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deviljohn

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  1. Actually SyriosOne, I find your English polished and working better than most native English speaking members of the internet. Thanks for the good explanation of the git patching and branch system.
  2. Greets tortosi I'll do my best to help. When you get a merge conflict, Git does an excellent job of setting you up to fix it. It will make the merge and then where it needs help it will mark the code that it wants you to look at. In this case it was src/game/World.h Open the file src/game/World.h in your editor and look for the area that Git has marked for you to help it with. It will look something like this... <<<<<<< HEAD:World.h Hello world ======= Goodbye >>>>>>> 77976da35a11db4580b80ae27e8d65caf5208086:World.h The code that lies between the lines that begin <<<<<<< and >>>>>>> is where Git has asked for you to check its work. Most likely you will just have to remove the lines it used to get your attention. Remove the markers Git put there. The 3 lines are <<<<<<< HEAD:World.h ======= >>>>>>> 77976da35a11db4580b80ae27e8d65caf5208086:World.h Most always Git did its job right with the merge, but wants your approval, so after removing the 3 marker (lines) as shown save the file and add it and commit. You can do this like so. $ Git add src/game/World.h $ Git commit -m "name_of_your_local_branch" You can also just use a "." for the filename in an add and that will just add everything that's not currently added. With the commit command you just use a name for your local branch your working with. Mine looks like this. $ Git add . $ Git commit -m "Anvil" Hope this helps.
  3. I was having trouble with UDB not keeping up with the core myself. The YTDB team has been on top of the core like a pitbull on a porkchop! I'm going to add a second server tonight using PSMDB and see how that goes with 333a.
  4. Thanks UncleNuke, looked at that change you pointed me to and took a stab at it. I updated line 507 from && (pSpellInfo->EffectApplyAuraName[2] == SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)) to && (pSpellInfo->EffectApplyAuraName[2] == SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED)) and line 517 from && (pSpellInfo->EffectApplyAuraName[1] == SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)) to && (pSpellInfo->EffectApplyAuraName[1] == SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED)) This compiles and runs, but needs testing. I'll give it a shot later tonight.
  5. Greets Blueboy! Hope your trip went well I pulled the repo this eariler this morning after you pushed up the first or second fix for the teleport fix. I recieved an error in PlayerbotAI.cpp from the following lines 507 and 517. // && (pSpellInfo->EffectApplyAuraName[2] == SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)) { if((pSpellInfo->EffectBasePoints[1] == master_speed1) && (pSpellInfo->EffectBasePoints[2] == master_speed2)) { spellMount = spellId; break; } } else if(pSpellInfo->EffectApplyAuraName[2] == SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED) // && (pSpellInfo->EffectApplyAuraName[1] == SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED)) I just commented out the lines and adjusted the parenthesis to compile. this is building in Win with VS2k8. Something must have changed in Core with SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED I'll pull your last push and recompile now. Thanks again and good to see you back home!
  6. Good to go here now Blueboy. It was just as you said. And yes to both counts on I do clone your repo as master and fetch updates from mangos/mangos master. I also run the client for testing on the same machine as the server. What happened was just as you described. I was git'n it on from r9676 - 9696 on the pull that screwed my base here. On that pull, the master mangos fetch overwrote your patch and stuck the line right under the line you had commented out. I failed to notice this, and after editing GroupHandler.cpp I added and commited it. Sorry for the delay getting back on this, was burned out and needed some sleep. I started cloning Blueboy first a while back as that eleminated merge errors from pulling AHBot with it by reducing one of the merges. I used to run AHBot also, but since AHBot has had problems keeping up lately, I stopped using it. I only run this server for local testing anyways, AHBot is cool and all, but not something I have to have. PlayerBot actually keeps me interested. I always wanted to have this game as a single player game with multiple party members, and thats what PlayerBot gives us. I use GNUwin32 for my shell on win7. Currently i create my local repo with git clone git://github.com/blueboy/mangos.git mangos cd mangos/src/bindings git clone git://github.com/scriptdev2/scriptdev2.git ScriptDev2 cd ../../ echo "by-passing git pull git://github.com/Naicisum/mangos.git ahbot" git pull git://github.com/mangos/mangos.git master cd ../ then just work updates with cd mangos git pull git://github.com/blueboy/mangos.git master git pull git://github.com/mangos/mangos.git master echo "by-passing git pull git://github.com/Naicisum/mangos.git ahbot" cd src/bindings/ScriptDev2 git pull origin master cd ../../../../ Thanks for the help again, and for keeping this awesome feature alive and doing so well.
  7. Just pulled and recompiled with 9702. Playerbot is interacting with me but still will not join a party on invite. Same error for me as above, but now the server does not disconnect me, just doesn't join the party. Still get the error in logs however 2010-04-08 22:10:59 ERROR:ERROR: Attempted to get in ByteBuffer (pos: 12 size: 12) value with size: 4 2010-04-08 22:10:59 ERROR:WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 110) from client 127.0.0.1, accountid=1.
  8. Greets Lamarr! I am compelled to agree with you here. What I am seeing is a project with a goal on education that works. The MaNGOS Dev team is showing a polished finish. Shout outs go to everyone that supports the community are in order too. All the different Database projects and the ScriptDev/aciD crew. Fantastic work all.
  9. MaNGOS r9696 After summoning a bot, when you invite it to your party the server drops your connection. logs show 2010-04-08 08:19:28 ERROR:ERROR: Attempted to get in ByteBuffer (pos: 12 size: 12) value with size: 4 2010-04-08 08:19:28 ERROR:WorldSession::Update ByteBufferException occured while parsing a packet (opcode: 110) from client 127.0.0.1, accountid=1. btw: this is using your current repository. and its the only core patch I use. YTDB and scriptdev2 and Acid updated to current revisions. I believe the conflict is in GroupHandler.cpp
  10. Excellent work. Thats a step in the right direction.
  11. Hello there Kanzaki SQL: SELECT guid, data, The data blob was removed from characters.characters. So you will need to update that SQL statement to reflect the new format for that operation. Just browse the characters field and you will see how its laid out now. Good luck.
  12. I issue the orders in Party chat. They seem to respond for me after seting them up with the commands this way. /p Tankname co tank /p DPSname co protect Healername /p Healername co heal when I want to start an engagement I simple say in party chat /p attack while I have an attackable target selected. This can be applied to your Attack macro #showicon Attack /startattack /p attack The healer will wait until you are below 50% health or so before it starts healing.
  13. Will do, thanks greatly!
  14. Mangos Version: 9527 Custom Patches: Blueboy's Playerbot, Naicisum's AHBot SD2 Version: 1631 Database Name and Version : YTDB 0.11.0 rev. 537 How it SHOULD work: Train on the dummy and walk away. How it DOES work: Train on the dummy, when you walk away it then follows you around pissed off. This happened in Stormwind building SI:7 on a level 10 human rogue.
  15. Thanks greatly for pointing me to the obvious solution I should have found. Patched up and works great on MaNGOS 9463, SD2 1605 and YTDB 0.11.0 rev. 536 I just baked a Chocolate Cocoa Cake with a layer of Peanut butter in the center. Come on over and have a slice! - Genius not only diagnoses the situation but supplies the answers.
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