Ok, maybe i'm a 'tard but i cant compile them under vs 2005
the mysql headers aren't found (i've just downloaded mysql source so it should take care of that), but on compiling it's generating about 450 errors - 90% of them "error C2018: unknown character '0x40' c:\temp\eqemu-0.7.0-1118_bots-source\common\mysql_com.h 365 " i looked to see if there is a wiki page for compiling, but i didn't find anything. any thoughts? |
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http://www.eqemulator.net/wiki/wikka...a=DevVSExpress |
I used the original DEV kit from this post to compile mine:
http://www.eqemulator.net/forums/showthread.php?t=25372 but the current link uses VC++2008 Express. |
Thanks guys - i'll give it a shot
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thanks for the anti-tarding links.
they helped and i got it compiled! |
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I've been trying to fix the underlying issue, but that's requiring some rewrites of the basic AI the bots use to acquire, find, choose, and approach targets plus acquiring and distributing hate to really "fix" the problem. I haven't been working much on it recently, but I'll try to get what I've got done so far put out so other people can tinker with it in the meantime. Give it a couple of weeks. |
Glad to see that people are still working on this project and are makeing it better ;)
G'day, Mag |
Nice of you to drop by and say 'hello' . Your gift to the eqemu community is alive and well. Thanks again!
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Is there a release for 0.7.0-1118 ?
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Post #598, page 40
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Or use the new sticky that has Code Releases ONLY (no comments in that post, please):
http://www.eqemulator.net/forums/showthread.php?t=25614 Anyone posting new release updates should post there, or I will quote them there myself as I see them. |
Great Job
I am new to this forum. I just wanted to say great Job on the Bot module. I do have one suggestions is to have a #bot delete [id] command. Again great job keep up the good work. Vintage51
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This will only compile under c++ 2005 express as listed but I do not use it and will not. 2008 express is much more efficient for my needs. I tried to convert the files but no luck, so any one care to share there windows binary file?
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I use 2008 without problems. Are you using the Windoze SDK? You can follow the directions for compiling under windows in the wiki and it works pretty well. YMMV.
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Yes, with windows VS C++ 9.0 2008 express you don't need the old platform SDK but just for shits 'n' giggles I did it anyway but still no results. either way I'll figure it out one day no big deal.
edit* oh I forgot to add that yes I followed the wiki. |
When I go to compile the new 1118 bot code under linux I get alot of file not found errors and other things. The newest bot code does not hold the same directory structure as the normal eqemu sources. I noticed when I unrar'd the file it just put all of the files in one directory.
Anyone have the newest bot code set up in the normal eqemu structure? All's we still need to run it is the zone folder correct? In this new release do not find the EmuSharemem, eqlaunch, world, zone, common, or utils folders. Just a bunch of files and lots of file not found errors. |
I had the same problem. do you have mysql AND perl installed? and also the correct include/library directories?
These helped me (Thanks to Andrew80k and Aramid) http://www.eqemulator.net/wiki/wikka...a=DevVSExpress http://www.eqemulator.net/forums/showthread.php?t=25372 |
Yes I have perl and mysql installed, I have been running an eqemu server for about 2 years now and bots since 1106ish. The problem I am having seems to be that the directory structure of the rar file is no where near the same thing as the normal eqemu sources. Here is what I mean:
Normal EQEMU source file structure: Code:
ls Code:
ls Code:
ls |
I didn't change anything in the directory structure, all I did was use Beyond Compare and add everything that was in 1118 TO the BOT code, changed the Makefile files, so if you had to change the makefile and makefile.common, then you don't have the code I submitted, because they were already changed. On my 1118_Bot-Source version, you have to compile the entire thing, not just the zone code because of all the 1118 changes in the regular emu code. Sounds to me like it is not decompressing correctly as ALL of the directory structures ARE there. I use Debian Linux myself.
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I could be wrong, but it almost looks like the archive was extracted w/o writing the directory structure. (or maybe the archive was created w/o adding the directory structure.)
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That is what I thought. I will try to redownload the rar file and decompress again to see if I get any changes.
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I downloaded the VC++2008 Express Dev Kit from here: http://www.mediafire.com/?vycm22limtm
Installed it by using the defaults and then setup the dependencies as described in the readme file Uncompressed the 1118_Bots-Source file and compiled it with no problems. The directory structure is there. |
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Was my bad I used the command unrar e and should have used unrar x. I usually edit the makefiles anyway to optimize the compiles for my server's cpu.
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I just got done compiling the bot source provided I noticed it said
1110Bots.sln but its listed for 1118 so I guess it's the right one. But while compiling the source I was wondering if it was normal to get 2-3 warnings and why I could only get it to compile under debug and not release? all in all I tested it and works, I also have uploaded the files to see if it looks ok to you all and I did compress it down as far as I can get it. http://www.mediafire.com/?1mlnyxdf21v |
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Ah ok thanks, I still get these warnigs but still compiles ok just the MB size diffrence is weird not sure if it's right or not.
Zone.exe 2.44 World.exe 4.15 This is the list of warnings I get. LINK : warning LNK4044: unrecognized option '/MANIFESTUAC:level='asInvoker' uiAccess='false''; ignored c:\eqemu-0.7.0-1118_bots-source\common\socketlib\httpsocket.cpp(113) : warning C4715: 'HTTPSocket::ProcessReceivedData' : not all control paths return a value I'm not sure if anyone else gets these or if it's normal. |
I get
2>emusharemem\mmf.cpp(325) : warning C4532: 'return' : jump out of __finally block has undefined behavior during termination handling 1>httpsocket.cpp(113) : warning C4715: 'HTTPSocket::ProcessReceivedData' : not all control paths return a value but everything seems to work just fine. |
So even if the bot source given says 1110Bots.sln it's still 1118 merged in with it correct?
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When I make a release, I update the file name... the last release was made by somebody else and they missed that minor detail. It doesn't affect anything.
The reason I haven't made a release in a while is because I am in the middle of revamping the spell lists the bots use and there are so many spells and some of them don't work when cast by the bots and it is taking a long time to do cuz I have to change the code as well as the database when setting up these new spell lists. It will be worth the wait though. |
No rush, your doing an outstanding contribute to the community and the project :)
I like learning new things, I figure the more I know the more I can do. |
I'm writing a pretty significant modification of the bot code. It might be more accurate to call it a re-writing.
I'm writing bots as a sub-class of the Mob class and giving the player a lot more control over their actions through a more comprehensive command system that has the ability to combine series of commands into reusable scripts. I basically want to make it like running multiple characters without having to run multiple clients, and, along the way, add the ability to automate your bots' behaviors quite a bit. Would others be interested in using this once I get it done? It's fairly complete now, but I need to add a few more things. |
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That sounds very interesting, indeed. :)
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I am trying to setup a bots server, and I was wondering if you can setup an npc with a quest that will autospawn a bot and group it with someone automaticly and have it follow them from zone to zone like a pet?
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No, even the way it is now, you can't zone with the Bots and there are no quest commands setup for the Bots as the Bots are not part of the official code. |
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You could probably set up your quest stuff, but bots don't zone with you like pets do so you would need the quest giver in the zone you want to use the bot in.
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Hey folks, new guy here!
First, I've noticed a few folks requesting windows binaries of the 1118 bot code. Here ya go: http://www.mediafire.com/?ndxi9dxdili Just copy the 3 files to your standard eqemu install and you are good to go (I think, like I said, I'm new, but it seemed to work for me last night). I didn't have any trouble getting them compiled, just used the dev kit posted a few pages back (thanks for that, I'm sure it saved me a TON of time and trouble) set the dependencies, and chose ReleasePerl when building the solution. Now, maybe I've just missed it in this HUGE thread, but is there any kind of user guide for these bots? I found the #bot help command in game, and like I said, managed to screw around with some bots just a bit, but I still have some unanswered questions, and would really appreciate some kind of in depth usage guide if there is one, just to make sure I'm using these guys to their full potential. If there isn't a guide, then I suppose my biggest question is how do I teach bots spells? I figured out equipping them (that's easy, and very neat) but do I have to give them spells the same way, or is there a command similar to #scribespells that'll just give them a bunch of spells up to the correct level? Also, are there any more commands for more fine grained control of the healing and mezzing bots? Similar to a "cast this spell on this target" command? I'd really like to set up some kind of CHeal rotation with some cleric bots, for example. |
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