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exdeath

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  1. This is indeed very possible: I've implemented it myself for my server. I set up a couple of tables (one for possible codes, one for codes redeemed) and then made various checks. If the character passed these, the item was mailed to them. Unfortunately, I will not release this code at this time, for a number of reasons: - It reads/writes the tables in the mangos database (should be moved to characters). - It needs a sender for the mail, but the behaviour was odd when an ID was chosen that was valid both for an NPC and a character. - It was written some time ago (around 0.15), since I tend to stay a bit behind the bleeding edge versions. I have no idea how compatible it is with current sources. - Some smaller fixes that I would have liked to added never made it. However, if you are interested in fixing it yourself, look in game/NPCHandler.cpp:337: if (_player->PlayerTalkClass->GossipOptionCoded(gossipListId)) { recv_data >> code; DEBUG_LOG("Gossip code: %s", code.c_str()); } The code recieved from the client is stored in code (and can be quite long!). Make whatever checks and take whatever actions you'd like. Good luck!
  2. I've had it running on 64-bit Gentoo, 64-bit Ubuntu should be fine.
  3. They changed from using their own system of reading config files to using the one built into ACE, thus avoiding duplicate code. This is generally a good thing. The developers can't really be expected to consider every little fork out in the wild whenever they want to change something. Doing so would completely cripple them, resulting in little (if any) useful work being done. All that aside, from what I saw when I glanced over the commit responsible for this change, conforming to the new syntax shouldn't be very hard.
  4. I did as well, although not very clearly. Does anyone know if there's a reason for having <a> elements in the same style as ordinary text? (Apart from stealing browsing history
  5. I've had plans on writing something similar myself (but as a plugin for my IM client). Unfortunately I'm lacking the time for it at the moment, but I've found that mangosclient, a.k.a. pseuwow seems like a pretty good implementation of the client-side. (N.B: I haven't actually tested it with a recent version) You could also check out the sticky ("Possible To Make A Client") in this subforum where they discuss this, they might have covered this specific functionality there. Best of luck!
  6. This means that the code trees conflict in such a way that git cannot determine how to merge them safely, and leaves that up to you. This can be very common when mixing code trees, and fixing it might be very hard or very easy, depending on how much the code from the different trees mix with each other. In this case, it is fairly easy: #include "GMTicketMgr.h" #include "Util.h" <<<<<<< HEAD:src/game/World.cpp #include "OutdoorPvPMgr.h" ======= #include "AuctionHouseBot.h" >>>>>>> 8be8d5a61ae512b310e83ed62152ed80584f7f05:src/game/World.cpp INSTANTIATE_SINGLETON_1( World ); This is taken from the file referenced in the error message. When git is unable to merge changes, it leaves the code from the previous version between <<<<<<< HEAD:Path and =======, and the code to be merged in between ======= and >>>>>>> (commit id:Path). Here, the programmer has to determine whether to keep the old code, the new code, or perhaps both. If you consider what codebases you have merged, you should be able to come up with the answer When done, remove the lines introduced by git ( <<</>>>/=== ) and commit. Now you should be ready to compile, or even merge in additional branches! Good luck!
  7. If you used the workaround I posted earlier, then you are temporarily outside of the master branch. Do: git checkout master git pull And you should be up to date with the MaNGOS repo again. But far more powerful
  8. Rev. 7810 restructured a lot of code, resulting in the conflict. Until SD2 updates their patch, you can temporarily checkout 7809 (which seems to compile cleanly for me) by running: git checkout 04a788ba038903879b5490cf3f94daf9db2382be in the MaNGOS root directory, and then following the howto from the last line of "Step 2" in the guide.
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