Lord X-Press
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Posts posted by Lord X-Press
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It's no problem to set the security level of some accounts higher than 3 and modify required security level in the commands table.
Thats not right, mangos push these accounts down to 3. (GM level is 8 and ingame its only 3)
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Hey there,
atm we have 4 Acclevel, 0,1,2,3.
Why only 4? Could we not implement a open-end system?
Would be nicer for creating ranks for different GM and workgroups.
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1) Is it necessary for the project?
2) What kind of building system do you prefer and why?
3) Does autotools makes the development process quite booooring?
4) Why do you want (or won't) to change the building system?
I would prefer cmake, cmake is only for linux users but i think that is the only discussable plattform for a change ^^
Cmake is very very easy to handel, only 3 commands needed for an compile.
And it doesnt waste arround with any files like automake.
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But it doesn't have anything to do with multiprocessing. It's more of database server's load balancing capabilities and it's deployment on a separate machine. I couldn't think of anything more than vmaps.
Thats correct, but you asked for bottelnecks, and the biggest bottleneck is a unoptimized DB, when youre mysql process stucks mangos can't do anything against this...multiprocessing might be better for multirealm system and there performance, but has no effect on the mysql service
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What are performance bottlenecks in Mangos anyway? Suppose we put _lots_ of memory into server, what will be the next candidate for optimization?
Youre DB, check it with Jet Profiler and find spikes and there reasons
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i wonder how ppl are able to set up a server, if they don't even have the ability to read a plain text...
There are many 1 klick tools for them ^^
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There was something called "writepdump" on mangos console. Not sure if that works, but it's probably better than exporting the data manually and rewriting item GUIDs later ..
For many chars is that a bit many console typing ^^
You can select the needed data and write them to an parallel table (or dump into a file) which you can put on an an different server, and when you need only parts of the data back,take the same core which is running on youre mainserver and create a chardump...or if you need the hole data export them all back...
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Well, I tried to trade with a horde GM character with an alliance player character, but it failed - I changed the factions but it doesn't worked either, so I guess that the client checks the races for such actions.Yes, I can confirm the client trade limitation, I guess it's also race-related, but not sure
Nope, it worked in an earlyer Version of mangos (i think it was befor implementing the 2 side auction house feature, befor this the option in config was named AllowTwoSideTrade and worked as it named)
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Infact ... looking at the new code it offers the option to go step further and do Player::Update also in paralel. This will give more performance, but will potentially cause more crashes. After having paralel Player::Update, its possible to differ process some WorldSession opcodes, like movement.
So should I do this or do the old stuff ?
Do the new, backtraces will bring the crash problems up to the surface (like in ACE) and we will have more perfomance *hopefully*
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Supported and working, only change the IP's in realmlist table
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I use this patch with 39 other patches including Arena, Procflags, Multithread and Ace Netcode, it works fine with Uptimes arround 1,5 Days
So I don't think its not maded for using with other patches ^^
That can not be the reason for not adding into SVN.
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Tested with Arena and Procflags patch, works fine....20h Uptime.
one question,after flagging a point,should there spawn any NPC's of youre fraction?
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Yeah, course he forgot to implement all new files ^^
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No you can't go back course there is no quest shown...thats like looping and like w12x said not supported, or you reset the state value in the game_event_save
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<div class='quotetop'>QUOTE (w12x @ Jul 6 2008, 02:39 PM) <{POST_SNAPBACK}></div>
Nope. game_event_prerequisite (event_id, prerequisite_event) contains what events must be completed to start a new one. For example:event_id | prerequisite_event 4 | 5 4 | 6
then for event 4 to start, you must complete event 5 and 6.
Event loops are not supported, and there is no world event that requires that (quite obviously, if it can only happen once in realm lifetime, why would it loop?). If you want reoccuring events, use normal game events.[/b]
What i wanted to do was OpenPvP over quests...for that loops in events are a very good solution, but its not bl!zzlike so i had to modify the code myself
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First: Tested and it works very good...but
one question, does it go everytime to the next higher EventID?
Think it would be better if you can set the next EventID over the DB, so you can go back to an lower event or build a Eventloop...
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w12x becoming insane ^^
Test it tomorow with some events...
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You can have many Pet's (maximum I see were 21) but you can only control one with the controlbar...
the rest must have an own AI, like :
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Use the imunity_mask which is stored in the database
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Thats handelt with Visibility.Distance.Creature in mangosd.conf, but I think its broken, often tested many values but no result...
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I think it better if you first create the System, an later the placemend of differend gameobjects
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In battleground_template is a collum named MinPlayersPerTeam
Linux crash dumps
in OldBug reports
Posted
Core: 7796
SD2: 1056
OS: Debian Lenny