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blueboy_

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Everything posted by blueboy_

  1. Hi Guys, You might notice some changes with the playerbot repo https://github.com/blueboy/portalzero After recent changes with the core, the playerbot code would no longer properly merge. The conflicts were related to code format changes in core and the resulting merge (after conflict resolution) did not reflect the current status of the mangoszero core code. As such I was forced to remove the portalzero code and make a fresh port into the current mangoszero core code. I have removed the 'zeronew-ai' branch and the new portalzero 'master' branch represents a merge between the old 'master' & 'zeronew-ai' branches. Hope this helps
  2. Hi Guys, To reflect recent changes with the core development, I have created a new playerbot repository, dedicated to follow changes with the current MaNGOStwo core. The links in the first post have also been updated. Hope this helps
  3. Hi Antz, Thanks for resolving this. I have a question related to the MaNGOS repositories. You kindly pointed out that https://github.com/mangostwo/server/commits/master is the new location for 'wotlk' code, but I see that work is still being pushed to the old site https://github.com/mangos-wotlk/server/commits/master Is this to be removed? if it remains, it will only add to the confusion. Regards blueboy
  4. I respect the hard work done by all who support MaNGOS and the forum, but I can't help feeling like piggy in the middle. I'm posting this here because users are asking specific questions about the playerbot code, and they are being warned off. It's becoming impossible to provide support for any core mod. One minute we are told it's O.K, then it's not. I wish the petty infighting between the core guys would stop and we can get back to improving the MaNGOS code. If Mangos Zero & Mangos one are still active projects, why then has nothing but an annual copyright update been pushed to these in the last 3 months? Until this is sorted out, users of the code will suffer and this it can't be good for MaNGOS in the long run. I will update the playerbot branches shortly in accordance with the recent changes made to the core to re-establish copyright information. (note I haven't included a link to these changes)
  5. Hi, Thanks for the update. I've just taken a quick look at the core commit history and the 'MAIL_ITEM' identifier has been removed from the code. @EDIT The information on this post has been removed as it referred to code not supported by this forum. Sorry for the inconvenience: Please use https://github.com/blueboy/portal (master or new-ai branches) When I get chance, I'll sort out a work around. Hope this helps
  6. Hi cala, I agree with you completely. It's never nice to suggest disabling code, but until this is resolved, it seems to be the best solution. I would still be interested to know how the playerbot code performs, so I can improve the code and start porting across some of the later features
  7. Hi cala, I've spent the weekend trying to track down the cause for this 'lag' issue. There is no apparent lagging with core code up to commit (z1898). Several commits after this involve the inclusion of the movemaps code. I built a server using code for commit (z1913) and everything ground to a halt after a few minutes. To prove that the problem is with the movemaps code, I disabled this feature in mangosd.conf and the lag went away. I know that playerbot code works fine with the movemap implementation for 'mangos-wotlk', so there is no reason why they shouldn't work together here too. The path taken by bots returning to the player is very elongated, and this has already been commented on by xfurry here, with reference to npcs; @EDIT The information on this post has been removed as it referred to code not supported by this forum. Sorry for the inconvenience: Please use https://github.com/blueboy/portalzero (master or zeronew-ai branches) I have posted here to ask you and anyone else interested in testing the playerbot code to confirm (or not) this issue. I'm sure if this issue effects the playerbot code, it will also cause problems elsewhere. I will work on a port for the 'mangos-tbc' code to check that this issue does not occur here too. Regards blueboy
  8. Yes it does on mine. There didn't appear to be anything obvious on the server console to explain the lag. I will try it tomorrow with vanilla core code to see if it still occurs. I did have my PS3 on and maybe that was hogging the network. I'll get back to you on this. @EDIT: When the lag occurs, the server console appears to be spammed with network statistic info. I traced this to void WorldSession::SendPacket(WorldPacket const* packet) in WorldSession.cpp. This is conditional code that is only executed if MANGOS_DEBUG is active. So normally this would be ignored on a production server. As a test I commented out this code and the lag stopped. However, this code is present in all versions of MaNGOS core, so it isn't the root cause for this lag. I will continue to test the code and search for a reason. Cheers
  9. @EDIT The information on this post has been removed as it referred to code not supported by this forum. Sorry for the inconvenience: Please use https://github.com/blueboy/portalzero (master or zeronew-ai branches)
  10. Good News Guys, I've got the zeronew-ai port to the new cmangos-classic core fully working. This flavour of playerbot will work only with the code being developed on the cmangos-classic 'proper' branch. @cala and anyone else interested in testing the code, feedback and contributions are always appreciated. There is a great deal of activity at present with the 'proper' branch, so I will rely on you guys keeping me informed on any issues you encounter concerning playerbot. We will then do our best to resolve these as soon as possible. I hope to make the playerbot code available shortly as a separate repo on the 'blueboy' github site and it will be called 'portalclassic'. Hope this helps
  11. Thanks for the heads up on the switch. I took a short break to recharge my batteries, but now I'm back and eager to support the new backports I've replied to your PM and I have already made some progress. If you haven't received my reply, I'll re-send it Cheers
  12. Happy New Year All, I've received a request for the portalzero/zeronew-ai playerbot code @gohan2380 Apologies for not contacting you directly, but I prefer to post on the forum so all can share. You might be aware that we support this feature with 'sharedbots' (excellent code originally authored by BThallid) for our portal code, but not currently for the backports. I hope to rectify this shortly . I would like to thank you for making this request, as I noticed that the code on portalzero/zeronew-ai was infact broken. I'm surprised that no one has reported this up to now, but maybe the 'botguy' feature is not so popular. I have now repaired the code, so you can now summon/dismiss bots via the npc menu system if enabled. Importance of this 'botguy' fix. The 'sharedbots' code in part relies on the 'botguy' code to function. I will shortly port the 'sharedbots' feature to the portalzero code and later also to the portalone code. Hope this helps
  13. Yes it has and the improved code works well for bots too. However, not everyone wants to use playerbot ( :rolleyes: most peculiar behaviour ), so I respect their wish to want the standalone code. I only wish that they had responded to the my warning before I removed it in the first place.
  14. Hi Guys, After popular demand, the 'gmguy' github has been restored. https://github.com/blueboy/gmguy I have also updated the code to be compatible with the latest core code. Hope this helps
  15. I believe the crash maybe caused by the revised looting process, I added recently. 00560336 00000000 ?findNearbyCorpse@PlayerbotAI@@QAEXXZ+1A6 I had a similar crash caused by the bots attempting to loot themselves, when killed in combat. I fixed this by including a condition to ignore 'friendly corpses'. The bot 'ffa' combat with pvp (e.g gurubashi arena) is all but non-existent at present, as you have found with their passive response. Here again the bots may be trying to loot friendly targets. I'll take a look at this and thanks for reporting. Sorry if you have been unable to login to the forum, I needed to do some maintenance on the server, so it's been offline. There has also been a long standing issue with the forum email, but I thought I'd fixed it. Obviously not I bet you have a hotmail or msn email address. Microsoft are blocking email traffic from servers having dynamic ip addresses, in an attempt to curb spammers. There hasn't been much activity on the forum recently, so I haven't had chance to test out my changes. @EDIT Check your email, I have sent you a message Cheers
  16. Thanks for your reply. Yes, when I first pushed the code it initially drew a great interest. I know the code is fairly rough and ready, but I was expecting some (feedback/issues) to help improve the code, but I got nothing. I did ask whether anyone was interested in the GMguy code before I removed it and again I got no response. I can always put it back, now that I know it's at least got one fan
  17. Glad you like it This code has been sitting on the Github site doing nothing for quite some time, and it had the restriction of only working for the active player. The integrated code is more versatile, working for bots too. There are several quest series in the game. One that was broken being 'BuzzBox 411' in Darkshore. This quest requires you to slay and collect three thresher eyes. On my server, the threshers couldn't be killed. This quest then leads to several other BuzzBox quests, that can be completed normally. The original idea behind 'gmguy' was to free up server admin's time, attending to players frequently experiencing problematic quests. Once the quest ids are added to the database, users can deal with these issues and without giving them gm privileges. I must admit that I have received little response to the gmguy code, since it was requested a couple years ago. I have only recently updated it. Now that the code is in playerbot, I agree that it might be time to remove it. If anyone is still interested in using this code, shout out now or it will be gone... Cheers
  18. Hi Guys, While testing the code I've been frequently frustrated by breaks in the quest chain, so I've decided to integrate the 'gmguy' code into playerbot. The code is split in two sections, one half can only be accessed by the server admin with the 'gm' command and the other half is freely accessible by all users with the 'quest' command. This feature will be of particular use in code testing where it would be advantageous to progress quickly through the quest chain. For admin Can add or remove quests at will to & from a dedicated database table (playerbot_quest_data). They may wish to add problematic quests to the table and later remove these, should they be fixed. Syntax: gm quest add [Quest Hlink].. gm quest del [Quest Hlink].. Considerations: I have included a filter in the incomming chat process stream to stop command spamming, regardless of whether you use individual 'whisper' or 'party' chat to send the command. After all, you only want to add or remove a quest entry once. For users Can auto-complete all quests added to playerbot_quest_data. All quest objectives will be completed automatically, allowing the player & bot to simply turn in the quest to receive the reward and continue to the next quest in the chain. Syntax: quest complete [Quest Hlink].. Considerations: If there is a problematic quest, it seems reasonable that all party members, including the playerbot master should auto-complete quests together. Here the request is processed for each member of the party/group, regardless of whether you use 'whisper' or 'party' chat to send the command. If for some reason you should wish some members of the party not to auto-complete, just temporarily remove them from the group. I shall push this code shortly to the 'new-ai' branch. Hope you find this feature useful and provide us with appropriate feedback.
  19. There's still lots I don't understand about the core too It's only necessary to push changes relevant to playerbot (i.e. tweaks & fixes). Changes you push to the core will be picked up when core merges are done. I'll endeavour to do these when I can, but occasionally I get bogged down elsewhere. As long as someone alerts me to a problem, I'll attend to it. Cheers
  20. Thanks, another eye on the code will be a big help to us I think I fixed the merge issue with QuestHandler.cpp, but I might be wrong. Don't worry about setting up a pull request. It causes more work for you and for me. I'll add you to our collaborators list and you can push your changes directly., if and when you wish. Hope this helps
  21. Beats me, I have no idea what .xprate is! You could place flags in your code to monitor those variables relevant to .xprate, and locate where the code fails.
  22. Thanks, I'll change that shortly. @EDIT done Please note the max value is still controlled by the server admin. If the admin wish to exceed the default max, they still can. Hope this helps
  23. I agree with kennumen that your compile errors are due to residual 'merge conflict marker' ( '<<' & '==' & '>>') left in Player.h. As the online code was clean of such markers, you must have caused these yourself. If you do a merge that fails you must attend to the errors before compiling. 'git status' will list those files that need attention. Do not ignore these, as 'git' places markers in the files where the merge fails. Resolve the errors, remove the markers and save the changes. Hope this helps
  24. I've updated the release code ( playerbot - master) & dev code (blueboy master & new-ai) now and it compiles without issue ( I've tested the code with the latest code from https://github.com/scriptdev2/scriptdev2) Hope this helps
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