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caeruleaus

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Everything posted by caeruleaus

  1. it just makes character management easier. Makes it so you can edit things on a character through sql easily as well as making sql searches easier.
  2. just make another db and import the backup you have for it into it. Then run all the updates on it and then import them into the main characters db. You could have just used the old characters db and all the sql's would have updated everything accordingly.
  3. it worked fine for me on my windows 7 install, my only problem was that i couldnt install the .net frameworks 1.1 and 2.0. They've probably fixed that by now since i tried it almost directly after release.
  4. sorry i answered to quickly. It's not that it's illegal just not supported. There was some issue about it from a post made a while back. I tried to find it but i couldn't.
  5. you have to edit the hosts file which isnt supported here. There was a post about this somewhere. Search and you might find it.
  6. yea, i made a fix for it but it can be done better by calling StopMoving() from where it should be called in the first place. This does work however @@ -9002,11 +9002,11 @@ void Unit::setDeathState(DeathState s) if (s != ALIVE && s!= JUST_ALIVED) { CombatStop(); DeleteThreatList(); ClearComboPointHolders(); // any combo points pointed to unit lost at it death - + StopMoving(); if(IsNonMeleeSpellCasted(false)) InterruptNonMeleeSpells(false); } if (s == JUST_DIED) EDIT: Just looked at the code and where i was told to edit it wouldn't make much sense. It does the job of ending the spell but doesn't stop the movement generators that are used for those spells (i.e. fear or disorient affects). I'm not sure if theres a way to check if a spell uses a movement generator for the affect otherwise you could make a function call in InterruptNonMeleeSpells(false);
  7. processing maps is probably one of the more cpu/memory intensive things in mangos since everything has to be contained within a map. What really needs to be worked on in being optimized is VMAPS or better yet, get the MMAPS implemented and get rid of Vmaps (not sure if you can, but some of the talk in that topic suggests you can).
  8. The reason the mail system doesnt work with 2 servers running off the same char DB is because mail is saved in memory until the server shutsdown. When 2 are running at the same time, thats 2 different places in memory its being saved and it gets confused as to which thing it should write where. This should be a rough sketch of how it works. It's what I picked up from different scattered converstions atleast.
  9. caeruleaus

    learning C++

    http://www.cplusplus.com/doc/tutorial/ is actually very useful. I program java personally so that does help in understanding c++ a bit more but id say that is still a good place to start. (its the first thing that shows up on google also just fyi)
  10. its called clustering and it would require an entire rewrite of the mangos network code. Its how official servers work.
  11. water in steamvault is supposed to do pretty insane damage in certain areas, specifically at one of the bosses i believe.
  12. you can only turn entire maps into instances, not subsections of maps sadly.
  13. hes asking if we think its also a bad thing not if its a bad thing for him to do. He's most likely referencing the many P2P servers that are out there. These are a very large breech of the EULA for blizzard as well as copyright laws in general. I mean, even free public WoW servers are illegal but generally aren't pursued because many people go from these servers to official.
  14. all usernames are already uppercased automatically whenever they are put in the db. so the current code works as expected.
  15. i was saying in general.... The features that you see are much the same, not necessarily saying how it is done is the same. I haven't really fully looked at everything on it yet, and yes i am dual booting it atm with my 32 bit vista install. EDIT: I'm assuming you were thinking i was ignorant by saying "some of the security features." By that i was referring to UAC, which i personally think was a good decision. I was being very rough in my description.
  16. Well, windows is coming out with a new windows release in 2012, and they have already released a beta of it. I just installed it but was wondering if anyone else has tried it out and seen how mangos runs on it. You can DL it for free from microsoft (64 or 32 bit editions). Its basically windows XP with the interface features of Vista and some of the security features. EDIT: I'll be testing this myself shortly, i just need to reinstall the .net framework and whatnot. yay for free 64 bit windows OS
  17. it had to do with the auction house needing to be linked to an npc
  18. make sure this is before that code if(!unit || !effectMask) return; also it could be trying to cast a player to creature so try if(unit->GetTypeId != TYPEID_PLAYER && ((Creature*)unit)->canFly())
  19. i never have any errors with linking and i use VCExpress 2005 (i can compile 32 and 64 bit just fine)
  20. sorry its ((Creature*)m_caster)->canFly(); \\ Capitalization matters in c++.
  21. they know public server lists exist, but they are saying they do not support those websites in anyway. To correctly test something like mangos you do need these illegal private servers for mass bug testing (as is the case with a lot of things.) But just be aware that any legal issues are done by the hosters of these servers and not the mangos devs.
  22. i believe you want ((Creature*)m_caster)->CanFly();
  23. if you read the discussion on that, the two side trade thing was changed in 2.4.3 so horde and alliance would never be allowed to trade. It is now a client limitation.
  24. what kind of machine are you running it on btw? heres what my conf is for the new netcode Network.Threads= 2 Network.OutKBuff = 16384 Network.OutUBuff = 65536
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