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Patman128

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Everything posted by Patman128

  1. I think they actually did a pretty good job at keeping it organized, at least compared to other C++ projects I've seen. Your gripe seems to be that the spell system is too big, but I don't really see how you could make it much smaller. Of course a new developer isn't going to be able to understand it right away, but they aren't going to understand any large project right away either. If you want to dumb down mangos source code to appeal to the lowest common denominator of "developers", be my guest.
  2. You can install them in the form of patches. If you mean binaries, mangos will most likely never support this as it adds a big security risk (though it is already somewhat supported, only one script library can be loaded)
  3. You already the posted this on ScriptDev2, and the answer is you can't.
  4. ...does Unity3D not have server software included?
  5. Compared to a lot of other projects I've seen, mangos is easy. The variables are pretty easy to understand. uint32 is an unsigned, 32-bit integer, uint8 is an unsigned, 8-bit integer, etc.
  6. Yeah, I'm gonna pass on this one. Upload it to a video sharing site.
  7. Who says it won't crash later due to seg fault?
  8. Yeah, it's probably an add-on.
  9. That would appear to be an client-side add-on.
  10. Would require some code in the ChatHandler to catch this, but this thread was dead so I'm not sure why it is being revived.
  11. You can embed an add-on into MPQs. But if you want to check specific files, map tiles, models, etc. you need Warden functionality and this is not supported yet.
  12. It's a solution. I'm not really sure what you're asking. What exactly do you want to check?
  13. Certainly. You could make an add-on for the client and have it send some sort of code or something to the server. I don't have any examples, but I wouldn't imagine it would be very hard. However, if you mean check whether they are using a custom model or maps, it would require something more like Warden functionality which does hash checks against files. This is not supported yet.
  14. It appears to just be a wrapper for a Flash applet.
  15. Then update it. Follow the examples in the commit you posted.
  16. Updated for 3.3.2.
  17. Patman128

    Raid Interface

    What do you mean the script? You mean the script that controls it? You can download it in the WoW UI kit. Specifically Blizzard_RaidUI/Blizzard_RaidUI.lua
  18. Patman128

    Raid Interface

    What's the raid interface?
  19. This is mangos-0.12 branch: http://github.com/mangos/mangos/commits/mangos-0.12 git clone git://github.com/mangos/mangos.git mangos-0.12
  20. Patman128

    Datetime

    http://www.cs.utah.edu/dept/old/texinfo/glibc-manual-0.02/library_19.html#SEC317
  21. You can override DBC PPM rates in spell_proc_event, if they haven't been already. http://udbwiki.webhop.net/index.php/Spell_proc_event
  22. Write a JIT Lua compiler for mangos, then you are allowed to post this. Actually, looking at the source of LuaJIT, it's not ridiculously hard to include this. But I can't find any good examples of using it.
  23. Documentation: http://udbwiki.webhop.net/index.php/Item_template Use SQL editor and do it manually.
  24. Lua is not good for coding AI's. It's just not fast enough. Going through Lua on every creature update cycle for every creature would just be a disaster. This is the primary problem with making a Lua binding: people would use it disasterously and then give mangos QQ when it doesn't work well. There are also a few other problems. For example, if you want to store a timer variable in an AI, it would have to be stored outside of Lua anyway, and passed back and forth between AI calls, only further slowing things down. Lua's only realistic use would be for GO/item use, gossip scripts, and other such "one-shot" functions. I was considering making an interface that supported these functions. If there is actual interest I might consider giving it a shot. To code AI's: use C++, use EventAI, or don't.
  25. Oh, what you are recommending is actually a client-side feature, like vladimir said. You'd have to re-implement it server-side and then put in what you want.
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