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. |
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