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Patman128

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Everything posted by Patman128

  1. Levels over 80 are not supported by mangos. If you break something by hacking it to allow this, it's your problem.
  2. Mangos hasn't used SVN since 2008.
  3. Maybe you can try reading it? It's in the FAQ, or the 5 billion other threads asking the exact same thing.
  4. To say Trinity has all vehicles and battlegrounds working is a gross overstatement.
  5. Did you run it...?
  6. Nevermind, this is correct. You would need to modify it to store it in the db. You could add a column at the end of characters, or create a new table. I would also recommend not add check in function that tests latency, because you may have many, many database calls.
  7. I'm pretty sure it is currently saved in the database. I'll have to check on this.
  8. Even if you aren't a coder, you can still learn. Or you can even open a forum. None of these people seem to have figured this out yet.
  9. I already gave you most of it, now do a little research for yourself. We aren't your personal coding team.
  10. Actually, some of it is patented by MS. See: http://en.wikipedia.org/wiki/C_Sharp_%28programming_language%29#Criticism
  11. Yes. Look in the Core Mods section.
  12. No, ScriptDev2 will never support Lua. It is a C++ only project. How about one of these people begging for Lua actually takes some incentive, learns to code, and makes it already, instead of just opening more useless threads?
  13. Funny, but no. ScriptDev2 has nothing to do with websites.
  14. If you learn a little PHP, you can make a script that queries MySQL for it and spits out the HTML.
  15. Because appealing to the lowest common denominator is always a good idea. And you will make epic $$$! Sign me up! And where will this money come from? If I code a Lua engine, will it just start raining down over my house? Will random people mail me checks? In case you haven't noticed, ScriptDev2 has it's own forum and it not discussed here. I would advise you to do the same if you want to have a serious project. The only problem I have with this is "unlimited functions." Any programming language can (theoretically) have "unlimited functions." Ooooh, an actual programming language. Scary. Also, you try reading some serious Lua code, and then tell me it's "soo much simpler". Hint: if you don't know what meta-tables are, you aren't going to get very far with your brain intact. I would argue against the Lua debugging part. C++ debuggers, such as the one included with Visual Studio or GDB, are much more powerful than what Lua has. Being able to step-through a program line by line until you find the problem I have yet to see on Lua. It may have basic programming concepts, but the loose nature of the language would make it harder for a beginner, I'd say. It's easier to learn in a more rigid environment like C or Java that enforces syntax rules and variable typing than something like Lua. I would also argue against the large number of "experts" you claim Lua has. How many of these people are actually experts? Would you consider yourself an expert? If so, when's the last time you used associative arrays or object tables? Now, for balance, I present: Lua Cons: * 1 - Lua is slow. When you have to make thousands of script calls per second to run your server's AI code, suddenly this will start mattering. * 2 - Lua is complex, convoluted, and confusing. Read up on meta-tables. Then pick up the pieces of your head that resulted from the explosion. * 3 - Everything is a table. See above. * 4 - All tables are on stacks, and the entire API consists of functions to access the stacks. See above. * 5 - Garbage collection means no memory leaks, right? Right...?! * 6 - It is a structured language pretending to be an object-oriented one. Therefore, objects perform even slower than the rest, and when you are putting it on to of a C++ project, everything is an object (table) * 7 - The dynamic typing and loose syntax make it a poor language to learn programming with. * 8 - Little actual support. If one person makes a Lua engine for mangos, then about one person will actually be able to support it (i.e. fix bugs, add new features, etc.) Most of the users will only be using it because they can't code in C++, and will be of little actual help. Now, please stop talking about Lua. If you are serious about it, start a project, open a repo, and start up a forum. Or, god forbid, actually learn C++ and code it yourself. Believe it or not, people aren't born with the mark of the programmer. Anyone can learn the language and be successful. Can someone please close this? There are enough "gief lua" threads on here already. We don't need another one.
  16. How about an actual patch file? I don't think vladimir is going to go through each file, find everything, and change it by hand.
  17. Could you please remove the link to your server from your sig?
  18. C# is not necessarily a proprietary language; it is standardized, and it is supported by most platforms near completely. The only problem with it is that the people pushing it and developing it is (mostly) MS and there are some patent issues. </offtopic> Nice tool, very useful for looking up the details of spells.
  19. http://udbwiki.webhop.net/index.php/Gameobject_scripts
  20. Use gameobject_scripts like I said before.
  21. I don't think it affects whether or not you get XP yet.
  22. When did I say "send event"? I was referring to the script effect part of the spell. Since there is a seperate damage spell, it would make sense for this script effect to cause the damage spell. Then the damage would have to be implemented as part of this seperate spell, in Spell::EffectSchoolDMG(). All the Decimate spells have this script effect as part of them.
  23. I think so.
  24. Nester queries are usually much slower than joins. I will do some performance checks and get back to you if I create a faster query.
  25. Decimate (http://www.wowhead.com/spell=28374) has a script effect. Are you sure this is the right implementation? I was thinking put a new entry into spell_scripts for casting the damage effect (http://www.wowhead.com/spell=28375) and implement the actual damage in Spell::EffectSchoolDMG() like other similar spells.
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