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Samuell.Sk

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Everything posted by Samuell.Sk

  1. Thank you for pointing out http://www.just-whatever.com/wp-content/uploads/2009/09/captain-obvious.jpg That much i already know, so lets go back to the original question, are there any plans for implementing it ? If you want more real usage, its used during aq gate opening where whole kalimdor will be "in combat" for 10 hours if i remember correctly.
  2. You can think of my case as an "open dungeon". Place which is "continent" but only from dbc point, there are mobs/bosses and players can enter place whenever they want (just like continent), but its content is dungeon like.
  3. Rescent commits allowed us to have scripts in world_template which is great, but not all functionality is supported. Will be anytime soon function "SetInCombatWithZone" (located in Creature.cpp) ,implemented ? What about other functions like this which require "IsDundeong" check , will be they available ?
  4. Just for the record. I7 980XE has 107.55 GFLOPS, ps3 with its 1 core and 7 SPEs has over 200. This answer was needed. Thank you. Topic can be closed.
  5. Please, and for future replies, read the question first and note on the end if possible. This is question about flops (if mangos is doing them enought if it will benefit more from cell cpu or not). Not about if a majority of code must be rewriten to benefit from it. Your answer belongs to the "note part" which is not required nor desired.
  6. Please, and for future replies, read the question first and note on the end if possible. This is question about flops (if mangos is doing them enought if it will benefit more from cell cpu or not) Not comparing single/dual/multi threading applications / cpus. Your answer belongs to the "note part" which is not required nor desired.
  7. I just wanted to ask if someone tried to install ydl (yellow dog linux) on "fat" ps3 and tried to run there mango. Another question is would cell powered ps3 benefit from over 3 - 4 times processing power (in floating points) than any other i7 cpu when running mango ? This cloud be more of a question for skilled dev likve Vladimir (yes we all worship him for over 2- 3 years now) since i bet he will know if mango use more or less float points. I know that cell cpus are beasts when it comes to a numbers (our local medical facility has cluster of 8 of those using them for medical purpose). Their times have drooped from week/s of processing to hours/days. Note to anyone who will be contributing to this post: Dont mention here 256mb ram of ps3, or that you need ram to handle thousands of users.... that is not the point of this post. Interested in a "raw" comparsion in this situation.
  8. Mangos Version: 10047 Custom Patches: no SD2 Version: 1708 Database Name and Version : udb 391 How it SHOULD work: not spamming WorldSocket::handle_input: Peer has closed connection How it DOES work: WorldSocket::handle_input: Peer has closed connection is being spammed to the console like 20 per second, maybe useful info: 1st relam on 8085 port, 2nd on 8086, (sharp / test) , test is fine no problems at all, they are at same versions always, but sharp version (running on 8085) has these in logs, people can normaly join but after like 12 - 16 hours, mangos willl just freeze, and still spamming these. Never had these problems, started like 2 - 4 days ago.
  9. removed --openssl option from config and exchanged 2 lines between them and now i m compiling.
  10. The workaround solution is totaly simple, buy b1600 chasis, load it with blades, run there slorais, two of the blades would be doing master node, and rest (14) would be doing processing power. So your os would still see "2" cores, but those would be doing nothing else than sending data to process to those 14 behind them. So from applications view, there is only "dual core" machine.
  11. this poped up during config ../configure: line 15090: syntax error near unexpected token `,' ../configure: line 15090: `AX_CHECK_OPENSSL(, AC_MSG_ERROR([Missing OpenSSL]))'
  12. sry for dobule post, but this is my configure , doesnt seems to me wrong, http://srot.jeremy.sk/samir/configure
  13. oh, now i remember i have a patch folder, i was applying this manual without autoreconf :D ok, my bad, sry, i wasn't helpful, testing newest rev now. edit: no still the same, .... ..... Sha1.cpp:60: undefined reference to `SHA1_Init' ../shared/Auth/libmangosauth.a(Sha1.o): In function `~Sha1Hash': /home/sam43ll/MaNGOS/sources/objdir/src/shared/Auth/../../../../src/shared/Auth/Sha1.cpp:30: undefined reference to `SHA1_Init' /home/sam43ll/MaNGOS/sources/objdir/src/shared/Auth/../../../../src/shared/Auth/Sha1.cpp:30: undefined reference to `SHA1_Init' ../shared/Auth/libmangosauth.a(Sha1.o): In function `Sha1Hash': /home/sam43ll/MaNGOS/sources/objdir/src/shared/Auth/../../../../src/shared/Auth/Sha1.cpp:25: undefined reference to `SHA1_Init' /home/sam43ll/MaNGOS/sources/objdir/src/shared/Auth/../../../../src/shared/Auth/Sha1.cpp:25: undefined reference to `SHA1_Init' ../shared/Auth/libmangosauth.a(Sha1.o): In function `Sha1Hash::UpdateData(unsigned char const*, int)': /home/sam43ll/MaNGOS/sources/objdir/src/shared/Auth/../../../../src/shared/Auth/Sha1.cpp:35: undefined reference to `SHA1_Update' collect2: ld returned 1 exit status make[3]: *** [mangos-realmd] Error 1 make[3]: Leaving directory `/home/sam43ll/MaNGOS/sources/objdir/src/realmd' make[2]: *** [all-recursive] Error 1 make[2]: Leaving directory `/home/sam43ll/MaNGOS/sources/objdir/src' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/sam43ll/MaNGOS/sources/objdir' make: *** [all] Error 2 new config.status http://srot.jeremy.sk/samir/config/status edit button finaly works : )
  14. I always do-> svn , patch , configure , make, is there anything wrong with this ? it has worked before 3.3.0a, config.log http://srot.jeremy.sk/samir/config.log
  15. I almost didn't find it. OK here it goes http://srot.jeremy.sk/samir/config.status Is that the file that you've been looking for ? Or is there another config.status ?
  16. edit post button styl broken : ( , it seems to be reloading but nothing happens. No, patch is not working. Same error
  17. well it was meant like: Is it mine problem (with packages, openssl instalation.... ?) or is it in mangos code ? So , system is ok , but mangos is not : )
  18. one more just poped up during config: checking for OPENSSL... ../configure: line 15159: syntax error near unexpected token `elif' ../configure: line 15159: `elif test $pkg_failed = untried; then' related to the "unable to compile" or i have a problem ?
  19. Ok, and is there someway to change model premanently ? I know that in the pas there was .set value number it was value 142 and 143 which was changed / moved.... and it stopped working year / years ago, so i have moved to direct change, now i see thats not possible eaither
  20. hello, was away for a quite while, wanted to toy around with mango once more and here i found maybe a problem, maybe a feature. When i tried to change in mysql numbers: 1 0 25 0 1065353216 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1800 77 102 0 0 100 0 0 0 77 102 1000 0 100 0 0 1000 1073653480 0 0 0 0 0 0 0 0 0 0 0 0 0 1 116 0 0 0 8 2048 4194304 1156415488 1157234688 1157234688 1053240066 1069547520 6894 6894 0 1083238927 1087433231 0 0 0 0 0 0 0 0 0 1065353216 0 0 0 22 22 22 17 23 0 0 0 0 0 0 0 0 0 0 58 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 85 37 0 26 0 0 12 0 0 1076737755 ... se the 6894 6894 ? thats the original model and tempoary model, temp model is used when you do .modify morph command, but you cannot change the original numer (you need access to sql). So after i did, model still looks like race and numbers are changed according to race model. Any new features added preventing such a manipulation ?
  21. First of all, its going to be stoneage practice but if anybody want to try or disscus, so be it. About minute ago , an idea hit me how to very basicly offload your players to a different server and forces them go there. 1st server will be runing whole world kalimdor, outland,.... and 2nd one will be runing only raid instances. How ? 2nd server will gona have exactly the same mangosd installed as fisrt one, when 1st one updates, 2nd updates too. He needs also have a access to characters and realm database. 1st server will be wiped out of raid instances and blocked from the inside of enternace (so when players enters the instance they canot move anywhere) becouse if they can, they can use it to exploit and skip a lot of bosses. So they will be forced to change realm to realm of 2nd server aka "raid instances server" So who ever is inside instance can see spawned npcs.... It is quite recomenede to wipe outside world, and block as much innkeeper and places as could be, so they cannot expolit it. Party will not gonna survive throught relog, so only raid instance can be (from instances) By this method you can offload raid instances , outland , northrend , kalimdor , kingdom. I know its not a perfect, its a very brute method. But its only one that can be done right away by simple mortal who is reaching limit 2k - 3k+ luzers online. Yeah, and btw , spare me coments like "it's a dumb idea" I know that it is. Answer to 2# post This has nothing to do with architecture. You absolutly do not know what I was writing about. I'm talking about 2 independent servers running their mangos daemons, they have just common database for characters and realm. And at some point, player will just do log off, change realm to another, and he can continue. Why? I have that described up in article. I'm not asking for anyting, I'm just telling how it can be done without coding a single line. Answer to 3# post Yes I know that I will need 2 of them, that's the point of offloading and I already mentioned it in topic title and in post, but thank you for pointing the obvious. And you will not have a serious problem in char DB, becouse it's not possible to log twice on same account. Servers will be on lan (that's obvious). So I don't see how it will be possible to have a problem with characters database. We are only duplicationg mangos databse on our 2nd server. Answer to 4# post We all know that offloading is not a new idea, we are not discussing offloading by it self but how it's done is new. And you are wrong, I did not find any post how to offload by my way. Every post about offloading is about coding and so on. And you are wrong if you are talking about this exactly method. Blizz is offloading interactive their server. Not "blocking" users and forcing them to relog to a new realm.I'm writing about manual offload. Thx for posting. Answer to 5# post Ok , again, try this time to actually read, what i wrote and this time, understand. Clustering is totaly different and on much higher level ,what I'm talking about here. You want to offload your way ? Ok, why not, do it, go code.... If'm going to offload, I'm going to do it my way ,without a single line of code to add. Just read the proposal. You are talking about totaly different thing, but basicly the same. I'll try to explain it to you what I mean by some sort of lower level understandable to you. Player log in to server1 (physical server numero uno) which is running mangos numero uno too. He plays , do stuff, and than want to go to raid instance with friends. So they form a raid, enter instance, but hey, instance is wiped out, and they cannot move anywhere. So they log off from this server, in they client they choose option "change realm" and they log to our raid instance server (which is server numero duo , with running mangos numero duo). They share the same characters \\ realm database. But have different mangos databases (which needs to be at the same point). So we just offloaded players from our 1st server to our 2nd server. Now try to explain to me, at which point you need to add some sort of code, becouse from my point of view, you totaly do not get the idea. Proved by "live" server , thx to post 7#. No need to let it open anymore. I also tested it by abou 5 people with no problems, so i needed a bigger proof of concept. Out of date: Go on people. Anybody want to prove that I'm mistaken or that it's a bad idea.
  22. I was just wondering why there is still no right anim for hover - run , cast, emotes.... Basicly from my point of view, it should gonna be simple, character is divided into 2 major parts, belt_up (chest,head,arms...), belt_down (legs). For hover to work properli on characters, we just need to make that if under hover effect, than do not move with belt_down part and there should be exception for walk / run anim , it should use "stand" animation of hover. I m no coder, but my bro is, so i m gonna ask him if he could look into it, but he always does not have time : (. And by the way, any comments will be appreciated.
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