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Everything posted by Unkle Nuke
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If it works for you, it works! Looking forward to when you release a patch file.
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Yeah, probably some dummy aura that displays the effect for the beam. Many spells work this way. You have the actual spell itself, then an aura that renders the visible effects like glowing hands or an uncomfortable burning, itching feeling.
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You may have to get your hands dirty and dig around in the SQL code of the database to make your own fixes, if some problems are caused by developer errors or unimplemented features. It does seem odd that you'd have so many huge bugs, but things like incorrect gathering node placement are typically due to developer errors. They may have used incorrect values when generating the SQL data from the DBC files. I was under the impression that MaNGOS-Zero was by far more polished and closer to retail play and content than any other version of MaNGOS. Perhaps the quality has eroded over time in the same fashion that the Zero Project site has crumbled? I'm not sure if you can add customizations like the one you proposed into the server, since restoring features from a previous client version would mean using that client's DBC files (which won't work with a newer client) or editing the DBC files of your current client. Unfortunately, editing client files is considered illegal in many jurisdictions, which makes it a forbidden subject in these forums. My first brush with hardware resembling a home computer was the old Commodore PET. Later, I bought my very first computer, a C-64. I had done fairly well with learning 6502 assembly and BASIC, culminating with programming the frame buffer of the VIC chip to render animated sprites of Star Trek ships... my first brush with game development. Then life got in the way and I took a 20-year absence from my first love. I'm trying to recapture the magic these days, and I hope that I still have enough brain cells to master C++. 8) No school like the old school! :cool:
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Try compiling MaNGOS with mmaps. It provides pathing and movement constraints for creatures and NPCs. faramir and his associates have done a marvelous job in fixing a great many issues related to movement. It will make your MaNGOS install a bit more complicated and generating the movemaps, similar in fashion to generating vmaps, does take a lot longer than vmaps. On slow systems, it has been reported to take a day or more to generate the movemaps. NPCs, monsters, and pets "falling through" in spots is due to incomplete mesh data that causes holes in the terrain. Unfortunately, there is no easy fix, but the combination of vmaps and mmaps will eliminate a large portion of the fall-through issues by pathing these creatures around those holes. I know the mmap project is attempting to collect a list of locations where there are "off-mesh" tiles. You can read through the thread for tips on finding and reporting them so a fix can be implemented.
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You're doing better for your first time than I did! Glad you got matters sorted out. That particular type of error does indeed mean you forgot to apply an SQL update. It's sometimes hard to keep track of the long list of updates when you're doing a new install of the database. 8)
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Problem with vmaps or configuration?
Unkle Nuke replied to Xenithar's topic in OldInstallation, configuration & upgrades
Thanks for the tip, Xenithar. I'll keep that in mind if I ever cross paths with VS 2010. I think that MaNGOS' 32-bit heritage is showing itself with your troubles under Win 7. Still more kinks to work out, it seems. You ought to post your fix to the Compiling and Installation guide so other Win 7 and VS 2010 users won't be pulling their hair out. There may even be a way to patch the source to correct the issue, which you might submit for acceptance into the core. :cool: I've long had my eye on Debian. I like the emphasis on stability and getting things done right, sort of like the way MaNGOS approaches development. I downloaded the entire Debian distro, about two months ago, as a set of DVD-ISO images. I dislike net installers simply because you never know when your net will be out of action. I know the game dev scene for Linux is dominated mostly by ports of older games that were open-sourced, like Doom or Quake, but there are a few gems out there. I would love to develop an epic RPG or simulator for Linux, if I ever manage to slug my way through learning C++, OpenGL, and some 3D apps like Blender. My studies are painfully slow, thanks to adult responsibilities, but I hope the day comes when I can contribute patches to MaNGOS and maybe even help out with PseuWoW. @faramir: I've read so much bad press, so to speak, about VS 2010 and SP1 that I'm very wary of "upgrading" while VS 2008 has worked so well for me. You have to be even more careful if you're using the latest Windows Platform SDK due to some file conflicts between the installers for VS 2010 and the PSDK that breaks the compiler. There's a workaround for it, but you'd think MS would have its own ducks in a row so dev tools for the same environment didn't break each other. If you're using the Direct X 9.0c June 2010 SDK, then you have to install it before installing the latest VS 2010 runtime or else it breaks the DX9 SDK installer. You can uninstall the VS 2010 runtime, install the DX9 SDK, then re-install the VS 2010 runtime, but it's ridiculous that MS hasn't updated the DX9 SDK installer or patched the VS 2010 installer to work correctly on Windows XP systems, since they cannot run DX 10 or 11. *sigh* I'll keep my ear to the ground, though. If things seem to be improving, I won't rule out VS 2010 entirely. -
Happy New Year to you, also, Vlad! Are there any new improvements or features planned for the web site in 2012?
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Your reputation with the NPC is unfriendly. You will need to add a faction for the vendor that is friendly or neutral toward all players. It is best to create a new vendor in the database to work with your core changes. ACweb.org and your database provider are two good places to look for creating custom vendors.
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There is no particular forum section devoted to Zero or One, unless TheLuda decides such a change has merit. The only helpful tip I can give you is to look for posts with MaNGOS Zero or [Zero] in the topic title. Same goes for MaNGOS One. For now, that is the accepted standard when posting about versions of MaNGOS other than the main core.
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We seem to be suffering from a fresh invasion of spammers. They must pay those guys good money for them to spend hours creating accounts on various forums and posting this crap by hand, unless they have managed to find a way around the spambot filters used here.
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I am unsure just what, exactly, is a "cycle" in regards to the frequency that AHBot makes bids and places items up for auction. I think a cycle is a single transaction, but this would make AHBot update its tables very frequently. if such were the case. The only reference I found regarding to how often AHBot adds items to the auction houses is a function using etime to determine the interval used between inventory checks. Once the item quantity drops below a certain point, it restocks the AH. If a large number of items have sold or been removed, the value for AuctionHouseBot.ItemsPerCycle.Boost is used. That number, 20, is not referring to seconds. It is instead the default value for AuctionHouseBot.ItemsPerCycle.Normal. Increasing the values for Normal and Boost will force the AHbot to add more items per cycle, whatever the heck that means. :rolleyes:
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You can temporarily change all movement speeds using GM modify commands. Commands can be used to alter a selected player's movement speed while flying, running, walking, mounted, and swimming. Valid values range from 0.1 to 10 times normal speeds. You can reset the player's speed back to normal by entering a value of 1. I generally find that ground movement is nearly suicidal when choosing values higher than 5, as anything beyond that has you moving too quickly to avoid colliding with things or falling off cliffs. On the other hand, if you manage to jump just as you reach the edge of a high precipice, you'll glide farther than any pair of Goblin Rocket Boots could ever manage! .modify fly n -affects flying speed .modify speed n - affects run speed .modify bwalk n - affects backwards running speed .modify swim n - affects swimming speed .modify aspeed n - affects all movement types at once (all speeds) Just for fun, you can make players change size, from gigantic to smaller than a mouse, by using the .modify scale command and entering a value of 0.1 to 4 times normal size. You can make them instantly drunk or sober with .modify drunk, where 0 is completely dry and 100 is totally smashed. You can changed your appearance or that of another player with the .modify morph command. You must enter the model display ID of the creature or NPC you wish to appear to be. I had lots of fun scaring my nephews by showing up as Kil'jaeden! All these changes are removed when the affected character logs out. For a complete list of available commands, just check out the commands table in your database. Some are available to everyone, while others can only be used by GMs or Moderators. You can change the security level of a command. You might make everyone free to change their movement speed, for example. The security level for each command in the database is listed immediately after the command. So you would change the '1' to whatever security level you wish. Have fun!
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Using CMake is entirely optional and not needed. I made mention of it so you may be aware to use the proper patch if you did use Cmake. I do believe it is the intention of MaNGOS to eventually migrate entirely to Cmake. It may be a good idea to learn Cmake, unless you are well skilled in using Visual C++ to create your own solution files. As for the compile errors, are you sure that you have used the most recent revision of ScriptDev2? The official Git repository for ScriptDev2 is located here... ScriptDev2 at Github. If you obtained it or your MaNGOS source from a place other than the official repositories, then please check to make sure your source codes are the newest revisions available. Sometimes, compiler errors come from using and older source with a newer one, such as having an outdated ScriptDev2 with a newer MaNGOS. Please do not be easily discouraged. All the effort and trouble will be worthwhile, once you feel the pride from successfully compiling and starting your first MaNGOS server. I felt like I was king of the world the very first time my MaNGOS server started without crashing. I made many mistakes and it took time to learn how to do everything properly.
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As nearly as I can tell by searching through the MaNGOS source, the t10 Warlock set bonuses have not yet been implemented. Anyone feel up to creating a patch?
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Problem with vmaps or configuration?
Unkle Nuke replied to Xenithar's topic in OldInstallation, configuration & upgrades
I'm on an XP box, but it is the 32-bit variety. To be honest, I'll be migrating to Linux when the day comes that MaNGOS no longer supports VS 2008. VS 2010 has been a bug-filled nightmare that has broken many projects and systems. The last service pack made matters even worse, if I've read correctly. Based upon the thousands of postings, filled with complaints against VS 2010 in various online communities, I would much rather wait for the next iteration or do the more sensible thing and start using Linux and GCC for working with MaNGOS. -
MaNGOS does not support the download or distribution of pre-compiled servers, also known as "repacks". If you are having troubles with adding ScriptDev2 to the MaNGOS source and successfully compiling it, there are many who would be most happy to help you to do this correctly. You can add ScriptDev2 into your local MaNGOS Git repository by placing its Git repository in the bindings folder. The folder structure looks like this.... root\\ (this is the folder where you created your MaNGOS Git repository) | |__src\\ | |__bindings\\ | |__scriptdev2 (this is where you use Git to clone the ScriptDev2 repository to your computer) Once you have done that, compile MaNGOS using the proper Visual C++ solution file. At this point ScriptDev2 is not yet compiled into MaNGOS. You must compile again, this time using the Visual C++ solution file located within the ScriptDev2 folder where you placed it within the MaNGOS source. The solution files, which have a .sln extension are used as follows: mangosVC90.sln and scriptVC90.sln are the two solution files you need for Visual C++ 2008. mangosVC100.sln and scriptVC100.sln are the two solution files you need for Visual C++ 2010. If you are instead using CMake to generate the solution files, you must apply the patch, MaNGOS-xxxxx-ScriptDev2.patch (xxxxx indicates the MaNGOS revision), to ScriptDev2 found in the patches folder of your ScriptDev2 source.
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@Xenithar: Another possibility is you may have installed updates in the wrong order or incorrect database sections. It's easy to do when there are a lot of updates to be applied. Keep in mind that you do not need the world SQL ( mangos.sql ) provided with MaNGOS if you're using a pre-packaged DB, such as UDB or YTDB. Always use the SQLs from the project for which you are creating or updating a database section. This ensures you have the most current table structure and data. The SQLs for realmd and characters should be the only ones you'll need from MaNGOS itself, aside from the create_mysql.sql for generating the templates for the database sections. I usually break the create_mysql.sql up into separate statements for world, characters, and realm so I can instead use the create SQLs from my database provider, if needed. It's also helpful in the event I need to drop a database and start over with a re-install without wiping my other sections, like realmd or characters. Sometimes it is better to start over with a fresh world database release, that has many of the updates you would otherwise need to apply already added. When you have an older world database and must apply a long list of updates, it does increase the odds of making a mistake like skipping an update. One other thing... Backup, backup, and backup again! Once you have things stable and set up to your liking, make a daily backup of characters and a weekly full backup the entire database. Make a backup of realmd only as needed, when accounts are created or deleted. This will allow you to easily recover from corrupted tables, bad updates, and a host of other troubles that can afflict you. The longer you run a server, it becomes a matter of not "if" but "when" a catastrophe hits that hoses your database beyond hope of repair. MySQL has free tools that allow you to make manual and automatic, scheduled backups. They are available as separate downloads at their website. @Patman: I did not know the Zero Project's site had died off so quickly. It reinforces the suggestion that, perhaps, Zero and One ought to have their own sub-forums here.
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Maybe the team that has formed to develop MaNGOS for 1.12.x will be more forthcoming with the answers you seek. You can find their home page here... MaNGOS Zero Project Honestly, I have no idea why you've waited so long on an answer. It may be the holiday season has absented a great many that would otherwise help. As for your database issue, that would be best answered by the developers of your DB. MaNGOS primarily concerns itself with the core, although several of the various database developers also haunt these halls, contributing patches to the core for DB functionality. The Zero Project is an all-in-one team that works on the core, scripting, and database together. MaNGOS, on the other hand, has independent, but affiliated projects, for scripting and database. You may also find answers at one of these database groups: UDB is the oldest, but their forums tend to be rather quiet. This is in part due to the many hosting issues they've had, keeping people guessing when the site is online or not, but the devs work strongly in the background with regular commits to their subversion repository. YTDB has risen in popularity lately, and also has a dedicated team with a very active community. The problem is the language barrier. Although they do have an English language sub-forum, their site is primarily in Russian and online translation tools are sketchy, at best. Once you've managed to puzzle your way past the registration page, Google Translate does do a decent enough job that you can grasp the meaning of what is being discussed. Project Silvermoon used to be another popular alternative, but I am unsure of their status. They have had problems with maintaining a stable roster in their dev team and project leadership. I am also unsure if they still support MaNGOS. There are a few others, but those have, historically, been the Big Three for MaNGOS database development.
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I hope all here had a very merry and memorable Christmas and may you all have an even better New Year than you have ever known. May 2012 also be a productive and prosperous time for MaNGOS.
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That is controled by the following two settings in ahbot.conf :
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Dungeons are usually scripted events. Creatures, objects, attributes, and spells cast are controlled by ScriptDev 2 in this case. You'll have to modify the values in the Dire Maul script. Trash mobs are another story. Those are usually handled by ACID, which is a database extension. You can download ACID separately and modify it as needed before merging it back into your database.
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Maybe there could be different rotations used depending on if you have a bot set to aggressive, defensive, or passive. Taking Priest as the example, aggressive would load up a spell rotation that focuses primarily on damage while defensive might use more buffs/debuffs and passive would focus more on healing. Might also be nice if the spell rotations were stored in some sort of table so they could somehow be edited to use spells the bot owner prefers. Maybe with something like a rotation command, where the spell IDs would be entered, separated by commas and then stored for that bot in the database. rotation could also be further defined by adding the bot mode as a flag, so you'd use something like : to enter the spells used for when the bot is set to aggressive mode. Of course the flags could be abbreviated, aggressive = a, defensive = d, and passive = p.
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Many developers are MIA due to the holidays. Wait for the New Year's hangovers to fade and students to settle back into classes, then we ought to see the coders trickle back in to resume work. cyberium has been scarce for a while now, due to heavy demands on his time with other things, but don't give up on him yet. It would be nice if others did step in to help out. There is no rule that says you can't finish this project yourself, if you want.
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Realm not showing up?
Unkle Nuke replied to Auntie Mangos's topic in OldInstallation, configuration & upgrades
I've never had difficulties with setting my realm type to PvP or whatever. For language/locale, you should be able to set it to whatever you wish, though most people use Development to allow non-alphanumeric characters in names. This might be a bug if you can find no other cause. -
You could do that, but altering game files is illegal in most countries. Because of that, it is against the rules of this forum to discuss editing DBC files and other game content.
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