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blueboy

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  1. Hi hurrensohn, Thanks for the heads up on the portalone repo. There wasn't much activity with core changes, so I didn't bother updating the repo. I have now done so and all merge errors are fixed. Hope this helps
  2. merge remote branch 'origin/master' into sharedbots, done... Hope this helps
  3. As far as I know the compare feature on github will compare the code on each sub-branch with that on the master. If for instance you compare the sharedbots branch with the portal master, you will get a snapshot of the sharedbots patch. I hope that makes sense Cheers
  4. Have you tried summoning bots from the commandline and via 'botguy' ? I seem to remember it worked the one way, but not the other. I would be interested to know if it works for you? Cheers
  5. I'm a little puzzled In your first post you wanted to include 'talent spec' code in your existing playerbot. You didn't mention that you were using sharedbots. The current sharedbots branch includes the 'talent spec' code. Have you tried just merging the current sharedbots branch into your code. If you get any conflicts, I will do my best to resolve them for you. @Edit Yes this is the part of the sharedbots patch that enables the code, based upon the playerbot.conf setting. Remember to follow The reason it isn't included in all the branches yet is because it's still buggy. Although you can load bots from other accounts, it then refuses to load bots from your own account I did find a fix for this, but it was thought to cause a security issue so wasn't implemented. Hope this helps
  6. Yeah the autobot code is a 'work in progress' and I'm not sure whether it is operational yet. The best person to speak to would be kennumen, as it's his code. Hope this helps
  7. The talent spec code is available in all playerbot repos. Here is the read_me for our release code, that holds our oldest active code. Depending on how old the version of playerbot is and it's source, you shouldn't get any merge conflicts. As a demonstration I have merged the alpha branch 'new-ai' into our release code without conflict. Here is the script, N.B. If you are trying to merge our code into the code used on R2, there are guarantees that you won't get some merge conflicts. @Edit If for instance you are using a very old version of playerbot, I would recommend that you build fresh. If it's recent code, after the merge; linux; Re-run cmake, before running make Windows; Rebuild the project using the *.sln file Hope this helps
  8. Thanks for the info. I believe this is a real problem. Briefly looking at the AI for Mages,Warlocks,Priests, etc it is clear that the spell sequence (rotation) for duels is still quite primative. e.g PlayerbotMageAI.cpp So mage attack will be a steady stream of fireballs, with no disernible break between each cast. For non-duel attack, the spell rotation is more elaborate, so there will appear to be a reasonable delay between each fireball. It's agreed that there needs to be more work done on developing AI for duel combat. As a temporary solution you might try including a small delay in the AI to slow things down a bit (In green). One issue I have noticed while messing about with arenas was that warlock pets are unattackable with 'Phase Shift'. This is also true for duels, so it would be appropriate to disable this aura, while in these scenarios. If it works, you can apply it to the other AI. Either way, I would like you to let me know how you get on Hope this helps
  9. A full patch to include all developemt code is not possible. You'll either have to be patient until such time when we merge the develpment code, or do the merge directly as Gitch suggests. I have created a small bash script to facilitate a multiple merge. You will still need to resolve some minor conflicts, but these are very simply fixed. bash script #!/bin/bash -x git clone git://github.com/mangos/mangos.git portal cd portal git fetch git://github.com/blueboy/portal.git master:portal git fetch git://github.com/blueboy/portal.git skillbot:skillbot git fetch git://github.com/blueboy/portal.git new-ai:new-ai git fetch git://github.com/blueboy/portal.git autobot:autobot git checkout master We will first switch to the portal branch. then.. 1. new-ai merge 2. skillbot merge To fix this conflict, open PlayerbotAI.cpp with your text editor and search for the pattern HEAD i. PlayerbotAI.cpp ii. PlayerbotAI.cpp Remove the text in red and save. To apply the merge after fixing the conflicts Your default text editor will open giving you the opportunity to change the commit header. For simplicity, just save the file and your done. 3. autobot merge You will see that there are three files causing conflicts. Repeat the process described for merge 2. i. config.h ii. config.h.in iii. playerbot.conf.dist.in Remove the text in red and save. To apply the merge after fixing the conflicts Your default text editor will open giving you the opportunity to change the commit header. For simplicity, just save the file and your done. I haven't merged all branches, but it will get you started. Hope this helps
  10. Not at all, I still actively use MiniManager myself. I only update if there is a problem, normally if they try to restructure the databases. If there is, let me know and I'll try to sort it out. Cheers
  11. Yes sorry it will work with plate armour too, but if I had mentioned plate in my example, someone would have pointed out that this is only available at level 40 Before, the paladins having all armour classes would grab everything. If you were equipping a paladin manually, your more likely to choose mail over leather and cloth. Once available, plate would be the preferred choice Hope that's clear
  12. Hi Gitch, I not sure whether you have tried copying/pasting your patch, but with the code box formatting 'Diff' you endup including line numbers and no (cr/lf)s. I had problems with this myself. It's very pretty to read, but for practicality it's better to post code boxes in raw format. Cheers
  13. Hi Gitch, Sorry, I should take more time reading posts (Too many late nights). I saw '"follow" and on the "fly" and thought you wanted to reduce the distance between player and bots during flight. Obviously you can set the general follow distance in the config file, but I agree it would be nice for users to be able to change this as they play. Hopefully I'll have a chance this weekend to do some more gaming Believe me whitespaces in code are like cancer, if you don't keep a check on them they take over. I remember creating a standalone patch for movemaps before it's inclusion in the core, it took well over an hour to clean the code. Cheers
  14. Hi Gitch, Sound like a good idea. Be careful though, when I was testing the flight code, if the bot delay in following is too short the bots can catch up with the player and the display becomes very ugly as everything merges. Have a play and see what you come up with Cheers
  15. We did have a sister forum for playerbot that provided all that, but they had big problems with 'spanners' (Not a typo, but a description) and it has been taken offline. here's the link should it ever be active again http://mangos.osh.nu/forums/index.php?app=uportal Cheers
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