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mfour

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Everything posted by mfour

  1. Xeross, could I ask you to update you ahbot branch to the last mangos rev 9691, before the change over to client 3.3.3a? That would really be awesome if you could do that.
  2. Yup checked it, only differences were a few spaces. @ Xeross: I have no clue about C++, but that is the only difference between your files, and his. I change absolutely nothing else. Maybe this could help DOWNLOAD NOW! That indicates the output from WinMerge PS: Was just wondering, maybe it is only one or two of those "bool" statements that need to be included, and not all of them?
  3. Using Xeross's repo (9652) it works for me only when using Kreegoth's two files. I used Winmerge to find what is different between the two sets, and besides spaces, the only text/code that was in Kreegoth's AuctionHouseBot.h file and not in Xeross's, was the following: Kreegoth's Xeross's bool AHBSeller; bool AHBBuyer; bool BuyMethod; bool SellMethod; bool debug_Out; bool debug_Out; bool Vendor_Items; bool Loot_Items; bool Other_Items; bool No_Bind; bool Bind_When_Picked_Up; bool Bind_When_Equipped; bool Bind_When_Use; bool Bind_Quest_Item; That bit is right at the end of the file, which must be the bit making the difference?
  4. I'll try and get something for you this evening, or by tomorrow morning (on GMT+2 time).
  5. That is what I have done, it is rather strange. By all counts it should work, I'll keep tinkering.
  6. I double checked my settings with yours Xeross, but problem remains. I am clueless here. I have tried it with a character from my previous AHBot (client 3.2.2a) with no luck. I also tried it on a completely fresh DB, with a new character, but still no luck, sadly.
  7. Ah I see, no don't have that prob. I can't find the problem, everything looks as it should be, AHBot compiles, and loads fine in consol. Items are shown as loaded, a new bot character was created, logged in, logged out, changed config to accomodate the char GUID and Acc, restarted server, but no items. Thanks for your efforts, much appreciated
  8. I have made the changes in the config from your repo, so that is all good. What do you mean with double config settings?
  9. Ok thanks. I have gone over the settings many times to no avail, but I'll keep looking.
  10. If I may ask, how long before the AHBot items show up in-game after the server has started? In console it shows that AHBot is loaded, with numerous items, but in-game the AH is empty.
  11. Any news on this, on rev 8993 flight form is still bugged.
  12. Core: 8840 + SD2 1504 DB: UDB 385 This crash happens as soon as someone goes into Orgrimmar. If compiling without SD2 the problem goes way. I have posted in SD2 forum as well. Revision: * * 8840 * Date 21:11:2009. Time 7:16 //===================================================== *** Hardware *** Processor: Intel(R) Core(TM)2 CPU 6400 @ 2.13GHz Number Of Processors: 2 Physical Memory: 2093952 KB (Available: 1125276 KB) Commit Charge Limit: 4194303 KB *** Operation System *** Microsoft Windows XP Professional Service Pack 3 (Version 5.1, Build 2600) //===================================================== Exception code: C0000005 ACCESS_VIOLATION Fault address: 05D908AC 01:0011F8AC C:\\MANGOS\\MaNGOSScript.dll Registers: EAX:00000000 EBX:774BD9B8 ECX:00000000 EDX:00000000 ESI:0002BDD0 EDI:00000000 CS:EIP:001B:05D908AC SS:ESP:0023:05F24E38 EBP:05F24E4C DS:0023 ES:0023 FS:003B GS:0000 Flags:00010202 Call stack: Address Frame Function SourceFile 05D908AC 00000000 ?getFirst@?$RefManager@V?$GridRefManager@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@QAEPAV?$Reference@V?$GridRefManager@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@V?$NGrid@$07VPlayer@@U?$TypeList@VPlayer@@U?$TypeList@VCreature@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@U?$TypeList@VGameObject@@U?$TypeList@VCreature@@U?$TypeList@VDynamicObject@@U?$TypeList@VCorpse@@VTypeNull@@@@@@@@@@V?$SingleThreaded@VPlayer@@@MaNGOS@@@@@@XZ+5456404065737072
  13. Have a look in your mangos.conf file, find this line: "MinLevelForHeroicCharacterCreating = 55" That determines what level your DK start with, in this case the "=55" indicates it starts on level 55.
  14. Very interesting guys, thanks a lot. So from those test clearly it is not just a case of "less is more" or "bigger is better". From both your tests (Freghar and Cyrex) it seems that compression = 1 is the way to go, and will give the lowest latency to players, but consume more bandwidth. However, as freghar suggested I think a good compromise is indeed a compression setting of around 4. Brialliant, thanks again guys.
  15. I think it depends on your system specs. The way I understand it is; the higher the compression ratio, the more the packets are squeezed into a smaller packet, which in turn can de transmitted more quickly to the client, creating less lag. However, in order to do this the server PC will need more CPU power to do the compression, and could therefore actually increase your latency if the CPU is allready running at it's limits. Hmm I could be quite wrong, but that is how I understand it.
  16. look in this file you will see the rev: http://github.com/mangos/mangos/blob?path%5B%5D=src&path%5B%5D=shared&path%5B%5D=revision_nr.h&raw=true Use Tortoise SVN client, to download the SVN repository as it says in the guide. Tortoise GUI has a View Log option which shows the various revision changes and gives you the ability to checkout any version you need. Look at this link: https://unifieddb.svn.sourceforge.net/svnroot/unifieddb/trunk/Updates/0.11.5_additions/ Here you will see files named like this: 380_corepatch_characters_7682_to_7894.sql The word "characters" tells you it is for the character database. To see what version you have, check in your various databases for a table called something like "db_version", open it and you will see what DB revision you are on. There is such a table in each of the mangos, characters, realmd and SD2 DBs. Hope that helps.
  17. That is going to be the challenge for now PS: I have implemented your suggested config settings, and it does infact seem to have improved player latency a bit. There still appear to be some areas which suffer from more lag than others, and a couple of lag spikes evey now and then. However, our ISP has been up the creep this week, so it's hard to say exactly what is causing those spikes. Overall it seems to have made things run a bit smoother, thank you for sharing, much appreciated.
  18. Brilliant Cyrex. I will apply your config settings and see if it helps. At the moment I have to implement a player cap of 45 (which sux), anything above that and even a 5 man instance brings the server to a halt. Thanks for pointing out Ambal's thread, I look into it for sure, and thanks Ambal It also seems that Linux is the way to go, clearly. Thanks for that.
  19. Interesting, we have 512 kilobits/sec upload and there is no way we can have 20 people in the same place. The server lags to an almost total standstill. The Vis Distance is set to 66 (old default) as well. I have also applied these changes to the core in the "GridDefines.h" file, which made a huge difference: -#define MAX_NUMBER_OF_CELLS 4 +#define MAX_NUMBER_OF_CELLS 8 I will give your numbers 1 and 2 a try, and see what happens. We use WinXP as our OS, I wonder if Linux will give less lag...?
  20. On the compression issue. We have limited upload throughput as well, and I have played around with the compression a bit. Sadly there was little evidence to suggest that it really has a big impact at all to latency experienced ingame. When I say latency, I refer to the high latency/lag caused by insufficient upload throughput. We have tweaked and played with many setting, but thruth is, if you do not have enought upload capacity, you simply don't and you will experience lag.
  21. Thanks, now I get it, sounds pretty good. First I need to get rid of client 132 errors before testing any new stuff
  22. X-Savior we are using this patch on our server (low pop of 50) and it runs fine with no problems. No crashes, strange item problems or anything otherwise, as far as I can tell.
  23. Sorry for obviously asking a stupid question, but what is this patch supposed to do ? I am not quite following your meaning.
  24. Go to your mangosd.conf file and set this: HeroicCharactersPerRealm = 0 You will still be able to choose it with a lvl 1 or higher account though.
  25. This remains a problem, and according to the peeps at UDB that this is a core issue. I can't argue for or against that. However, it would be great if a mangos dev could maybe give us an indication of where we stand with this, i.e. is this an issue which is currently being worked on, or is it an issue which will be looked at in the future, or is it currently not being worked on at all? Will really appreciate some direction.
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