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Patman128

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Everything posted by Patman128

  1. You would have to code the dummy aura in C++, similar to other similar effects. The actual proc chance for the spell would be in spell_proc_event.
  2. This usually means that game didn't build.
  3. I do not believe you can combine if(Group* group = GetGroup()) and if (group == this->GetGroup()) If you use "if((Group * group = GetGroup()) && group == this->GetGroup())" you will most likely get an error about group not existing.
  4. In WorldSession::HandleMessagechatOpcode( WorldPacket & recv_data ), you need to add the "if (ChatHandler(this).ParseCommands(msg.c_str()) > 0)" part to the handlers for CHAT_MSG_WHISPER and CHAT_MSG_CHANNEL, or if you want, just put it before the switch to handle it in all chat types.
  5. I wrote a long reply, but the forum messed up and deleted it before it was posted, so here's the gist: - with extended costs, and most DBC information in general, if you change something server-side it will still look the same client side, so if you make something cost 10 items on the server it will still look like it costs 5 tokens to the client - take a look at Map::GetMaxPlayers() and change this to suit your needs, whether it's a new table or whatever
  6. Usually the tables are put in place before the database supports it; for example, the DB gossip system. In any case, I think this is probably the correct way of implementing it. Maybe it could use some clean-up though.
  7. I think you want to change the LogLevel from 3 to 1 or 0 in the config.
  8. http://udbwiki.webhop.net/index.php/Main_Page
  9. Sorry, but what? Since when dd Microsoft create their own C++ variant? It has certain compiler features, yeah, but the core language is still the same, it's fully ANSI/Ecma compatible. http://msdn.microsoft.com/en-us/library/3bstk3k5.aspx So yeah, Microsoft did their own implementation, but only of standard C++ features, except for Visual C++ .NET 2003, which broke away from the standards in a few ways. And Visual C++ is an IDE. Visual Studio just combines the Visual C++ IDE with Visual C#, Visual Basic, and some other stuff.
  10. The point of this patch isn't to change memory/CPU usage but how the client interacts with the objects (players/creatures) on the server. I would imagine it would be about the same, maybe a slight increase due to the overhead of the cameras.
  11. Patman128

    unaura

    Maybe he wants a creature that uses .unaura on players?
  12. I know, but they should probably be kicked anyway. Anyway, this is the problem. It's crashing because it's in debug mode. You need to disable MANGOS_DEBUG if you want it to not crash due to this, or else comment out the ASSERT()s.
  13. For some reason there's a bunch of ASSERTS() there. I'm not sure why it doesn't just kick them from the instance instead.
  14. We all know of the notorious sql error message. It has destroyed our homes, eaten our young, and... wait, I must be thinking of something else. Well, you know what it is, the one error that is the ire of new and inexperienced users, and the reason for half of the threads in the Installation & Configuration section. I'm here today to change it all. I will single-handedly reduce the number of new threads on the getmangos.eu forums by half. Patch: http://paste2.org/p/831159 Here is an example of the sql error before the patch: http://img21.imageshack.us/img21/999/mangoserrorbefore.png Here is an example of the new sql error message: http://img80.imageshack.us/img80/9120/mangoserrorafter.png As you can see, it is a much more readable and clear message. Since nearly everyone will get this error after starting mangos for the first time, I figured I might as well make it less cryptic and more appealing. The README has also been updated to be more readable and correct. Enjoy.
  15. I was referring to his original problem, but I guess it isn't the problem anymore.
  16. Considering adding achievements is impossible without modifying the client, not so much too complex as not allowed here.
  17. Patman128

    unaura

    ...what? :confused:
  18. What he said. There is no MSSQL interface, you would have to write one yourself. There is a PostegreSQL interface if you want an alternative to MySQL.
  19. If you are using Visual C++, it is compiling 32-bit. If you are using Visual Studio, you can select either Win32 or x64 mode from the drop down build menu at the top. The main difference is that in 32-bit mode, it can only use up to ~4 GBs of RAM, where in 64-bit mode it can use much much more. Mangos is multi-threaded, so I would assume it would benefit from a multicore processor, but I'm not sure about it, I've never seen benchmarks done. The best processor you can get would probably be a Gulftown Xeon. Any Nehalem based processor is good. NEVER judge a processor based on it's GHz EVER, unless you are comparing 2 processors of the same type. 3GHz means basically nothing.
  20. Sure, it's easy. 1. Read backtrace to find the point of crash. 2. Browse through source code to point of crash and find the problem. 3. Fix the problem. 4 Done.
  21. All your error means is that you need to pull from it before pushing again. Just use git pull. That's all you should need to do (aside from manually merging it if it fails)
  22. Post an actual crashlog?
  23. Can you give an example of it in Player.cpp? I can't see to find any.
  24. This was already implemented. http://udbwiki.webhop.net/index.php/Creature_template#KillCredit1 If you look at those quests, they are already being handled properly with this. Nothing new needs to be added.
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