DaViper
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Posts posted by DaViper
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I not only do this but there is a list from one of the security sites that you can replace your host file with and you'll never get those ads again. For my self I use a multiple security setup anymore with hackers and idiots abounding on the net now...it's like carring around a Shotgun, Uziand Cannon all at the same time!
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ascent, if you use the patch I supplied you will have the VC90 parts because I use VS2008pro as well...also the main vehicle part is from wojta's repo and all Idid was to update it to current at the time I uploaded it.
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Thanks to False.Genesis, I created a new patch that is the same as the old one with 2 main fixes:
1) ASSERT error fixed. Sorry had forgotten about this...
2) FG's fixes above have been added.
Link: http://filebeam.com/b89b983e991524ae1a8c29fb1b56a33b
Hope you all like it.
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@ilkhan thank you for verifing pastebin.org problem
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Are theses your last 4 commits? or are they cherry picks from a longer history?
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@wellqfk, I have no clue but I have uploaded it to filebeam here: http://filebeam.com/cdd511d2c8d50a4efcc89357eefd0fe2
The only thing I can think of is it got corrupted on pastebin...I have had trouble with other peoples patches put up there before and just thought it was me messing things up.
I hope this works better for you
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@wellqfk, I'm no git expert I just get by with the little I know but this is what I got on a clean pull just 2 mins ago:
Welcome to Git (version 1.7.0.2-preview20100309)Run 'git help git' to display the help index.
Run 'git help <command>' to display help for specific commands.
XxXxXx@REMOS /c/Mangos_Test
$ git init
Initialized empty Git repository in C:/Mangos_Test/.git/
XxXxXX@REMOS /c/Mangos_Test (master)
$ git pull git://github.com/mangos/mangos.git
remote: Counting objects: 53715, done.
remote: Compressing objects: 100% (11297/11297), done.
remote: Total 53715 (delta 44382), reused 50970 (delta 42332)
Receiving objects: 100% (53715/53715), 36.19 MiB | 738 KiB/s, done.
Resolving deltas: 100% (44382/44382), done.
From git://github.com/mangos/mangos
* branch HEAD -> FETCH_HEAD
XxXxXx@REMOS /c/Mangos_Test (master)
$ patch -p1 < vehicles_mine.patch
patching file `sql/Vehicles/Argent'
patching file `sql/Vehicles/v01_vehicle_data.sql'
patching file `sql/Vehicles/v02_vehicle_seat_data.sql'
patching file `sql/Vehicles/v03_creature_addon_tables.sql'
patching file `sql/Vehicles/v10_vehicle_test_data.sql'
patching file `sql/Vehicles/vehicle_accessory.sql'
patching file `sql/Vehicles/vehicle_mount.sql'
patching file `src/game/AggressorAI.cpp'
patching file `src/game/BattleGroundMgr.cpp'
patching file `src/game/BattleGroundSA.h'
patching file `src/game/Chat.cpp'
Hunk #2 succeeded at 2041 (offset -3 lines).
patching file `src/game/Chat.h'
Hunk #1 succeeded at 445 (offset -1 lines).
patching file `src/game/Creature.cpp'
Hunk #2 succeeded at 1187 (offset 8 lines).
Hunk #3 succeeded at 1398 (offset 1 line).
Hunk #4 succeeded at 1535 (offset 8 lines).
Hunk #5 succeeded at 2075 (offset 1 line).
patching file `src/game/Creature.h'
Hunk #4 succeeded at 589 (offset -3 lines).
patching file `src/game/CreatureAI.cpp'
patching file `src/game/CreatureAISelector.cpp'
patching file `src/game/CreatureEventAI.cpp'
Hunk #1 succeeded at 911 (offset 14 lines).
patching file `src/game/DBCEnums.h'
patching file `src/game/DBCStructure.h'
patching file `src/game/DBCfmt.h'
patching file `src/game/GameObject.cpp'
patching file `src/game/GameObject.h'
patching file `src/game/GridNotifiers.cpp'
patching file `src/game/Group.h'
patching file `src/game/GroupHandler.cpp'
patching file `src/game/Level3.cpp'
Hunk #1 succeeded at 74 (offset -477 lines).
patching file `src/game/Map.h'
patching file `src/game/MiscHandler.cpp'
patching file `src/game/MovementHandler.cpp'
Hunk #2 succeeded at 255 (offset 4 lines).
Hunk #4 succeeded at 314 (offset 4 lines).
Hunk #6 succeeded at 386 (offset 4 lines).
Hunk #7 succeeded at 469 with fuzz 1.
Hunk #8 succeeded at 484 (offset 4 lines).
Hunk #10 succeeded at 731 (offset 4 lines).
patching file `src/game/Object.cpp'
Hunk #3 succeeded at 1124 (offset 6 lines).
Hunk #5 succeeded at 1683 (offset -1 lines).
patching file `src/game/Object.h'
patching file `src/game/ObjectAccessor.cpp'
patching file `src/game/ObjectAccessor.h'
patching file `src/game/ObjectMgr.cpp'
Hunk #3 succeeded at 6214 (offset 28 lines).
patching file `src/game/ObjectMgr.h'
Hunk #1 succeeded at 608 (offset 171 lines).
Hunk #3 succeeded at 932 (offset 171 lines).
Hunk #5 succeeded at 1240 (offset 171 lines).
patching file `src/game/Opcodes.cpp'
Hunk #1 succeeded at 1168 with fuzz 1.
patching file `src/game/Opcodes.h'
patching file `src/game/Pet.cpp'
patching file `src/game/Pet.h'
patching file `src/game/PetHandler.cpp'
patching file `src/game/Player.cpp'
Hunk #1 succeeded at 464 (offset -11 lines).
Hunk #2 succeeded at 1770 (offset -21 lines).
Hunk #3 succeeded at 2269 (offset -11 lines).
Hunk #4 succeeded at 4013 (offset -21 lines).
Hunk #5 succeeded at 6051 (offset -11 lines).
Hunk #6 succeeded at 8513 (offset -50 lines).
Hunk #7 succeeded at 13168 (offset -80 lines).
Hunk #8 succeeded at 13293 (offset -50 lines).
Hunk #9 succeeded at 13337 (offset -80 lines).
Hunk #10 succeeded at 18307 (offset -46 lines).
Hunk #11 succeeded at 18313 (offset -80 lines).
Hunk #12 succeeded at 18376 (offset -46 lines).
Hunk #13 succeeded at 19462 (offset -80 lines).
Hunk #14 succeeded at 19566 (offset -46 lines).
Hunk #15 succeeded at 19670 (offset -80 lines).
Hunk #16 succeeded at 19749 (offset -46 lines).
Hunk #17 succeeded at 19737 (offset -80 lines).
Hunk #18 succeeded at 20219 (offset -46 lines).
Hunk #19 succeeded at 20457 (offset -80 lines).
Hunk #20 succeeded at 20993 (offset -46 lines).
Hunk #21 succeeded at 20985 (offset -80 lines).
Hunk #22 succeeded at 21030 (offset -46 lines).
Hunk #23 succeeded at 21064 (offset -80 lines).
patching file `src/game/Player.h'
Hunk #1 succeeded at 2223 (offset -14 lines).
Hunk #3 succeeded at 2350 (offset -14 lines).
Hunk #4 succeeded at 2618 (offset -10 lines).
patching file `src/game/QuestHandler.cpp'
Hunk #1 succeeded at 661 (offset -7 lines).
patching file `src/game/ReactorAI.cpp'
patching file `src/game/SharedDefines.h'
patching file `src/game/Spell.cpp'
Hunk #3 succeeded at 1597 (offset 4 lines).
Hunk #5 succeeded at 2362 (offset 4 lines).
Hunk #6 succeeded at 3333 (offset 4 lines).
Hunk #7 succeeded at 3349 (offset 4 lines).
Hunk #8 succeeded at 4546 (offset 4 lines).
Hunk #9 succeeded at 5381 (offset 4 lines).
patching file `src/game/Spell.h'
Hunk #2 succeeded at 341 (offset 1 line).
patching file `src/game/SpellAuras.cpp'
Hunk #1 succeeded at 2750 (offset 66 lines).
Hunk #3 succeeded at 3482 (offset 66 lines).
Hunk #5 succeeded at 3840 (offset 66 lines).
Hunk #7 succeeded at 4112 (offset 66 lines).
Hunk #9 succeeded at 7547 (offset 92 lines).
Hunk #11 succeeded at 8675 (offset 111 lines).
patching file `src/game/SpellAuras.cpp.rej'
patching file `src/game/SpellEffects.cpp'
Hunk #3 succeeded at 3967 (offset 46 lines).
Hunk #5 succeeded at 4004 (offset 46 lines).
Hunk #6 succeeded at 6613 (offset -2 lines).
Hunk #7 succeeded at 7948 (offset 46 lines).
patching file `src/game/SpellHandler.cpp'
patching file `src/game/Traveller.h'
patching file `src/game/Unit.cpp'
Hunk #5 succeeded at 5272 (offset 52 lines).
Hunk #7 succeeded at 5615 (offset 52 lines).
Hunk #8 succeeded at 7511 (offset 7 lines).
Hunk #9 succeeded at 7588 (offset 52 lines).
Hunk #10 succeeded at 7580 (offset 7 lines).
Hunk #11 succeeded at 8224 (offset 52 lines).
Hunk #12 succeeded at 8376 (offset 7 lines).
Hunk #13 succeeded at 8452 (offset 52 lines).
Hunk #14 succeeded at 8626 (offset 7 lines).
Hunk #15 succeeded at 8686 (offset 52 lines).
Hunk #16 succeeded at 8713 (offset 7 lines).
Hunk #17 succeeded at 9170 (offset 52 lines).
Hunk #18 succeeded at 9143 (offset 7 lines).
Hunk #19 succeeded at 9227 (offset 52 lines).
Hunk #20 succeeded at 9210 (offset 7 lines).
Hunk #21 succeeded at 9275 (offset 52 lines).
Hunk #22 succeeded at 9247 (offset 7 lines).
Hunk #23 succeeded at 9341 (offset 52 lines).
Hunk #24 succeeded at 9306 (offset 7 lines).
Hunk #25 succeeded at 9936 (offset 52 lines).
Hunk #26 succeeded at 9925 (offset 7 lines).
Hunk #27 succeeded at 10081 (offset 52 lines).
Hunk #28 succeeded at 10241 (offset 7 lines).
Hunk #29 succeeded at 10462 (offset 52 lines).
Hunk #30 succeeded at 10489 (offset 7 lines).
Hunk #31 succeeded at 10755 (offset 52 lines).
patching file `src/game/Unit.h'
Hunk #9 succeeded at 1253 (offset 2 lines).
Hunk #11 succeeded at 1394 (offset 2 lines).
Hunk #13 succeeded at 1501 (offset 2 lines).
Hunk #15 succeeded at 1975 (offset 1 line).
patching file `src/game/Vehicle.cpp'
patching file `src/game/Vehicle.h'
patching file `src/game/World.cpp'
Hunk #1 succeeded at 1232 (offset -39 lines).
patching file `src/game/WorldSession.h'
Hunk #1 succeeded at 428 with fuzz 2 (offset -2 lines).
patching file `src/game/debugcmds.cpp'
patching file `src/shared/Database/SQLStorage.cpp'
XxXxXx@REMOS /c/Mangos_Test (master)
$
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Excuse me, but you missed the BattlegroundSA.cpp part
I'm glad that you know vehicles so good, I thought I was helping you with the patch I've been using that does work, BUT seeing that you know so much about it then fix it your self! Now I know why DaemonCantor refuses to help anyone now!
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I can't see what you mean
I'm running with clean mangos and ytdb
and my SQLStorage.cpp is exactly like that
am I missing some patch?
sorry for bothering, I'm new here
I know this get confusing as hell. Follow the link I give in this post to get the patch I'm using. I created it to simplify my repo for every build I make and fix the mistakes I make and have to start over...lol It's wojto's repo updated with Muli-Seat Mounts included and my fixes...It is complete with all required sql's.
Go to: http://daviper.pastebin.org/939127 and click on Download button
2) Apply to a clean repo.
3) Add whatever mods you like.
4) Compile.
Hope this helps you and no Mangos DB's don't have Vehicle_Entry column in creature_template unless somebody is creating something special and hasn't put it up here.
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Yes, I did apply
this one: http://pastebin.com/w2rLg6h0
@wellqfk
I don't have a VehicleEntry column on creature_template
the other tables are OK
There isn't a VehicleEntry column in creature_template on ether YTDB or UDB for Mangos maybe for Trinity and no I just verified that the script works by copy and paste intop a new notepad file and running it. As to your error the only thing I can think of is
const char CreatureDataAddonInfofmt[]="iiiiiiiss";
const char CreatureInfoAddonInfofmt[]="iiiiiiiss";
These two lines were changed about a month ago now and they gave me errors like this during that time because the vehicles had some kind of strange merge error BUT nether line changes creature_template that I can see of.
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Topic Name "The Worlds Watering Hole"
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Shhhh! you'll give away all my secrets!.....
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I had heard they were doing that in Cataclyzm...! Yikes!
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@UnkleNuke, I get the same thing with Avast and Macafee as well they have an ad up and it does contain malicious code...Sometimes when that ad isn't displayed I can get in and get the file...
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jeah but players are in some case the testers, i wondered a short time too :-)
how can u find out about mem leaks?
I don't know yet on Windows or Linux but on the Mac they have a tool just for that, plus it's free.
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There you go you folks are understanding what I'm trying to say...thank you!. and the scripting may not be all that complicated, also we don't have to use SD2 for the scripting I just figgured since it's there already it would be a good starting point plus it would be nice to have the documentation they have to help with doing this.
an example of a complicated script would be look at the Flame Leviathan attack in Ulduar... your using multiple vehicles to attack, cast spells, launch people, rescue people, people fighting with out vehicles people fighting in vehicles....so on then you get to the gates...this could all be scripted with each vehicle running it's own script and each script then could be fine tuned far easier than trying to do a full in-core mod...the in core part would be small and easly worked on as it needed to be.
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@FerkEl, No SD2 can't handle it if you had read the post you would have read
...Most of the Vehicle coding can be handled just like a script in SD2 ie: call vehicle+handle spells and auras+do complicated actions...if you look at most of the vehicles now, they are really just scripts compiled in core instead of using outside handlers. Another good example would be OutdoorPvP...it has the main control that is a core mod and all of the zones are scripted and compiled in core and this is what makes it so bad trying to update it or make it work. now as far as I know there are only 22 to 24 vehicles total in game at present and about half are just use overs between Horde and Allience or same vehicle with different models so all we would really have to script in is about 12 vehicles, that seems more doable than just hard encoding with no real way to change or fix.maybe we just need to expand what SD2 can do in core so that the vehicles are covered. -
@xeross, DaemonCantor and myself say we're going to miss a good developer and whish you the best of luck.
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True, and when you go to sites like WOWDB, wowhead and soforth they all state that the vehicles are side scripted wich really meens they are scripted just like SD2 and other such stuff. For myself I can really justify scripting the vehicles or maybe we just need to expand what SD2 can do in core so that the vehicles are covered.... A lot of things can be scripted instead of hard coded in core and I'm not stating this plus DB support because we can actually reduce that by including the neccasary spells and auras in their proper places in core and call them from script IE: Argent Tourny all 12 mounts use basicly 2 different auras that are cast on the player permantly and then the 12 mounts which are basicly a grand total of 4 spells... and then the spells the mounts have only 3 need to be fixed and all 12 use the same spells.. this wouldn't be hard to script really.... and would also reduce load on server when not in use could concivably be unloaded.
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I had an Idea on the vehicles a long time ago and Netsky was working that way when he left. My Idea was to set up basic controle mod for the core and script in each of the vehicles or groups of vehicles as needed...the good part to this was that the controle part could be used for other things like Outdoor PVP as an example...look at it kinda like SD2 but more specialized with the nice part that if a certain vehicle gets changed over time you don't have to rewrite the whole thing just one script.
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OOps browser messup...sorry
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Well here's a base for Vehicles, all I did was combine the 4 main sql's pluse my mount fix sql's and the fix for the charge spell cleaned it up and tested by running it into a clean UDB and YTDB databases just to make sure they didn't error on apply but atleast this makes it easier to get the sql's inplace with less confusion. Hopefully it will be good enough for everyone.
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marx123, I'm working on it but it is slow and a lot to figgure out...but atleast I've got most of the digging done. I have the fix for the mounts them selves, I've located the auras needed, and the spells to summon. now I'm doing testing with what I have. The good part is YTDB doesn't really need much but I'm still running to the Stables error with UDB...
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blueboy the problem isn't really for you to fix, but for the ahbot people because it's a slight line numbering thing where theirs is only 2 lines to ajust and I'm sorry but there's more than 10 lines on your side to move so it would be easier if they just moved it ether up or downto accomodate but then again it will be a mute point if it gets into the core soon...
MaNGOS history
in OldCommunity Cafe
Posted
Where do you find this awsome stuff!...It brings back memories!(nightmares more like it)....Ahh! I miss my old Pong game now!