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erazare

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Posts posted by erazare

  1. Hi warrior,

    I can't say I have experienced this on my server, however I will need details. Can you describe fully what happens when your player dies. For instance,

    Are you transported to a graveyard?

    Is there an angel in the graveyard to force resurrection?

    What happens when you find your corpse?

    Are there any unusual messages popping up on your client or server?

    The non-resurrection fix would only effect the bots and not the player

    Please get back to me.

    i have to say blue, you are far more patient than I am with some types of people

    Wolfman... if you FOLLOW what i am writing about the branch that I am working on it incorporates playerbot and I am always USING this mod.. my branch is just showing that it will work with combinations of revs and the latest releases... if you dont have an interest in what i say skip the paragraphs after my name..

  2. will double check to see if that runs on my server... if it does not, then it means i may have screwd my repo during forced update and I will just wipe the branch and push it clean

    but for the record.. in my testing of this repo I made a bloodelf rogue and it worked fine whereas previous char creation issues like this would not allow such a class/race to create claiming wrong expansion

    yesterdays push of the server you couldnt even make a human warrior...

    confirmed the bug... found the resolution too... DO NOT APPLY THE SQL UPDATES IN THE PROJECTUPDATES folder

  3. am pulling it now... i am repititously mixing repos til i can rebuilt tiamat without the above errors... blue you are doing a great job with this repo bro

    for those of you that are interested in the blueboy repo merged with mangchat, vehicles, ahbot, and mangos 9170 fully functional at the best of what all included mods have to offer... make sure to hit my repo's master branch

  4. Hi Guys,

    For those of you who are interested, I have at last updated the Blueboy fork. It is compatible with MaNGOS[9162], and compiles without issue :D

    Cheers

    am pulling it now... i am repititously mixing repos til i can rebuilt tiamat without the above errors... blue you are doing a great job with this repo bro

  5. just for the record... my latest Master repo is in error... there is something wrong with the character creation will fix repo when i have a chance

    i.e. you cant create chars

    personally this flightmaster issue is really ticking me off... DaemonCantor believes he founda fix for it but it requires Quice and I cant figure out that damn tool no matter how hard I try... i KNOW that its the vehicle branch thats screwing up my flightmasters... if I take Tasss's master branch the flightmasters work but the server wont let you make new chars... if i use the vehicle branch, you can make chars but the flightpoints are broken....I wish they would clean up that repo

  6. Hey all, I'm brand new to C++ but love the idea behind player bot. Is there a version compatible with the 3.3a cilent? I'm presently using a repack of mangos at 3.3a. I'd love to get a playerbot version up and running and start getting my head around the coding to help out if I can.

    Cheers :)

    try reading this thread.. your answer is there

  7. Yes, it will be updated shortly. I know the existing code is compatible with MaNGOS [9147], just a small change to PlayerbotAI.cpp. Search for the occurance (Two occurances) of MOVEMENTFLAG_FLYING2 and change it to MOVEMENTFLAG_FLYING. The code will then compile without issue. It won't be long before I push the merge.

    Cheers

    this code DEFINITELY works with 9147.... in fact, i found the source of the flightmaster bugs... ultimately those of you that are using the vehicles branch from Valhalla-Project should clone the master repo from there and then add your other mods from there.. they fixed the vehicle code to work correctly with 9147 in the master branch but not the vehicle branch.

    alternatively you can hit my repo's master branch and get 9147, mangchat, playerbot, and vehicles already merged and working correctly inc. the flightmasters

  8. quick jump? what exactly was quick about it? its been in the dev repo since it announced in PTR... really if you are afraid to get your feet wet get the heck out of the water.

    I am still in agreement that the purpose for this server is for learning purposes, under which i am learning more and more about c+, mysql and how to use git on a developer level... quick jump? no... scared of change... more likely

  9. I know what you meen, and don't try it when in GM it's worse, also I just did a pull and update on what I have, 268 Errors in spell.cpp alone! plus 2 criticle failures in chat.h, I didn't see a chat.h but I did see a chat.cpp. I guess it's time to switch to Macintosh...It just Works!...lol

    never say that, Macs are evil

    chat.h and chat.cpp are both in there and yes chat.h should be edited... thats why if you use a clean DL of my repo it will compile... to update to say 9147 I would suggest you wait til around noon tomorrow I will post an updated repo of tiamat (tested first as always) with whatever the latest mangos repo is up tomorrow.... last time I looked it was already up to 9157

  10. Anyone know how to make 2 realms, the first one (main) with 3.2.2a, and the second one (test server) with 3.3.0a?

    I tried, but if i login with 3.3.0a the client close and I cant get into main or test server, and if i get with a 3.2.2a client it login without problems to main server, but cant get into test server.

    my hardware admin figured out how to do this on our live server... send me a private message and I will route you to the answer as it will require talking to him and i cannot post my private server openly

  11. I get that already with the flight point in Ebonhold, and Lightshope, also Silvermoon and Mulgor. and as to the playerbot fix I'm halfway there I'll finnish it tomorrow. Thank god for books! I'm still learning C++ and more than a little confused when it comes to aray's but I'll get it eventually.

    not to have a party while you are in misfortune, but i am glad to see others having the flightmaster problem too... maybe if we all talk about it enough someone will figure out how to fix it... its driving ME crazy because my server is running better than i have ever seen and something so simple as taxinodes is making it a real pain in the ass to play nongm

  12. WELL WHY DIDN'T YOU TELL ME!....DANG IT!...I've been going at this the hard way for nutin!

    I've been telling ppl whats in my repo for quite a while now.

    listen DaemonCantor if u get them all running lemmie know, i want to know if you have flightpoint issues

    I get from some flightmasters that there is no connecting flights (even though i have been to tem already) and other flightmasters tell me that i am not standing close enough no matter where i stand

  13.     if(GetTypeId() == TYPEID_PLAYER)
           unitPlayer = (Player*)this;
       else if(((Creature*)this)->isVehicle())
           unitPlayer = GetCharmer();
       else
           unitPlayer = NULL;

    to

        if(GetTypeId() == TYPEID_PLAYER)
           unitPlayer = (Player*)this;
       else if(((Creature*)this)->isVehicle())
           unitPlayer = (Player*)GetCharmer();
       else
           unitPlayer = NULL;

    just want to be sure to note that the code comes up twice in unit.cpp make sure you edit both sections of code to match the above

  14. for the record, i just updated my master repo to 330a mangos 9141 support with full tiamat support

    edit 12:33pm EST: just merged [9147] to TiamaT without a single flaw... so if you have my git its updatable to mangos going to check individual repos within tiamat to see if each repo can be updated to current as well as stands, most of the modification repos that make up tiamat are at or around 9086 releases when i can compile all recent releases as of today of all strains (ahbot, vehicles, playerbot, mangchat, and latest mangos release, I will post a new topic with repo address

  15. strange you should be having this problem... must exist in newer revs of vehicle... I pulled from the git around the area of 9086 and then updated it to 9141 with a few minor merge edits which was seriously just cleaning the merges and voila works like a charm on 9141.

    you might want to pull an older rev of vehicle to update to 9141 til Tasssadar or another person workin on this dev finds an answer

    edit:

    Try this repo release from tasssadar, then update IT to 330 and you should be fine:

    http://github.com/Tasssadar/Valhalla-Project/commit/14157813e9d4443a33602762fe44ba1a5682ee66

  16. you still have to manually put them there vao... they dont just automatically update for you.. if you want THAT.. just follow and pull from the main mangos git.

    when you first fork off, it will give you a copy of the current mangos git... but to keep it up to date you have to push to it each time you want to update it.

    the point of the git system and forks is if you take your own fork to do your own customizations to the main mangos git or another git for that matter. it would be pointless if github automatically updated your git to the current release of the repo you forked from because it would corrupt the work you have customized.

  17. for the sake of argument I rebuilt my tiamat server using the 9141 git of 330 and with a few very small and easy edits to about four files for the merge the compile went off without a hitch (except for some playerbotai.cpp code that requests movement_flying2 (which i just cut the '2' off of the code in the cpp and whammo - working server... i also took udb 386 fully updated to UDB release and then dropped acid 3.0.2 on it and made the needed updates to mangos 9141 and we have working bots. In fact all facets of tiamat now work and this includes flightmasters and other trivials I had been finding.

    I am going to delete my TiamaT repo and then repush as it is severely dirty right now. I know we arent to advertise our gits here but between 3raZar3 and TiamaT... anyone who knows git a little can find it :)

    mec... I hate to flame on you about ur inexperience so i wont...

    listen do the following with git and you should be mostly okay (aside from possible merge edits you will have to edit yourself)

    git clone git://github.com/mangos/mangos.git dev

    cd dev

    git checkout -b dev

    git pull git://github.com/blueboy/mangos.git master

    then fix the merge edits in notepad or other editor (I use Notepad++ personally)

    compile and enjoy... git DOESNT download the whole mangos tree technically during a pull... what it actually does is pull the whole tree into the .git heads and then tries to merge the two trees (clone and pull) together

    its really a very useful SVN type system in that... here.. go to your SD2 SVN... now... I want you to use a command in tortoise to download an older repo of sd2 using ONLY the SVN... meaning you enter the current SD2 svn but download an older version... you cant

    git tracks not only the repos but the changes that have been made to those repos since they were placed on git.. letting you choose any version through the same git via switch commands

  18. That might be how its SUPPOSED to work... if thats the case, then you have an error in bloodelves....in bloodelven warlocks more than likely all warlocks.

    ok since this isnt a db forum i will cut this short:

    if anyone plans to use 330 be aware to make the following change:

    change all characters in playercreateinfo_spell so that any racial combo of warlock uses the staves instead of daggers:

    for example blood elves:

    INSERT INTO `playercreateinfo_spell` VALUES
    ('10', '9', '1180', 'Daggers');
    

    should be:

    INSERT INTO `playercreateinfo_spell` VALUES
    ('10', '9', '227', 'Staves');
    

    Now i havent checked the rest of the classes to make sure that they have correct starter weapons as of yet, but I would warn you all to be wary that this might occur to say assassins who are supposed to start with double daggers.. I am unsure if they do or not as of yet but they didnt in 322a so i bet you they do not.

  19. Hi erazare,

    I assume the 'next flightmaster' you mentioned, is in the same Continent. Sorry I know that is a stupid question! :rolleyes:

    As you progress from one flightmaster to the next, the character database should be updated to reflect new flight paths found. It sounds like this is not occuring. Maybe the flight path info in your modified DB is incorrect!

    Just an idea ;)

    ok, see now we're onto something... where does it update the character database? I might be able to cross reference them.

  20. Hi lecails,

    If you compare the MaNGOS and Trinitycore you will find that they are similar in many respects, but very different in others. In simple terms, 'they both follow different paths, but arrive at the same destination! One main difference is that MaNGOS utlilizes quest scripts, developed by ScriptDev2.com. Trinity uses its own custom scripts, integrated into the core.

    but Trinity spawned from mangos.... I have tried a bunch of them but so far I am staying with mangos... evo looks like it might be good, but i think I'll wait for further devs...

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