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DasBlub

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Posts posted by DasBlub

  1. Hi ppl if you need the new ad.exe compiled you can download it from my site: [URL removed by DasBlub]

    Compiled today with VS 2010

    please do not post links to self-compiled programs. we can guarantee that those in our repository are "clean" (without any virus, from clean sources, etc.), but we cannot take the risk that anyone uploads infected programs.

  2. i vote against translating any console output. console output (of any program, not just mangos) should *always* be in english, so that you can just copy&paste it and everybody will understand it. if you run into a problem and post your log here, we can understand it. if you have a translated version, we won't.

    the best example is visual studio: it always has translated versions, so if someone posts his VS-error-logs here, we don't understand them. but VS does it good too: they have error-codes. so you just have to search for those error-codes on MSDN and you'll find the english version of the error. it just takes more time.

  3. uh, i don't understand what you mean, lillecarl. yes, we do already have hooks and an example implementation of a library is here: https://github.com/mangos/mangos/tree/master/src/bindings/universal

    the idea of this thread here is to implement a new way for the hooks, because the current one is more c-like than c++-like (using function-pointers and other such stuff) and it's only usable for a few things (creatures and stuff). the new way will allow us to create hooks for anything in mangos, not just player-interactions.

  4. What I also wanted to do was make an easy way to disable mods during runtime, so they can be disabled with an in-game command, and then the ModMgr will check if a mod is enabled before firing its hooks or before calling its timer for example.

    that should also be pretty easy to do with cipherCOMs eventsystem. just drop the hook from an event (-> remove it from the unordered_set) and you're done. creating a command for doing that shouldn't be too hard.

  5. you only pass one argument: the event. all events are based on the same base-class. that way, a hook can check what kind of event it is and then do something different with it.

    also, this is the only clean way how to do it with the UNORDERED_SET (we added it to mangos a while ago: https://github.com/mangos/mangos/blob/master/src/framework/Utilities/UnorderedMapSet.h)

    just have a look at cipherCOM's commit, you'll find examples for triggering events and for creating hooks for those. cipherCOM moved most of the output to events too, from what i can see.

    and why are you using my avatar? it makes reading the forum very hard, i always think that it was me who wrote a post when i see one of yours :(

  6. you better look at cipherCOMs eventsystem: https://github.com/cipherCOM/mangos/commits/eventsystem

    my version was just some playing-around while he completely developed it and added many hooks.

    the idea behind is, that you fire all the events in the core, no matter if there's any hook for it set up. so a first step would be to add the basic eventsystem to the core and then add all events and fire them inside the core. as of then, anyone can write his hooks and hook them up to any event(s).

    i haven't looked at cipherCOMs eventsystem, but i think i remember correctly that he also had the m:n connection for events&hooks. so basically you can write a hook and hook it up to as many events as you want. on the other turn you can also hook up several hooks to the same event.

  7. the question just came up, how to find your .exe/.dll files with visual studio after compiling. well, that's a bit tricky, but here's the solution for it:

    You have to open up your VS solution. In there, you'll see a project called 'INSTALL'. you need to do a right click on that one and select 'compile'. it'll compile mangos and then install it to the predefined path.

    that's the major drawback right now with cmake on windows. would be nice if someone could figure out how to include that target into the build sequence, so that it'd be enough to just do the normal compile.

  8. i think we could move all our bug reports to the github issue tracker and close down our current forum section (disable new posts and dig through all the old ones and then - sometimes later - drop it completely).

    also, we could move all our patch submissions over there and use pull requests for them (even if we're not going to pull them but to cherry-pick them. the pull request interface is pretty nice and useable).

  9. Hmm, someone needs to write a distributed client to calculate keys...

    you can use BOINC for distributed computing. you "just" need to write a software based on their API (never done it, don't know what else is required). BOINC also supports CUDA & OpenCL and detects CPUs, GPUs, etc., so you can make use of them in your distributed software (which should be cross-platform, as BOINC runs on most OSes)

  10. actually i had no problems using cmake under windows without any adjustments. i was perfectly able to create files for VS. but i used the console and not the GUI.

    but as long as we provide the VS files you don't have to use cmake under windows unless you want to use another GUI than VS.

    i just looked at the line which is being reported on your screenshot and it doesn't give me this error because i'm using x64 and you're using x86. it tries to use ${WIN_DEBUGLIBS} which is never being set (at least neither in ./CMakeLists.txt nor in ./src/realmd/CMakeLists.txt)

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