Jump to content

faramir118

Members
  • Posts

    541
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by faramir118

  1. mmaps is the same; magic bytes + some length info + raw data https://github.com/faramir118/mangos/blob/mmaps_rewrite/dep/recastnavigation/Detour/Source/DetourNavMesh.cpp#L705
  2. All of our synchronization code comes from ace (well, except for TBB's scallable_malloc/free) We do have a concurrent hash map, but it's use is limited (player map change, corpse add/remove). And as Lynx3d says, synchronization in this context isn't important. If we're looking at concurrent data structures that need improvement, I think an easy target would be the LockedQueue in src/shared/LockedQueue.h
  3. what exactly is the point of pseuwowmangos since the official clientserver works just fine? I'm just here to learn!
  4. I have had time lately to revisit this patch, as well as a Mac system to do some debugging. If anyone has a small realm, I would appreciate some feedback for this patch. Initially, its ok to just test stability (if you can also test performance and give some numbers, that works too ) One discouraging thing of note is that OS X Lion is configured with a max aio list size of 90.
  5. Database connection strings in your conf files should be internal addresses - just use 127.0.0.1 if the database is on the same host realmd.realmlist db should have the WAN address of your router (so your setting is correct) - if you have trouble connecting from the local network read this all ports are TCP Forward ports 8085 and 3724 to your server - these are how the client talks to mangos and realmd, respectively Don't forward port 3306 to your server - nothing outside your network should access the database RA is for remote administration, and listens on port 3443. It does the almost the same thing as the mangos console, but you need to sign in You can use telnet to connect (not installed on win 7/2008 by default, google can help) or something like this if you've got Visual C# installed
  6. You probably need to install the Windows SDK, make sure you select x64 compiler tools. Then you can use the express edition to compile x64
  7. Here is my approach, plus a few other fixes I found necessary: https://github.com/faramir118/mangos/commit/c542d0028445c55ccfcd6b82e69842d86c4c20bb
  8. Since there is talk about colocating, I think it would be helpful to be able to tag forum threads - something to simply to say 'this post is about mangos one core' or 'this post is about mangos zero scripting' It could aid searching, and displaying it on the index as an icon would be nice. Thoughts?
  9. I had forgotten about this... I have a fix that wasn't very good unless we had small tiles... For some time now, we've had much smaller tiles as an intermediate step, so I will try this fix and see how well it works.
  10. There are some problems in the extractor (ad.exe) that might be contributing to the issues qsa and I posted. In the mmaps_rewrite version of contrib/extractor/System.cpp, the loop @ line 775 is wrong. It iterates over quads (128x128), but acts on vertices sets the top-left vertex of a quad to invalid height, which affects all quads on that corner. Conceptually, I can see this causing both the problems qsa and I reported. ignores the right- and bottom-most edge of vertices This most likely isn't causing any problems, but it could in theory. Offhand, I think the easiest solution is to throw this loop away, write both liquid_height and liquid_show to the .map file, and go from there. Unfortunately that is a bit of a rewrite for the core as well. Thoughts?
  11. I noticed that, and know that even after this commit there are lots of places with lingering issues. I thrashed a bit with the liquid vertex placement and tessellation, and obviously got it wrong... A picture from in-game: http://img829.imageshack.us/img829/4180/gamey.png Taken from below, the terrain is culled. Now one from recast, the same location: http://img812.imageshack.us/img812/2462/mesh.png Taken from above, with terrain polygons excluded from the build process. I circled the area of interest - in recast, notice that all of the edge-quads' bottom-left triangle is missing. This, combined with the above issue, probably means someone needs to redo the liquid part Thanks all, for continued efforts!
  12. You may want to read about NAT loopback. Basically, for the computers inside your LAN you will need to modify the hosts file so that the dyndns name resolves to the server's LAN ip Also, your sql server only needs to be accessible from the mangos server
  13. I have problems with regular code boxes, here is a fix: diff --git a/mangos.css b/mangos.css index 412b48d..e1207ff 100644 --- a/mangos.css +++ b/mangos.css @@ -953,7 +953,6 @@ MAIN POSTS .pun .codebox pre code { padding: 0.5em; - white-space: normal; width: 97%; }
  14. Learn to use git... here's a very simple (but not very proper) way to add mmaps to your current branch in your local repository: (sorry about the code block, need to get the css for this fixed...) git remote add faramir118 git://github.com/faramir118/mangos git pull faramir118 mmaps_rewrite If you use mangos zero (client 1.12), replace mmaps_rewrite with mmaps_zero If you use mangos one (client 2.4), replace mmaps_rewrite with mmaps_one A little disclaimer... these branches are a bit behind. Again, we welcome any mangos zero/one users to step forward and maintain these branches! Unfortunately, further development of these two branches is frozen until the new spline code is backported. I had to do a bit of asm debugging to fix our linear spline for older clients when I backported mmaps, so I assume that doing the same to SilverIce's code may need extra research.
  15. The maps in that list are from cataclysm. Run vmapextractor with -d /path/to/3.3.5
  16. For keeping the client happy, in addition to handling CMSG_PING, you need to periodically send SMSG_TIME_SYNC_REQ. There may be more, but that's all I know for sure.
  17. slightly unrelated: email notifications about new PMs do not have a from address
  18. vmaps are not used to make sure players don't walk through objects - Lynx3d said as much earlier. They are used to determine line of sight for spell casts. vmaps also determine the height of the geometry when a player is on a box, building, etc. Look in GridMap.cpp, at TerrainInfo::GetHeight - both vmaps and heightmaps are used.
  19. The client recognizes email addresses and uses bnet2 authentication, which mangos doesn't support
  20. And, generally your account name can't resemble an email address
  21. Yes Recomiple contrib/extractor (ad.exe), then extract maps, then extract mmaps I'm not sure how you have mmap data movemapgen is supposed to fail if your map data isn't the correct version
  22. make sure you run the generator with --debugOutput true in addition to other switches this will create files in the meshes directory, including terrain geometry and navmesh generation data RecastDemo needs these files
  23. Place the recastdemo executable next to the mmaps and meshes directories
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use