painejake
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Posts posted by painejake
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Seems to be working absolutely fine thanks
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Is this the only need edits? http://github.com/dythzer/mangos/commit/fcc01ebe9168e8c3173e1e32edfc5b05826bdf80
If so i will make into a patch later on.
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this should improve performances of the ahbot patch... right?
Nothing to do with ahbot. By the look of it and the title, its multi-threading the auction house manager.
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I'm still testing and don't see any crash related to this patch. Tested with ~700 characters ON. I believe that it's ready to master branch but only a developer can decide. One more time Thanks Ambal for all your hard work into mangos performance!
I agree no stability issues from that patch at all. Would be nice if more people tested it and gave their reports.
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I will update the mtmaps patch i have at some point. That was a good balance across all cores. However i haven't tested this one yet so i will give it a whirl after i sort out some issues on my server.
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I cant find the version i had atm but if you apply the mtmaps patch from raczmans trinitycore patch queue by hand it compiles with some minor edits
http://bitbucket.org/raczman/trinitycore-patches/overview/
Remember you need GCC 4.4 if i remember right to compile with mtmaps
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Working great now thanks for the fix No difference in stability which is a good thing
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Compression defines what deflate level is used for compressing SMSG_COMPRESSED_UPDATE_OBJECT - it has nothing to do with threads at all!
No but surly if load is more balanced across cores instead of all mangos load on one core then there is more CPU for compression (depending on testers online)?
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Sure i got your PM
I will update it for 0.14 when i get time and post it under core mods.
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mangos isnt multi threaded anyway so unless are are using a mtmaps patch or other id leave it at 1
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Nice can't wait to test
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Thanks for this will give it a go later on
patch 1.10 error applying rev 8098 - src/game/MovementHandler.cpp line 329
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Besides, it's pretty easy to make just because of how much code there is to steal out there.
Haha. I definitely think it would spark more enthusiasm among people contributing scripts as i think people are scared of the phrase 'C++ Scripting'
I'm not to sure how or what but maybe even added development on EventAI would be a better step than going with LUA. Ofc its entirly upto the person what they want to do.
Lua ofc needs to be compiled before it can be executed. This process can, however, stay out of user's attention, on script reload for example.Another plus to EventAI (But that depends on the job at hand as we know EventAI can only handle certain things)
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Nice feature will come in handy im sure
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Look in AuthSocket.cpp should all be in there. May need minor edits else where too
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Found this a while ago I think it should answer all your questions. Its a wee bit out of date but hopefully you will get the gist of it
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Yeah, who comes to private servers for a completely blizzlike experience? Haha im just looking to make some fun scripts.
One of the ideas I have on my mind right now is creating a script that will enable users to play american style football on a server....
I gotta say im a very offy person but that sounds really sick
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best antihack is the .ban command
or, tell your friends who use your test server not to use hacks?
Very true
Raczman has it in his patch queue for trinity core if you really want to test one. Will require manual patching though
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Well its working fine for me.
This is the mtmaps3 patch from the TC patch queue however i haven't included the Windows side of this in there you will have to add those in if needed.. Or give me a bit more time to add it in. Seems to be no missing thread.
With near 200 users online all vmaps and 16 map threads: http://i257.photobucket.com/albums/hh232/painejake/Capture.png all thread show active.
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SELECT account.last_ip FROM account WHERE account.username =
Or something like that. My sql is very very bad
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Try to launch your core with Valgrind to see if there is memory leak. It will help you i think.
Here is the command :
valgrind --tool=memcheck --leak-check=full ./mangos-worldd
PS : With a Mangos without any patch I have some memory leak can someone confirm ?
If it's true I will try to correct them.
Im running mangos with mtmaps and a few other fixes on my main testing server. 150 testers no visible memory leaks. rev7887. On my 2nd testing server NO changes to core (only 5-10 online) memory is fine too mangos rev7863. All Vmaps on both.
On my main server I only updated about 2 hours ago so i will monitor it
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Here raczman again with his pacth-queue of tricks lol Nice one
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Working a treat
Here's the diff for anyone who wants it: http://painejake.gotdns.com/
Finally got round to updating it
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I personally think this would be one of the most efficient ways of storing logs.. They are easy to manage and easy to find what you are looking for, You can pull results in any sorted order you fancy not to mention, how many times do you lose a database or data in that database as opposed to a log file?
I'm defiantly looking forward the patch of this. Also the performance increase (if any) that it brings
How to compile MaNGOS on Linux ( Using GIT )
in OldInstallation, configuration & upgrades
Posted
Hmm tryed compiling and install autoconf and M4 still get this error though
Any ideas?