FeRkEl
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Posts posted by FeRkEl
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there should be an SQL Folder with some .SQL files
you have to applie those SQL Files
first you go start->execute cmd
and type following comand to applie the patch
your cmd should look like : "C:/mysql/bin/mysql.exe -u mangos -p < C:/mangos/sql/create_mysql.sql" (the pathes to both files will surly be different)
this you have to repeat for the other SQL files ( except of the drop_mysql) [edit] but with the other sql files you have to put the databasename ( mangos,realmd,characters) after the -p and before the <
the -p tells mysql you want to enter a passwort for the sqluser(mangos)
[/edit]
hope it helped a bit
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hmm how about execute the binaries?
the errors will tell you if you are missing something
if you have compiled the source and extracted DBC/Maps/Vmaps and put them into the right order, also editet the config, you just need to run the Server
Compile on windows : http://getmangos.eu/wiki/Compile_MaNGOS_On_Windows
Compile on Linux : http://getmangos.eu/wiki/Compile_MaNGOS_On_Linux
setting up Mangos : http://getmangos.eu/wiki/Setting_up_MaNGOS
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// make sure that the character belongs to the current account, that rename at login is enabled // and that there is no character with the desired new name CharacterDatabase.AsyncPQuery(&WorldSession::HandleChangePlayerNameOpcodeCallBack, GetAccountId(), newname, "SELECT guid, name FROM characters WHERE guid = %d AND account = %d AND (at_login & %d) = %d AND NOT EXISTS (SELECT NULL FROM characters WHERE name = '%s')", GUID_LOPART(guid), GetAccountId(), AT_LOGIN_RENAME, AT_LOGIN_RENAME, escaped_newname.c_str() );
same functionality in mangos zero
it checks if at_login_rename bit is set in at_login column of the character otherwise the SQL-Query will return null rows
afaik AsyncPQuery will give the result of the SQL-Query to its CallBack Handler function ( in this case &WorldSession::HandleChangePlayerNameOpcodeCallBack )
the query should effect 1 or 0 rows ( 1 if at_login is set, 0 if its not set in database)
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maybe client side you can see the rename, but after relog the name should be the old again
so it shouldn't work @ mangos as tonian said
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what flag has the libmangosscript ?
maybe you need to chown the script file to the right user?
and it should be readable and executeable for your mangos user
ls -lah of your lib folder would be nice
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does your patch also check for patterns inserted in client online list ( like max lvl or something like that, sry longtime no wow but i think i remember you can search the who list with some parameters)
Best regards
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you didn't merge the vehicle patch into your clean mangos?
maybe thats the problem,
mangos doesn't support Vehicle nativly,yet
the Patch is under development and needs own Merging
hope it helped
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It seems that the SQL Files aren't working with latest YTDB
Loading Creature templates... [0 ms] SQL: SELECT MAX(entry) FROM creature_template [0 ms] SQL: SELECT COUNT(*) FROM creature_template [15 ms] SQL: SELECT * FROM creature_template Error in creature_template table, probably sql file format was updated (there sh ould be 83 fields in sql).
did you applied SQL part of vehicle patch to your YTDB ?
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I don't know any user bar generator for MaNGOS, and I don't think one exists
if you mean by userbar data of an char in an picture , yes tehre are some for mangos, but don't know where
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whole Eastern kingdom is one Map
you can only make a Instance of a Map
a Zone is e.g. Ironforge, Elwyn forest (hope i'm right)
and you can use Phases as workarround for Zone instances.
if your player is phased, you can only see things with the same phase effect so its like an instance
MfG
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u need mangos 0.6
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So...this is the origin of the problem!
Just update your client to 3.5.5 and don't change such critical values.
surley you mean 3.3.5 :-)
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in genereall yes there will be ways to make mangos support oracle, i mean there is support for postgre and mysql ( think booth DB's are full supported)
you just have to make all files for Oralce support like postgre/mysql in "mangos / src / shared / Database "
MfG
edit: definition wich engine is used is handled here i think:
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hmm i cant seem to find ahbot.conf file
Can some one please post a patch file for core 10480
the conf is in the sourcefile directory src/game/auctionhousebot/ahbot.conf
( don't know if it will be copied to any expected destination, i never compiled and run the new ahbot )
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And btw thanks for the link you gave me, qsa. I strongly recommend it to everyone
can u add this to first post pls faramir? would be nice for beginners to learn a bit how it should work and so on
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afaik there is a patchfile or an branch you have to merge.
( think this is the one: http://github.com/Tasssadar/Valhalla-Project/commits/vehicle )
best regards
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Multiprocessing
what do you want to tell us with this post?
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I'd say : bringing back the mmaps redux thread. Best mangos thread ever !
full ack
at first i would enjoy the clean " under review section" without those outdated patches
i think i would restore AH-Bot thread from cyberium ( but can't get close to mmaps redux thread )
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think its typo, at least first check !unitTarget wouldn't prevent crash if target is NULL
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I think wiki for this more appropriate
i think wiki is for an IS state and not for How it could be or what would be best Disscuisions, for such things ( it would be better to have an Forum section)
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i think sqlyog don't like /* */ comments or an semicolon ( after it :-/
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Can you give me an exemple of what yellow item you expect to see?
Because i have too this behavior but i can't find any good yellow items to be sellable. Oranges one have same situation except for elementium bar.
Who know what's BBCODE is used to show wowhead tooltips?
"[ URL=http://www.wowhead.com/spell=51696]Waylay[/url ]"
"Waylay"
just a qoute from an patchpost ( 2 whitespaces to show the BB code) :-)
edit: does AH bot sell more as 1 item of same ID at once (maybe he just has 1 item_template entry to sell and this almost in the ah from seller so he don't sell a 2nd till this was bought?)
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If A come to range with B he shoud attack him an B respond by attacking A too.
as far as i understood schmoozerd A is just attacking C so he can't attack B at this time, and B shouldn't be affected yet?
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perhaps I should have described the - in my opinion - bug more detailed:
in dungeons,
if we have three units, A B C, where A->IsHostileTo(B) but not B->IsHostileTo(A), and A attacks C,
if then A comes in range to B, B is set into combat, and evades on next Tick, and I think this is a bug
the bug is that B shouldn't be set in combat till is realy attacked ? am i wrong?
Two packet questions
in OldGeneral discussion
Posted
do i understand it right that this packet says if you can enter an instance ( e.g. as ghost) when a boss fight / encounter is running?