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erazare

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Posts 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. Somebody has news ? Its bug whith the latest revision :91xx....

    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!

  3. Hi,

    Yes I normally like to check that the code compiles first, but I was strapped for time and I was hoping that someone could check it out for me. Particularly since I was requested to provide support for evo-X. Now that MaNGOS has switch to 3.3.0, I'll have client machines available to test it out. So watch this space.

    I believe the issue is with the core rather than playerbot. There seems to be some version of scriptdev2 included with the source. They might be custom scripts, just as Trinitycore includes 'trinityscripts'. Plus a number of configurational issues. I should have checked that the core code compiled, before integrating playerbot :rolleyes:

    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 :)

  4. Hi erazare,

    Bump, I just finished saying that it would not be long before MaNGOS went to 3.3.0. . I just tried compiling the code used on blueboy/evo-X, and it is buggy as hell. It will take some time to sort out, so be patient. Which is the main evo-X branch? beleko or salja I want to use the branch that everyone else merges from. Do you know the address?

    Is it http://github.com/beleko/evo-X-Core

    I did a search on github and these were the only repos found.

    MaNGOS 3.3.0 support is my proirity!

    Cheers

    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

  5. 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

  6. Hi guys,

    Just to help, I have integrated the playerbot code into eve-X-core. I am presently supporting MaNGOS branch which still run with client 3.2.2a. I do not know whether the code works or not. This is where you come in. If you have already upgraded your client to 3.3.0, then perhaps you can test it out and give me some feedback. The github repo can be located at;

    http://github.com/blueboy/evo-X-Core

    There appears to be two evo-X forks, one run by Salja and the other by beleko. I have forked off beleko, shoot me if I got it wrong :rolleyes:

    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)

  7. i already asked him, and he is currently working on eye of archerus quest for dk if he is done fixing it he will try to merge it to evo-x.

    Oh and Blueboy trinity sucks maybe its most bugfree but support is kinda stupid. it takes ages to get on newer patches.

    Evo-x has only 2 non working dk quests, eye of archerus and into the dark realm.

    Trinity has the quest with the mine car not working so evo-x tops from now on.

    And they have better support, daily new updates.

    Greetz

    Hanpuch

    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.)

  8. Anti just a little question, did the Tasssadar repo change to the 3.3 branch or am I missing something? I can't get it to play nice with any of the other core mods like Dual Spec, AHbot, or even the main MaNGOS core updates, I get it to merge and keep getting compiler failures left and right. Its' been driving me nuts and because of the fails I haven't had vehicles compiled in for about 2 weeks.

    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

  9. Hey there Blueboy is it possible to make Playerbot/Botguy compatible with evo-x mangos(stable 3.3.0a mangos Core with alot of Bugfixes)

    Here is their Git: http://github.com/evo-X/evo-X/

    Big Thanks from Me!!!

    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

  10. Hi

    Judging by the version of MaNGOS used in the repack, it wouldn't be a bad idea to update. There have been alot of changes since [8876]. Repacks are great, but if you have issues they can be a nightmare to debug. I can confirm that the current version of playerbot on blueboy is stable with the following,

    MaNGOS [9106]

    SD2 [1526]

    PSMDB [279]

    AuctionHouseBot from Naicisum's github repo

    Autobroadcast by Xeross (old version)

    If you require all these mods (from the repack) then I advise that you add them one by one and check for any server instabilities.

    Please note: The current version of playerbot does not contain the 'botguy' code, which was found to be causing problems with server stablity. If you use 'botguy' to summon bots, then perhaps you can use the patch I posted. I recommend you check out Stillhards & yad02s fix as this seems to work well with Windows servers.

    I have not seen rrtn online for a while, perhaps he may have an update on his repack:)

    Hope this helps

    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.

  11. I have been hoping for this for quite some time.

    Also, I hope some updates to AHbot soon as I recently had AHBOT practically destroy my Characters DB. I managed to salvage it by manually deleting all the items ion the Auction House. Every time I went to load the core (Even without AHBOT compiled into it it) would crash shortly after loading. Now I have removed AHBot and all items in AH and my Realm is running as solid as a rock. Possibly we could get an up to date repo again and I might consider trying it again. Quite honestly I would like to see AHbot possibly finished up properly and drop the Player Account requirement as Vladimir has stated several times. This is the ONLY thing holding back AHBot from being Integrated into the core. He has suggested several times to have it use a Creature (NPC) to list the items in the AH.

    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

  12. 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

  13. Or you can do as Step 1 then

    2) ingame still type .quest complete and the number from step 1 and it will set it to auto - complete. Then it's a simple matter of going back to the quest giver/completer andf turning it in.

    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.

  14. 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.

  15. 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?

  16. 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.

  17. 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.

  18. 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.

  19. 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

  20. 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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