lecails
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Posts posted by lecails
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Windows(now based on a part of unix system) = easy instalation but not enough optimize for performance exept Visual studio performance compilation, so for novice , Linux = best performance, more hard installation and support so for expert.
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hey, patman. thanks for the reply.
i'm guessing MAX_MOVE_TYPE would be a number around 3, for normal, ground mounts and aerial mounts.
if so, if one gets debuffed by some skill and his move speed reduces to 40%.
where is that applied to? m_speed_rate?
this is why i've been thinking move speed of characters would be stored somewhere.
Yes, its stored in the DDR server , when the player enter in the game, the speed rate its initialized and its will changed over time.
So the m_speed_rate change when you mount or when you debuffed,there are some function which set speed_rate.
Its why m_speed_rate is a variable .. lol
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This script need to be reconvert in C++ and insert in the mangos core,in the future if you have not got database update the core say this and say if you would update automatically.
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Great but you can use more Javascript for lighten cpu server consomation.
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The first commit for this its https://github.com/mangos/one/commit/8cd46197e1efbb34fc1a5be27a7cdace3f57de98, table world_template for calling script in ScriptDev2 whith map id when is loaded and table world in characters database for save some data string.
Wintergasp can be added whth this function.
Very simple example:
If you would say something when the player enter on the map, you just make a script and respect ScriptDev2 structure : (reset(),update(),etc.. and insert in the table world_template this name and id example : (say_welcome_xx,xxx), they are few script example in the ScriptDev2 source and the ScriptDev2 forum can help you too.
For outdoor pvp script is not very hard because you already have the script for each map, you need adapt this into ScriptDev2 but there is always a small part of code like flags outdoor pvp structure that you need insert in mangos.
More proper code, less hacky code, have nice .
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When i Have a time so wait
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This Last day , vladimir add a new usefull feature for script on non instanceable map, its the way to make outdoor pvp whithout hack, you need make script like script boss as in ScriptDev2 and read how this feature work in database.
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Problem fixed, you need re-download patch.I just tested the latest patch and I have a compilation error:CXX Opcodes.oCXX OutdoorPvP.o
.. / .. / .. / src / game / OutdoorPvP.cpp: In member function 'bool OPvPCapturePoint: AddObject (uint32, uint32, uint32, float, float, float, float, float, float, float, float)' :
.. / .. / .. / src / game / OutdoorPvP.cpp: 144: error: 'map' Was Not Declared in this scope
someone has an idea?
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Patch updated for revision 11080 and higher,remove some useless code and cleanup patch.Need some stability test report.
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We'll think of pre-creating all non-instancable maps upon server startup so your FindMap() calls will be always successful. This should simplify MapManager interface even more:
1) CreateMap(uint32 mapid, Player& plr) - to create instances for player
2) LoadContinents() - to create Map objects and fill in registry in MapManager upon server startup.
This will be influenced by detail whether or not non-instancable maps can be unloaded or not - not all non-instancable maps are continents... But will see
P.S. Current transport system should be rewritten too since transports in dungeons are not possible nowadays -> only players can create dungeons, everything else will fail... But this will be possible only when proper "World Tasks" system will be released.
Cheers
World Tasks system you say , its interresting, what is the topic link ?, yes transport system need to rewrite for dungeons and really support npc.And yes I think as you FinMap call in startup server is useless ,I will remove it in the future update
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Patch Updated, move OutdoorPvp Initialize code after all maps Initialised. Thanks to Ambal for the light
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So, FindMaps reply works need move OutdoorPvp after load transport ..
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Not i dnt test the patch but I knew the possible crash as Ambal quoted, since Ambal has rengeneering system Map function CreateBaseMap is removed , the new system is great, I dn't deny it but if Map is created why find maps return Nothing Ambal ?sMapMgr.CreateBaseMap(uint32) -> This function doesn't exists actually. Ambal is talking about sMapMgr.CreateMap(uint32, const WorldObject *obj) where *obj can't be NULL (oryour server will crash). Have you tested that patch, Lecails?I also revert temporarly patch in the older version.
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Patch udapted, replace FindMap function (because its just find if map exist lol) by CreateMap, compile fine on 10992 Mangos revision but need test report, it might crash server ..
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When I had my outdoor pvp implemented long time ago (kicked it out as it all should be done in Scripts handled by small trigger - actual code is like, thousands of un-needed code)
I had not FindMap but;
Map * map = const_cast<Map*>(sMapMgr.CreateBaseMap(mapId));
if(!map)
{
sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId);
return false;
}
sObjectMgr.AddGameobjectToGrid(guid, &data);
It will be more logical to have sMapMgr.CreateBaseMap(mapId) than FindMap ... thx also I would know who add this function
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Thank you for your reply, yes it works with the patch, I can compliers without error. I applied the sql file in the database mangos
^ ^ But in Hellfire Peninsula I can not do the quest.
Battleground Starting System
[************************************************* *] 100%
>> Loaded 13 battlegrounds
Starting Outdoor PvP System
Map (Id: 530) for AddObject Can not Be initialized.
Map (Id: 530) for AddObject Can not Be initialized.
Map (Id: 530) for AddObject Can not Be initialized.
OutdoorPvP: HP Successfully Initiated.
OutdoorPvP: NA Successfully Initiated.
OutdoorPvP: TF Successfully Initiated.
Map (Id: 530) for AddObject Can not Be initialized.
OutdoorPvP: ZM Successfully Initiated.
OutdoorPvP: IF Successfully Initiated.
Map (Id: 0) Can not Be for AddObject initialized.
Map (Id: 0) Can not Be for AddObject initialized.
Map (Id: 0) Can not Be for AddObject initialized.
Map (Id: 0) Can not Be for AddObject initialized.
OutdoorPvP: EP Successfully Initiated.
OutdoorPvP: Successfully Initiated GH.
Loading ... Transport
[************************************************* *] 100%
>> Loaded 20 transport
I noticed these things at start of mangos. Is there a link of cause and effect?
I use YtBD in its latest version, same for mangos
The probleme is not the database but the code in OutdoorPvp.cpp AddObject function
Map * map = const_cast<Map*>(sMapMgr.FindMap(mapId)); if(!map) { sLog.outError("Map (Id: %i) for AddObject cannot be initialized.", mapId); return false; }
Because map (?) is not loaded so it can't addobject on nothing , i dnt know how MapManager::FindMap function work, need some light on this .
Very strange condition ..
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error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(SpellEffects.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) ib(Player.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(SpellAuras.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(GameObject.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::~OutdoorPvPMgr(void)" (??1OutdoorPvPMgr@@QAE@XZ)
for some reason i get lots of these,almost all object files, i don't know whats wrong but it seems itis something from the outdoor patch, anyways i can solve this ?
i fixed all compile errors,please note that i use playerbot+ahbot+vehicles+mmaps patches.
Use this patch http://tsol.fr/?page_id=159.
i have used your patch but those were the results ,only i have forgotten to mention about it.You dont modify the patch ? Whitch revision you use ? Look if the header OutDoorPvpMgr.h is specifed in SpellEffects.cpp for example.
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error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(SpellEffects.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) ib(Player.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(SpellAuras.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::OutdoorPvPMgr(void)" (??0OutdoorPvPMgr@@QAE@XZ) 4>game.lib(GameObject.obj) : error LNK2001: unresolved external symbol "public: __thiscall OutdoorPvPMgr::~OutdoorPvPMgr(void)" (??1OutdoorPvPMgr@@QAE@XZ)
for some reason i get lots of these,almost all object files, i don't know whats wrong but it seems itis something from the outdoor patch, anyways i can solve this ?
i fixed all compile errors,please note that i use playerbot+ahbot+vehicles+mmaps patches.
Use this patch http://tsol.fr/?page_id=159.
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I compile the OutdoorPvP
I'm not sure how it works in Terokkar Forest Because the clock should not change and I can not win Hellfire Peninsula areas
Do I have to do something to activate the pvp zones?
The patch is in beta revision many things should not work and need to fix.
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hello, I just tried this change for mangos. Once the patch is installed, the compilation stops with this error:
CXXLD mangos-worldd
OutdoorPvPMgr.cpp: (. text +0 xb56): undefined reference to `OutdoorPvPGH: OutdoorPvPGH () '
The version of mangos is 11002. I also use Scriptdev in its latest version, and Ahbot and PlayerBot.
compiles and runs Fedora 13 x64
Sorry I'm french and I do not write English well
I think that OutdoorPvPGH.h and OutdoorPvPGH.cpp are missing in the Makefile. Anyway I can't make the patch workPatch Updated , add missing files in makefile , you can download in the same url http://tsol.fr/?page_id=159
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After many hours , I can post the patch http://tsol.fr/?page_id=159 whith cleanup and synthax update for Mangos rev 10992 , build whitout error but I have not try yet . Now, Im working on improvment and fix.
Have a nice
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Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.
Original patch:
Cleanup patch (untested properly)
I begin with your original patch , its corrupted because we need some conversion typo : example && -> && I fix it and I repost a clean patch for the last mangos rev .
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I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .
This is great. But I think that first we should focus on the current under development outdoor pvp scripts, and after this are finished and accepted into the main core, then we can focus on Wintergrasp, which still needs vehicles and Go type 33.
Yes, Its true, its can be most easy if you can post the patch file from your git repository for I begin.
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I managed to make this patch partially work.
You can see the updated version here: https://github.com/xfurry/Mangos/commit/c140b3356270808c6d4ccad4f7d14ded5be0fcfa
I haven't test this 100% but I know there are some issues:
General:
Gameobjects - flags don't have artkit;
Eastern Plaguelands:
The towers can't be captured; the whole script needs to be refactored;
Silithus:
Working fine;
Hellfire Peninsula:
The towers are working fine, but the world states need some tunnings;
Zangamarsh:
The towers are working fine; the flag-carrier npc doesn't have gossip (DB issue); world states also need tunnings;
Terrokar Forest:
The towers are workign fine, but the world states need some tunnings;
Nargrand - Halaa:
Basic functionality - needs more research and refactoring;
Grizzly Hills - Venture Bay:
Basic functionality - needs more research and refactoring;
Well I fixed most of those already some time ago on trinitycore1 continuation, OregonCore. That code we had in the core was also from the original outdoor pvp patch made for mangos and had a few issues like:
- requiring creatures to capture the tower points (remove "hack") - http://bitbucket.org/oregon/oregoncore/changeset/c4ffe56d3cfd
- not having set the artkit initially (only on first update if someone arrives at the location) - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4
- EP (eastern plaguelands) not working - http://bitbucket.org/oregon/oregoncore/changeset/3a53d3aba59e
- Redundant EP code (code refactor) - http://bitbucket.org/oregon/oregoncore/changeset/60c526937550
- have no flag spawns on EP - http://bitbucket.org/oregon/oregoncore/changeset/15504f118ec4
- not displaying the correct shrine aura on EP - http://bitbucket.org/oregon/oregoncore/changeset/f2a6dfc86180
- not displaying the flightmasters horde aura if he was summoned for the horder and not being able to use him to fly somewhere
I might help to fix a few in this patch but unfortunately I have no WotLK client nor server
I m working for implementation of fixes, I seek also the script for WinterGasp if anyone have this .
[WIP] Launcher with update feature.
in OldGeneral discussion
Posted
You use the last Visual Studio .. bad for me lol