other than line numbering, between it and xeross' world.h in his repo. So why was this needed? Remember I'm no C++ expert and may not see the reason.
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It may be the revision of SD2 you're attempting to compile is not compatible with your revision of the MaNGOS core. Check your local SD2 SVN repo's log and look for comments like, "For MaNGOS 9613 and above", or something similar. You didn't mention the revisions of MaNGOS and ScriptDev2 that you're compiling, but that's usually been the reason I get that error. Instead of reverting my SD2 repo, I'll usually just cherry-pick the revision I need to work with the core I'm using. Don't be too hard on Nicko. He basically gave the same advice as I offered, just a bit more brusquely. There's so many bozos that post here about stuff which has nothing to to with the MaNGOS core, or in the completely wrong sub-forum, that it sometimes can rub the wrong way and you feel like smacking a few heads with a large trout.... or would that be a 20-lb. Mightfish? We're all in this together and wouldn't be here if we didn't love playing the game and driving ourselves crazy with learning about and putting a lot of work into our servers.
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If I understand you correctly, players on your server are reporting someone is killing other characters while the guilty player is dead and in ghost form? They're likely using a cheat program to spoof packets, which sends a false message to the server that they are not dead while casting this unknown spell.
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There is a guy working on a port of Trinity Admin, along with his own additions, for MaNGOS. It's called MangMod. I have no idea if the developer has a site or forum where he discusses his project, but he does have a Git repo... gmanley's MangMod Looks promising, but I haven't had the opportunity to test it since it is made for 3.3.2 and my own server is still set up for 3.2.2a. If it is good code, then spread the word and let's encourage this guy to keep up the good work! I miss MangAdmin!!!!!
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