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erazare

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Everything posted by erazare

  1. actually I am using a Mangos Core but modified the Evo-X DB to work with it the problem is that you can go to any flightmaster and gaina new flightpath, but when you go to the next flightmaster in line instead of getting a taxi route to travel on the map only comes up showing where you are and the server reports to the player no known routes connected to this one. see what i mean? go to silvermoon and grab a dragonhawk to tranquillen andyou wont have a flight point... run all the way down to tranqualien and the flight master shows you a map that only has where you are and no where else and tells you that you dont know any connecting flightpoints.
  2. actually what you wrote is very similar to what i have on my facebook... only - that do a bad reputation + a migraine
  3. it isnt technically a bug lecalis, its just not implemented in the main core. As far as I know, no one has done much serious work on this subject for mangos, although I know it works with trinity... if you read the thread you will notice its being dev'd now.. seriously... how do people expect to build/run/maintain a successful server when they cant even read.... Ignorance is only blissful to the ignorant...It gives the rest of us a headache!
  4. cool to know... you wouldnt have any ideas about my flight master crisis would you? as for Playerbot in mangos revs I just compiled a 9141 core of my TiamaT branch and I am trying to work out a better DB for it at the moment once i know its stable I will push it so you guys can see pbot works with 9141
  5. yeah i got it here (I am watching all the evo repos) its: git://github.com/evo-X/evo-X.git personally I always compile my repos before I push them to make sure that they compile *and* they dont have hazardous bugs (like my current flight master problem) seriously.. i realize this isnt the subject but no one is answering anywhere... WHAT controls the flightmaster system? I am driven to believe its in the main Mangos DB but i cant seem to find it... one DB the flightmasters work fine, the next they dont its really irking me bc i would like to keep the evo serverdb
  6. terrible news... : Mangos just pushed 330a to master... everybody needs to start updating thier mods to support 330a for the record... I had playerbot merged to a mangos 9106 / mangos 330a merge and it ran just dandy (unlike vehicles which needed major cleaning and mangchat that WILL NOT merge correctly (causes an error in client hampering character creation)) yay what fun... and to think yesterday i announced to the people on my server that i had given up 330a and refused to make a 330a version of the server until Mangos pushed it to master... bastards.. lmao
  7. >> quoting bjole86: Mmmm ACID + Mangos release this morning. Thx u just made my day alot better. Continue with the awesome work >> actually Acid released yesterday I merged it into my system 22mins after post to svn
  8. nah ur not wrong exactly... Beleko's evo-X-core repo is Sajla's personal development repo for the Evo-X project. If you get things woirking with it (and make sure he knows) there is a better chance it will get absorbed into the evo-x Project. I am using Beleko's 3.3.0a DB (edited to allow for mangchat and support for 322a 9132) and its a beautiful database... (although somehow the flightmasters are all screwy and i cant figure out why)
  9. wait.. are you saying evo-x fixed " The Gift that keeps on giving"? I would be happy to convert mangchat to evo-x but they did that strange trini-mang convergence and now there are considerable changes in the skeleton so i havent even a clue where to start. its cool that the Evo Team has made thier own little niche, but if they cannot come up with a way to at least sketch out a conversion process I sure as hell am not going to do it... i have enough trouble merging four or five mods into the latest branch. p.s. I am pushing my latest TiamaT today, (mangchat, playerbot, vehicles, ahbot and mangos 9132 all merged and working in unison) will edit and add git link when pushed... (still deciding if I want to through autobroadcaster and a couple tweaks in first.)
  10. I am convinced that there is something wrong with the vehicle repo... am thinking that they have customized it too much to fit the Valhalla-Project and its losing touch with the mangos repo... I have to clean the code every time i pull the vehicle git and usually it only works right if i rebase
  11. i can't stand SVNs although I have HG and regular Tortoise installed for places that refuse to go git.. but git is far superior in my opinion
  12. You will have to ask Sajla to incorporate the bots.. I already petitioned him about being able to merge the mangchat and playerbot mods into his repo but he hasnt gotten back to me. I even offered to build for evo-x if he will send me some form of converter... he HAS to have one
  13. personally i hate repacks for far too many reasons.. generally i take them for the DB to compare it against my own work, but repacks imo shouldnt be made... here's an idea: lets distribute server software to morons who can barely turn on thier computer much less attempt to run a SERVER supporting a bunch of other idiots who dont know what they are doing.. no.. i think repacks are a mistake.. it introduces too much leeching and vermin with very few pluses on any level.
  14. I agree with x-savior and Vlad here.. this really SHOULD be an NPC and not an acct based system... X, it corrupted your char inventory ssytem? damn... that may be what happened to mine a while back ago. I got it settled recently without deleting anything but managed to totally shit out a few char accts for unknown reasons EDIT: come to think of it... it was chars that bought something from the ahbot that ended up getting corrupted data fields
  15. the info for that used to be in the udb wiki I am not sure if it is t\\still there... am always happy to help if i know the answer though.. it really irks me when someone asks a question around here (or on udb or sd2) and instead of getting any answers all they get is flames
  16. thats true Daemon, except only an Admin/GM can use that command in game and it is temporary.. it only affects the player using the command not the world at large.
  17. it has been my practice that I download a clean repo of the git I am trying to merge in a seperate directory. then when a merge flaw occurs I can look up the file that is being merged and I can look up a clean merged copy of the file in the backup directory and visually compare how the codesets should look. then its just a simple matter of cleaning up the merge. if you are merging several different modifications be sure to check all the diff modifications copies of the files for the correct codesets.. it might take a little longer than other methods but it is crystal clear and produces a lot less failed builds.
  18. in almost all cases, if near the ======= you have duplicate code above and below.. or close to duplicate; the code above the ======= is the correct code and the code below it is not. however this is not always the case as by your RandomMovementGenerator.cpp example: your first codebox: <<<<<<< HEAD:src/game/RandomMovementGenerator.cpp if (creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED)) ======= if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED | UNIT_STAT_ON_VEHICLE)) >>>>>>> 14157813e9d4443a33602762fe44ba1a5682ee66:src/game/RandomMovementGenerator.cpp you will want to eliminate the code after the =======, so what you do is simply delete the deadcode as well as the MERGE identifiers ( <<<<<HEAD, =======, and >>>>>>> [merge-text] ) like so: correct code: if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED | UNIT_STAT_ON_VEHICLE)) { i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer creature.clearUnitState(UNIT_STAT_ROAMING); return true; } in the second example its a little deeper. First of all that blob isnt complete.. beneath ">>>>>>> 14157813e9d4443a33602762fe44ba1a5682ee66:src/game/Spell.cpp" it goes directly into a code snippet correct? what you need to do is look at that whole array section and make sure there are no duplicate codesets in that general area. If there are follow the above rule of thumb. However in this particular instance, the correct code for this area of Spell.cpp is as such: case TARGET_TOTEM_EARTH: case TARGET_TOTEM_WATER: case TARGET_TOTEM_AIR: case TARGET_TOTEM_FIRE: case TARGET_SELF: case TARGET_SELF2: case TARGET_AREAEFFECT_CUSTOM: case TARGET_AREAEFFECT_CUSTOM_2: targetUnitMap.push_back(m_caster); break; case TARGET_RANDOM_ENEMY_CHAIN_IN_AREA: { m_targets.m_targetMask = 0; unMaxTargets = EffectChainTarget; float max_range = radius + unMaxTargets * CHAIN_SPELL_JUMP_RADIUS; CellPair p(MaNGOS::ComputeCellPair(m_caster->GetPositionX(), m_caster->GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); std::list<Unit *> tempTargetUnitMap; { MaNGOS::AnyAoETargetUnitInObjectRangeCheck u_check(m_caster, m_caster, max_range); MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck> searcher(m_caster, tempTargetUnitMap, u_check); TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck>, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyAoETargetUnitInObjectRangeCheck>, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock<GridReadGuard> cell_lock(cell, p); cell_lock->Visit(cell_lock, world_unit_searcher, *m_caster->GetMap(), *m_caster, max_range); cell_lock->Visit(cell_lock, grid_unit_searcher, *m_caster->GetMap(), *m_caster, max_range); } notice TARGET SUMMON gets removed and then the code goes as usual... I am unsure how the TARGET_SUMMON code even gets in there unless its more dirty code from prior merges... Wojita there is quite a bit of scrap code turning up in your repo as of late... bad rebases?
  19. more often than not (although this is not a universal cure I have seen it fail on things such as "Into the realm of shadow".. but if you do the following you can set MOST quests to autocomplete: 1.) in-game open a chatbar and type : .lookup quest <quest name> 2.) record the number of the quest as listed by above command 3.) open your DB and then open the table for QUEST TEMPLATE (I prefer navicat myself but you can use phpmyadmin or many other sql tools). each quest in the template will start with the fields: ENTRY & METHOD. find the quest number you recorded in the ENTRY field and then look in the METHOD field. 4.) in MOST cases if you change the number in the METHOD field to 0 , it will set the quest to autocomplete.
  20. not to be condescending like is known to happen... but redss, and anyone who wishes to poste errors in the future... could you please show the specific errors? the code u posted is mostly useless... open RandomMovementGenerator.cpp and Spell.cpp look for the merge break ( <<<<<<HEAD ) then copy an paste what is included between the <<<<<<HEAD and the >>>>>>>> symbols here in the thread. THIS, show the errors that are taking place and will help deduce how to repair them. More likely than not, the merge-breaks arent serious and only need minor edits and re-merge.
  21. May i ask why people prefer to use the .patch system for doing three-way merges rather than something simple like GIT REBASE ? i.e. clone repo checkout -b <new branch> cd <repo> pull <another repo> git rebase master now repair files as you would in a clone/pull merge except AFTER each fix/commit just: git rebase --skip this will systematically merge in ever update in all repos against the master repo... when its all done being merged it will let you know its clean.. else just keep using the above method til its clean.. this is the ultimate merge, as git cannot "forget" any merges. warning... highly suggest you do not go crazy witht he rebase technique else you could spend days (literally) rebasing if you go overboard... I am speaking from experience... I rebased Mangos master repo vs Tasssadar's master repo for two days straight during the TiamaT project.
  22. you know.. that doesnt exactly do what i was looking for... if there was a reverse program where I could use mercurial through my git program I'd be more interested... HOWEVER, this little toy gives me a completely different and likely rather radical idea that I better buy a real big bag of.. "Thinking Herbs" before I attempt to try it : use this modification program to pull the latest trinity repo from thier repo then push it to a new GIT repo. then close that ignorant program, open git-bash and pull that repo and the latest mangos repo and merge them..... might be quite a chore... maybe even fruitless... but I am a very bored dude... lol
  23. havent checked out the auto-announce function for quite some time... good to see you reimplementing it though Xeross... keep up the good work.. Ia m not sporting the announcer on my repo but thats mainly because we are not using it on our server.
  24. glad to see your repo fixed xeross git://github.com/3raZar3/mangos.git master is perfectly working with 9070 I havent updated it since then though Edit: I updated the repo to 9102 and moved it to: git://github.com/3raZar3/MangChat.git enjoy
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