henhouse
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Posts posted by henhouse
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Is there any way to make the deletion of a game object simpler? Right now it is not impossible, though it is a hassle to erase any game object that is spawned because it requires a search and tagging and then inputting the IDs.
Also is there any possible way to scale up a game object as it is possible to be done in ArcEmu?
If you're running on 3.x you might can still find support for the MangAdmin addon which adds clickable links in the chat when you .gobject target to delete, turn, move, goto, etc. This makes it x100 easier when handling with gameobjects.
As for scaling, this can be done in the database, but a restart will be required.
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Well you can do a check in Group::AddInvite for the Zone or Area that the players are PvPing in FFA. I would use the area ID. So eg:
bool Group::AddInvite(Player *player) { if(player->GetAreaId() == 3817) { sLog.outError("Flagging in not allowed area. Just a debug check."); return false; } else if(!player || player->GetGroupInvite() || player->GetGroup()) return false; RemoveInvite(player); m_invitees.insert(player); player->SetGroupInvite(this); return true; }
Tested and it works fine. However, if you want it to return a group failed error you'll need to do something extra, but simply making it not work is fine too.
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Yes, they have development still on 0.12 (mostly keeping it synced). I applied the SD2 patch by hand so it knows to compile with SD2. Unfortunately it's not detecting the Makefile or something (even though it is there). I keep getting the error when configuring:
config.status: creating src/mangosd/mangosd.conf.distconfig.status: creating src/bindings/Makefile
.infig.status: error: cannot find input file: src/bindings/ScriptDev2/Makefile
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Alright cool, I cleaned up the files and folders created by the "autoreconf --install --force" and reran the script on another installation of Ubuntu, this time 8.10 instead of 9.10 and it's gone through fine and compiling now.
Also, in mangos-0.12 does the ScriptDev2 patch need to be applied because not only does it not work, it seems to not even have that information in the Makefile.am to patch by hand...
For OS X, are you on Snow Leopard?
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Yeah I've not been successful to install on either system. Every method is exactly followed but resulted by errors which seem to literally never be able to be fixed, even when you start over.
I had to install a fresh Ubuntu because mine kept saying openssl wasn't installed when it was, even when I reinstalled it and restarted several times. The new install always gives me some
autoreconf: `configure.ac' or `configure.in' is requirederror.
Then the guide for Mac must need to be updated because it doesn't even teach you how to get the install-sh file which I had to find myself, then to only receive another error about cannot access a file even when you sudo the command. Then chmod that to 777 you get all these massive new compile errors which look completely unfix-able.
Edit:
http://getmangos.eu/wiki/Compile_MaNGOS_On_Mac_OS_X -- followed that guide.
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So requirement 1b is saying, in Mac OS X you can compile the files for Linux that way? If so, do we need to follow the Mac OS X Install Guide, or what was that part for?
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I know of at least 3 excelent packages for windows that do just that (in fact, with windows Vista and later, a trafic monitoring tool is included in your task manager: go to the performance tab and hit 'Resource Monitor'), none for linux though. Top should give you some information I think?
From experience I'd say that with 150 ~ 250 users we use about 2Mbps on average - but peak requirement is a bit higher than that, so for your needs it should suffice but if you get more users you might want to invest in a bit more bandwidth. I would advice 1Mbit / 100 users + 1Mbit overhead as general rule of thumb.
Unfortunately, 2Mbit Upload is the highest I can get from an ISP. The only other ISP capable of doing higher is Verizon Wireless's Fiber Optic FiOS which isn't available here.
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Would a 2Mbit upload hold?
For me I've always been able to hold 100 testers with slight latency. Hardware isn't a problem, but running Vista Home Edition (wish I had started with Ubuntu)
Just wondering is that's normal for that connection.
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Yep, gotta compile your server with ScriptDev2 to have AI for NPCs.
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MaNGOS is an open-source server program compatible with World of Warcraft. They do not endorse you creating a server and importing a database(Which databases are separate from MaNGOS).
Therefore, MaNGOS doesn't have any direct involvement with that copyright.
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This needs an update with the new mail changes.
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What would I set UseProcessors to if I had an Intel Core 2 Duo?
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You could with the Color Me addon which is a text-exploit to change colors and what-not but hardly anyone knows about it. Also there's support now to prevent fake-message sending.
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Ah, yeah that explains it better.
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So for those who play retail understand how you'll never see the official GMs in the WHO list, etc. While the very rarely will make public appearances to see them in-game, they won't display themselves onto the WHO list or anything of that sort. Well the PTR(Public test realm) for patch 3.3 is currently running and about 7 WoW Developers decided to make public appearances. WoWInsider reported them as in the guilds WoW Devs and Blizzard Entertainment, so I got online to see them.
They display in the WHO list as <GM>Namehere unlike a normal name.
Screenshot: http://img301.imageshack.us/img301/4808/screenshot20091104at838.png
Source: http://twitter.com/WoWInsider/status/5435450197
Is this something we would want to put into MaNGOS to keep in synced with bl1zz-like or no?
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I think I over-read and confused myself on Compression. So the lower the compression, the LESS latency, and the HIGHER the more latency, correct? Or is it the other way around?
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Compiling with 0.12 I get several errors. I've cleaned the project and tried twice already.
These are the collected errors:
Errors at tbb and tbbmalloc projects:
'ml.exe' is not recognized as an internal or external command,This is in the framework project:
This errors at both realmd and mangosd project builds:MemoryManagement.cpp..\\..\\src\\framework\\Policies\\MemoryManagement.cpp(25) : warning C4290: C++ exception specification ignored except to indicate a function is not __declspec(nothrow)
..\\..\\src\\framework\\Policies\\MemoryManagement.cpp(32) : warning C4290: C++ exception specification ignored except to indicate a function is not __declspec(nothrow)
Errors at end of "script" project compile:Compiling resources...Linking...
LINK : fatal error LNK1181: cannot open input file '..\\..\\dep\\lib\\win32_release\\tbbmalloc.lib'
Linking...LINK : fatal error LNK1181: cannot open input file 'mangosd.lib'
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Backport to 0.12 will come soon. Expect *nix TBB support to come first since dealing with Windows vcproj files isn't funny
Awesome! Really looking forward to seeing this in action. Great work!
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Unlike TC, we're the core, not the scripts. So you'll need to submit this on ScriptDev2. Make sure it works on ScriptDev2 and is cleaned up a bit before submission.
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alexluana, I'm sorry but I'm not sure where you got that information. It is very clear, GMs play the actual game. They have an Interface-AddOn to assist them while doing so. They have systems and programs developed outside of WoW in order to send emails, look up accounts, etc.
I attended BlizzCon '09 and had the chance to see the employees play as GM characters. They do, in fact, have an AddOn which I see them use several times in-game to preform GM-related tasks. They also had the "Bl1zz" icon next to their name when they spoke in chat, raid, etc.
They play the game, but they don't have some entirely different client written for them to assist players. I've had them appear before me in-game before, cast spells, etc.
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I suggest you have a look at the talent learning code (Dunno where you can find it though) and then just search for the part that takes away talent points and gives people talent auras and then comment that out, possibly returning an error instead (like not enough talentpoints).
Yeah I looked all through Player.cpp for some learning stuff, didn't fine much of use. I'm going to be looking again soon at it, just haven't had the time during the week
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Yep, the item one works perfectly fine. You also can turn GM mode off with a stationary and send mail normally. Not sure if that's working as intended.
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Yeah that would be cool to look into, I was possibly gonna hunt around today but I'm not sure if I got the time.
It really is working great though
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don't know what you mean..
commit itself doesn't spawn anything.. those things will be handled by udb (or whatever db you use).. i've posted sql in udb-forum (and added link in one of my posts here too)
Yeah sorry, I got the database, and thanks! It's for 3.x I'm sure, so I only applied the create spawns, etc to mangos-0.12 which are looking good so far. Just need GOs now hopefully.
No grouping in FFA?
in OldCore modifications
Posted
Can't seem to find where it defines players to be friendly when grouped.
The only other variation I could do at this time is make them auto-leave the group when entering an area as well. But that's not much of a difference. I'll keep looking a little bit.