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Errr, races.h you only added 36 new lines of code, so you modified maybe 25% of that file? You didn't replace anything either. I had already done essentially what you did there anyways so, nothing really different there. Pets.cpp && Bot.cpp won't help me with my issue :). I had also changed GetArrayRace to work with races.h. Right now i'm not sure what the issue is but i'll keep hunting around. ps: I already tried grabbing your races.cpp, races.h, and client.cpp, but the issue persisted. I also changed Item.cpp from return(IsRace && IsClass); to simply return(IsClass);, so it nullifies that issue right out of the door. Trying to figure out what else might be the issue. |
Ok, so something is up with my compiler I think? I intentionally sabotaged my IsEquippable() so it always returned false, yet normal races have no issues with items when I equip them? Their stats are reflected correctly and regen fine.
I'm compiling the code i've been modifying, and pulling from the correct Bin folder. What could be my issue :(? Am I not supposed to be cleaning, and then building "All_Build" when I modify the source? Any ideas what my issue could be?? :-x |
that sounds very strange.
try the following pull my code - and compile it - does it work? if it doesn't there could be a problem in your process. what are you doing exactly to compile it? clearly something isn't happening if you sabotaged a key process and it still works. or perhaps you weren't thorough in your testing. when you say the equipment still works for pcs. do you mean that #mystats shows the "normal" stats with the equipment? if it isn't working it will show the naked stats always - but your client doesn't know if it shoudl be working or not and it will always "Work" client side.. the server will tell you teh truth with #mystats |
Anyways.
my suggestion is the following: establish a working baseline. Can you compile my codebase and get it to work? If yes then you just missed something in your copy of the code. get yourself diffzilla and diff that sucker and see what is different! if not then maybe there is something wrong with my github repository. I can dump it to another dir and diff it against my working dir if i really really have to - i hope that isn't necessary? |
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I did not check #mystats, but the client wasn't reporting stats correctly either, and when I sabotaged IsEquippable my melee weapon on a normal race did normal damage, and my stats reported correctly (hp/mana regenned fine, etc). There's something else going on here :( I'm thinking your code is too old, and something was changed in the past 4-5 months since you got yours working, because IsEquippable isn't even being called now lol? I triple checked to make sure I was compiling and moving the Bin code to the correct location. No idea what's up. |
I just compiled this today on my code and it worked fine..I equipped two Silver Fire Wedding Rings (30hp apiece) and went into W Freeport and let them beat me down near death then ran to guards, put on my fungi, and all was good..
Im not using : (werewolf,bixie,kerran,brownie,banshee,any of the pirates) I'll post the code blocks.. common/item.cpp Code:
AT -- about line 1893ish (sorry have other custom code) Code:
AT -- about line 74 Code:
In the Defines -- Code:
AT -- about line 6200 |
There are a few different Gnoll texture types in the game brown, white, and black could the "choose face" option be made to let you pick between the different model types I think that would be rather cool.
I mean that would be similar to how Vah Shir and Froglok were done the choose face option did a bit more than simply alter the face textures in those character models. |
I use extra sql tables to drtermine pkayer texture selection
when they zone it checks the db and sets the appropriate texture also..all of this is done via perl and event_zone |
@rencro
Like I said, I copied & pasted Davood's code just to see if i was really messing something up and nothing changed. I'm thinking I've got a compiler issue going on, as I intentionally messed up the IsEquippable() method yet nothing happened. I tried putting log events in, but none of them showed up :x. I even double checked based on dateTime stamps on files to see which ones were being built, but still no changes were being seen. I'll keep working on it though. As for the /face thing, if there is code in the source to handle that it probably is possible, but you'd still need on_enter_zone events in perl to check your current texture each time you zone :-D! |
I have a question fadedspirit.
what are the final 3 lines of your compiler output? if the date time stamp of the exes isnt changing then it isn't actually compiling??? or skipping? maybe a config issue |
Its almost like the old code is still running...Are you copying over to the server folder from the bin folder while the server is stopped(is this possible?? dunno)
Just for giggles how about deleting the "Build" directory and rerunning cmake?? Then recompile, then grab the files from the release folder (or debug if you built debug mode) just taking shots in the dark, sorry.. |
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Cheers |
can you please read my last post.
what do the final 3 lines of your compile operation say? |
Boom, got it working.
My VS2012 was borked and needed a reinstall. Kept telling me it had "compatibility issues with the current OS" of which is Server 2008 R2 (of which vs2012 is compatible with). A quick 20minute repair, and everything is building correctly now :D! Woot :] |
Congrats glad you got that headache all straightened out.
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Apparently that was custom proprietary code that none are willing to share :confused:. |
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Its probably not going to be a popular choice.. but it might br possible hy disbling the expansions after velious.
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<===Fadedspirit :) |
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