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Unkle Nuke

getMaNGOS Retired Staff
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Everything posted by Unkle Nuke

  1. There should be a setting in mangosd.conf that allows you to set the minimum number of require players for battlegrounds. If you still cannot enter a BG after that, then it's definitely a bug in either the core or faulty database information. In fact, so many things you've listed seem to be database issues. Based on your troubles, it would seem the Zero DB is a mess needs a lot of work.
  2. What genius decided that should be on by default? I thought SSE was just the new implementation of the older 3DNow! and MMX, multimedia acceleration. You wouldn't need that for common programs, especially console apps.
  3. Set your VC 2010 build options to 32-bit Release, then clean your solution and try building again. It seems you have your compiler set to do a 64-bit build. I think the ScriptDev2 build gave an error because it couldn't access the folder "/win32/release" due to the MaNGOS build failing. Such folders would not be created in this case. If you did intend to do a 64-bit build, then make sure you have the correct folder structure and placed ScriptDev2 sources into the MaNGOS folder "/src/bindings". It looks as if the folder and file structure is mangled. Have you tried deleting your the sources and doing a fresh download from the MaNGOS One Github repository?
  4. And so the Playerbot team grows by yet one more. Glad you came along, Gitch.
  5. Shouldn't this be based on the corpse and spawn values set by the end-user in mangos.conf?
  6. Well, the TODO list is usually for those design goals foreseen being implemented in the near future. It is by no means an exhaustive list of possible improvements and new features. Really, the only limit to that is your imagination and skill. By all means, please try making a patch for the skill command as you have proposed. It may be best to make it an optional switch that you can turn off. Some may find it annoying to have their bots reporting every single point gained. Otherwise, you could just have the auto-report set to only say when a bot has enough points in a skill to unlock a new ability, like harvesting Stranglekelp. "[bOTNAME] is now skilled enough to gather Stranglekelp!" This would also server as a helpful reminder to go find a profession trainer for your bot. I tried implementing battlegrounds in a manner similar to your own idea. I think for such a method to work well would require using ScriptDev2 to control the actions of the NPCs, much the same as dungeon NPCs and bosses are scripted. I'm not that familiar with the inner workings of ScriptDev2 and EventAI, so I have no idea if the battleground NPCs would "run on rails" or could be scripted with a decent degree of flexibility in their actions. Playerbot's AI would allow that flexibility and also give the player the opportunity to direct battle by issuing commands. Perhaps the bots on your team would respond only to commands issued in BG chat. For example, you type into BG chat, "Follow me!", or use one of the preset emotes and all bots within a certain radius that are not engaged in combat would form up and follow you. When your group is in combat, you can issue specific orders by clicking to select the bot you wish. Of course, I've said for quite some time that what Playerbot needs most is a UI addon to make giving orders as simple as a few clicks. The chaotic pace of battlegrounds and arenas would make that even more vital. I'm hoping the day comes when I can make more significant contributions, but I'm still very much a novice struggling to find the time and brain cells to learn all this. This old dog wants to learn some new tricks! :lol: By the way, aside from Ike's fork of Playerbot for PvP, I stumbled across Pocket Gnome at Github. It appears to have a rather good conditional AI. It's intended to be one of those many client bots, this one for Mac OS, but I thought it may offer some ideas on fleshing out the AI for Playerbot.
  7. It's a never-ending tech battle. They must generate enough income to justify all the effort expended on creating these tools to circumvent anti-spam. I'm not so sure it's to get sales of product so much as it is harvesting information from those people that click the links. Data brokers make big bucks trading your private information. There's also the possibility those sites have been compromised and this is an attempt to use "drive-by" downloading to infect your computer for whatever nefarious purposes they have in mind.
  8. Such a simple fix as this should be easy to review. I hope it gets quickly accepted.
  9. When referring to using cyberium's AHBot, are you using his Git repository to patch AHBot into the core? If so, that is your mistake. AHBot is now an official part of the core and is included with the sources. There have been several improvements and bug fixes since cyberium last worked upon the patch.
  10. Would this be considered a bug fix or a patch? If it's the latter, then shouldn't it be placed in Core Mods or under review? Either way, thank you for this code, NoHad.
  11. I'm not sure about missing features, but populating battlegrounds and arenas with bots has been a big item on the wishlist. Such "PvPBots" have been attempted by others, and I think kennumen is tinkering with some code regarding this. My thought was to have the bots be NPCs, similar to the way AuctionHouse Bot in the core uses an NPC. Set the server config to allow a minimum of one player, then call some function that then populates both sides of the combat with the correct number of bots per side, minus the number of actual players. Of course, this would require scripting some rather sophisticated AI for each race/class, but there's a solid foundation for that already in Playerbot. The downside is it would place quite an extra load on the server, even with optimizing the algorithms. At the rate things are progressing, there may come a day when all I have to do is sit down with my coffee and watch the bots play for me! :lol:
  12. If you're using any custom patches for your server or database, it's possible a bug or bad data has broken this feature. Did the code section regarding the Spirit Guide in MaNGOS One, that Cupcake provided a link for, match up with your Zero source?
  13. Playerbot has always been a community project, with code contributed by many people. All you need to do is look back through the history of this thread, and the older threads going back to Playerbot's origin, to witness this. Playerbot has been around for quite some time, at least as old as Burning Crusade. Please do post any work... no matter how small. blueboy was one of those contributors, but he had the heart and will to step forward to guide the project when the previous caretaker retired to pursue other things. Under his skilled hand, Playerbot has advanced in great leaps which encouraged other amazingly talented people to come forth and add some dazzling features. If you should decide to become a community developer for Playerbot, I shall cheer you on as heartily as I have with blueboy and the rest!
  14. The proper place to seek help for this at the Portal Master Forums. You do not need to register there to post.
  15. I believe faramir was using the path he gave as merely an example. Just replace his path with the path indicated by your Ubuntu installation. While you're at it, get a real Linux. ...just kidding. :lol:
  16. If you read back through previous posts, blueboy has most generously posted Bash scripts and guides for fetching the Playerbot source and merging it with MaNGOS as well as MaNGOS with movemaps.
  17. To the best of my knowledge, MS Windows handles spaces quite well, as does Visual Studio. However, some software does not, but those are usually Win32 ports of Unix or Linux. Of course, one must keep in mind that MaNGOS is developed in Linux and Windows, so it may inherit some Linux conventions for naming. The ScriptDevZero project was moved to MaNGOS-Zero and has been renamed to ScriptDev0. The current VC++ solution files and CMake use relative pathing, so I'm not sure there's any necessity for an exact name format, other than those required by the OS. However, the conf file still expects the database to be named scriptdevzero.
  18. Good for you! The thing I love about finding the answer to your own question is that moment after everything is fixed and you feel like some kind of genius... until the next bug or little glitch makes you into a monkey all over again. 8o As to what caused the trouble in the first place, it's hard to say. Could have been a error on your hard drive or faulty download of the code mangled a few bits, leaving you with a broken DLL.
  19. Did you clean your solutions before compiling? Do you have any other patches added into MaNGOS, such as Playerbot, movemaps, etc.? Are you using any additional patches for ScriptDev2?
  20. Is there any particular technical reasoning behind your choice to use YTDB instead of UDB, blueboy? It may be there's just enough difference between the two databases to explain some Playerbot errors.
  21. The swimming bug is a new one, to me, but the flying bug you describe has plagued the server for a very long time. I've seen it affect other races besides Blood Elves, though it seems most common with them. It's likely somewhere in the movement handler, if you're willing to dig into the code and lend a hand.
  22. Welcome to MANGOS, alexthecat! To answer your question: That depends on whom you may ask and why you're asking. If all you wish is having a server just to play WoW, then you'll obviously go for whichever fork or project has the most "working" features, regardless of how that is achieved in the program code. Like the Trinity Core project, MaNGOS R2 is a fork of the official MaNGOS, started by those who felt they could do things quicker and better. Whether they have managed to do so is a question I leave more qualified persons to answer. Like many of the other forks, they have more game features implemented than the official MaNGOS core. On the other hand, if you are interested in how things work, want to learn the way in which the client and server function together, and wish to add or fix features in a manner that replicates retail behavior through proper server functionality, then you might want to stick around and roll up your sleeves to dig into come code. The focus of MaNGOS is learning. As an example of the difference in how things are done here...You may see other MaNGOS-based servers that brag they have multi-seat vehicles "working 100%". I assure you this is a half-truth, at best. While it may seem to work fairly well in game play, this is done through trickery, by using hard-coded values that force a spell or function to activate at a point determined by the programmer, rather than to use the information sent from the client and having the server program respond accordingly. While taking such "shortcuts" means people can experience more game content like retail, and it has allowed these other servers to leap ahead of MaNGOS in this regard, those methods do not promote a deeper understanding of the mechanics involved. MaNGOS will eventually have vehicles fully implemented, but not until it's done according to the standards established here. In the long run, it's really up to you to do your homework and decide what best suits your needs and interests. I most certainly hope you will stick around and learn a thing or two, possibly becoming one that brings new ideas and brilliant work to this community and project. Should you choose to adopt R2 or some other server core, please bear in mind that only the official MaNGOS projects are supported in these forums: MaNGOS, MaNGOS-Zero, and MaNGOS One. For other server cores, you will have to seek technical support from their respective forums or websites.
  23. I figured the One server is more similar to how Zero functions than the master (Three?), so I did a brief comparison of the diff between the commit in One with Zero's code. Zero does not have this patch, but it does look as though the patch in One should drop right into Zero's code base with little modification, if any.
  24. Oops! Sorry about that. I completely missed the fact you were referring to the class trainer. I suppose it was the mention of "feral tree" that gave me tunnel vision. :8 I was under the impression that MaNGOS-Zero was nearly complete in its features, the closest of all the MaNGOS branches to being just like retail. Either that view is totally wrong, given all these major bugs you keep finding, or it's possible you made a mistake with updating your database, thus introducing errors into the table data. It could be a database issue, with the wrong value set by one of the DB devs for either the class trainer or the skills. By the way... Did you happen to install ACID 1.0.3? It mostly concerns the behavior of trash mobs, but is as nice an addition to your server as ScriptDev0 or movemaps. It would certainly help if others had similar reports. Then, we could confirm if it's a bug or just a bad DB installation. The only trouble with the MaNGOS-Zero community site disintegrating is that you are going to need some sort of tech support. Now I wish I had been a little stronger in my arguments for giving Zero and One their own forum sections here. This way, it would at least give all of you a central point to gather and try helping each other. I'm willing to go the extra mile to help someone, especially you, but I'd hate to persuade myself to actually set up my own Zero server to help confirm these as bugs, since I've been trying to get my own server back online and make the transition from Windows XP over to Debian on my server box. Then again, it might be as fun as when you were first setting things up, working with you on these issues... if you don't mind me tagging along like a lost puppy. :lol: (note to self: read up on running multiple server instances.) If it can be confirmed as a bug, you may wish to post this and the other issues you've found, like Rockbiter, in the Bug Reports section. One post per bug, with [Zero] prefixed to the subject to identify which server branch it concerns. At the top of the body of your post, place the revisions of the server, scriptdev, and database, plus any additional branches like movemaps or playerbot. Use as much detail as possible, so others can try to reproduce the bug. Be ready to post logs and/or stack dumps of the errors if you have them.
  25. Here's a talent calculator for client 1.8.4.4878. I even went ahead and selected the Druid class for you. What I love about this particular calculator is the ability to pick any expansion and any patch version, up to WoTLK 3.1.3. :cool:
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