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Patman128

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Everything posted by Patman128

  1. You would basically have to rewrite mangos to get any decent performance boost (or even to break even with an x86.) Like faramir said, there really isn't that much room to scale on it. Mangos is just too monolithic.
  2. "It doesn't work" doesn't help us at all, and it works on my Ubuntu VM, so I have no idea what you're talking about.
  3. I think you didn't read what he said. If you change a header, everything that uses the header has to be compiled, even if you use some caching system. Using ccache won't change anything. Instead, solution is to use caching system (which is usually on by default) with small changes in source files (like he said.)
  4. Isn't Vehicle a subclass of Creature? http://github.com/mangos/mangos/blob/master/src/game/Vehicle.h class Vehicle : public Creature So not sure what you're talking about.
  5. From reading the code on TARGET_AREAEFFECT_CUSTOM (Spell.cpp lns. 1792-1841) it seems that it may actually be possible to use spell_script_target with this spell. Unfortunately, since the 2 effects of the spell need 2 different targets, I'm not so sure about it.
  6. If they reuse some old item IDs, then maybe.
  7. This is the relevent code (in Player.cpp): // prevent load talent for different class (cheating) if ((getClassMask() & talentTabInfo->ClassMask) == 0) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has talent with ClassMask: %u , but Player's ClassMask is: %u , talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), talentTabInfo->ClassMask, getClassMask() ,talentInfo->TalentID ); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id); continue; } I guess you can comment this out if you don't want this feature. I would also advise you to check your mangos log in future (and that means reading it yourself, not posting it here for us to read) because this would have explained what happened.
  8. Don't use it on DKs, or modify mangos' talent checking code. Mangos is programmed to automatically see things that shouldn't be (DKs with warrior talents) and correct the problem.
  9. Not the forum, please. A bug tracker that forces users to use the bug tracker format (mangos rev., SD2 rev., platform, etc.) would be nice, so we don't get more crap bug reports, but I think in general the quality of the bug reports in general is pretty low here. There just isn't much useful information in them. There are much better/more organized/more fully-featured bug tracking software out there besides a forum. When you open the bug reports forum, it's just a mess. You can't tell what are open, what are closed, if the rev # is when the bug was reported or when it was fixed, etc. If you do end up going with the forum, at very least please make at least 3 sub-forums: the good (closed reports) the bad (open reports) and the ugly (bad/invalid reports) and give a few more of us the ability to edit and sort out the reports into their respective forums so the developers here don't have to deal with being bombarded by bad reports.
  10. But there are still going movement bugs and areas that can't be reached, in which case the evade system is probably a good idea.
  11. http://udbwiki.webhop.net/index.php/Realmlist
  12. I'm confused now. Isn't this what the core mods section is for? Is there 2 sections for 3rd party projects now? Or is core mods for 3rd party projects about the core and this for 3rd party projects outside of the core?
  13. There you go. This also completely defeats the purpose of the guild. Guilds are supposed to be able to work together. If the characters are on separate realms, they can't.
  14. I believe "quit" is the command to disconnect from RA, not shut down mangos. There is another command for this (server exit)
  15. Did you try it? Because I think it needs to be reworked with the new aura holder system.
  16. One word: Intellisense.
  17. Search in this file (http://github.com/mangos/mangos/blob/master/src/game/Level3.cpp) for bool ChatHandler::HandleAddItemSetCommand(char* args) and you will see how to look up items by item set in the core, which is what darkstalker meant, but I don't think this can be done in scripts. There is no "additemset" method in Player class. The closest is AddItemsSetItem() and this is not related to what the OP wanted.
  18. It would be nice if there was one directory for all the third-party projects, so we wouldn't have to look through all the threads. Sort of like the Interesting Git Branches thread but updated. I could maintain this if you want.
  19. Index: include/sc_creature.cpp <-- this is the file to patch =================================================================== --- include/sc_creature.cpp (revision 1800) +++ include/sc_creature.cpp (working copy) @@ -194,7 +194,7 @@ <-- these are lines to patch, look around here or use search //Using the extended script system we first create a list of viable spells SpellEntry const* apSpell[4]; - memset(apSpell, 0, sizeof(SpellEntry)*4); <-- [-] at the start means remove this line + memset(apSpell, 0, sizeof(SpellEntry*)*4); <-- [+] at the start means add this line uint32 uiSpellCount = 0; That's about it.
  20. Also, are you using vmaps? This is pretty important.
  21. I would start with getting the basic application working in Qt and then adding networking on top of it (since Qt modules are relatively easy to integrate into Qt applications)
  22. Most houses are WMOs, which are basically bolted to the map and can't actually be added or removed in-game. There are a few models that are available for adding in-game, I recall a list being posted on the UDB site a while ago.
  23. AJAX (asynchronious Javascript and XML) is good if you want to write an application that runs in a web browser (like an HTML 5 game) and dynamically loads data from sources on the web (usually a web server with some scripts to generate the XML data) Mangos is not a browser based application and does not use AJAX. Mangos uses sockets to handle packets from the clients. This is much more efficient because the data from mangos goes directly to the client and data from the client goes directly into mangos, versus storing it in XML files and waiting for the web browser to check for new data some time later (along with tons of HTML and application overhead in serving the data) or sending it in HTML requests. If you want to learn more about writing networked applications in C++, a simple (at least compared to sockets) network interface is the QtNetwork module (http://doc.trolltech.com/4.2/qtnetwork.html)
  24. Forgive me if I'm wrong, but shouldn't uint32 GetPercentOfMaxPower(Powers power, float pct) const { return uint32(GetUInt32Value(UNIT_FIELD_MAXPOWER1+power) * pct); } be uint32 GetPercentOfMaxPower(Powers power, float pct) const { return uint32(GetUInt32Value(UNIT_FIELD_MAXPOWER1+power) * (pct / 100)); } if pct is a number from 0.0 to 100.0?
  25. I think I recall seeing this for some creatures in packet logs. I can see if I can find you a good example.
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