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06-12-2008, 06:27 PM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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Fix for merchant price bugs
As of right now, the displayed price for an item (whether selling or buying) does not match up to the actual price you see. For example, when you sell an item, you get more money than what is displayed. In addition, everyone, regardless of faction or charisma, receives the same prices.
I looked through the code and it was really a mess. There is an existing function in client.cpp which determines a modifier based on charisma and function, but it isn't used anywhere. Further, the code contains no less than three different, contradictory rates for merchants.
So, I polished up the code and fixed the relevant functions, they're down below. If you want to just download the updated .cpp files, here they are: http://70.189.190.124:8000/merchantfix.rar
Client::BulkSendMerchantInventory in zone/client_process.cpp:
Code:
void Client::BulkSendMerchantInventory(int merchant_id, int16 npcid) {
const Item_Struct* handyitem = NULL;
int32 numItemSlots=80; //The max number of items passed in the transaction.
const Item_Struct *item;
std::list<MerchantList> merlist = zone->merchanttable[merchant_id];
std::list<MerchantList>::const_iterator itr;
Mob* merch = entity_list.GetMobByNpcTypeID(npcid);
if(merlist.size()==0){ //Attempt to load the data, it might have been missed if someone spawned the merchant after the zone was loaded
zone->LoadNewMerchantData(merchant_id);
merlist = zone->merchanttable[merchant_id];
if(merlist.size()==0)
return;
}
std::list<TempMerchantList> tmp_merlist = zone->tmpmerchanttable[npcid];
std::list<TempMerchantList>::iterator tmp_itr;
int32 i=1;
int8 handychance = 0;
for(itr = merlist.begin();itr != merlist.end() && i<numItemSlots;itr++){
MerchantList ml = *itr;
handychance = MakeRandomInt(0, merlist.size() + tmp_merlist.size() - 1 );
item = database.GetItem(ml.item);
if(item) {
if(handychance==0)
handyitem=item;
else
handychance--;
int charges=1;
if(item->ItemClass==ItemClassCommon)
charges=item->MaxCharges;
ItemInst* inst = database.CreateItem(item, charges);
if (inst) {
inst->SetPrice((item->Price*(1/.884)*Client::CalcPriceMod(merch,false)));
inst->SetMerchantSlot(ml.slot);
inst->SetMerchantCount(-1); //unlimited
if(charges > 0)
inst->SetCharges(charges);
else
inst->SetCharges(1);
SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
i++;
}
std::list<TempMerchantList> origtmp_merlist = zone->tmpmerchanttable[npcid];
tmp_merlist.clear();
for(tmp_itr = origtmp_merlist.begin();tmp_itr != origtmp_merlist.end() && i<numItemSlots;tmp_itr++){
TempMerchantList ml = *tmp_itr;
item=database.GetItem(ml.item);
ml.slot=i;
if (item) {
if(handychance==0)
handyitem=item;
else
handychance--;
int charges=1;
if(item->ItemClass==ItemClassCommon && (sint16)ml.charges <= item->MaxCharges)
charges=ml.charges;
else
charges = item->MaxCharges;
ItemInst* inst = database.CreateItem(item, charges);
if (inst) {
inst->SetPrice((item->Price*(1/.884)*Client::CalcPriceMod(merch,false)));
inst->SetMerchantSlot(ml.slot);
inst->SetMerchantCount(1);
if(charges > 0)
inst->SetCharges(charges);
else
inst->SetCharges(1);
SendItemPacket(ml.slot-1, inst, ItemPacketMerchant);
safe_delete(inst);
}
}
tmp_merlist.push_back(ml);
i++;
}
//this resets the slot
zone->tmpmerchanttable[npcid] = tmp_merlist;
if(merch != NULL && handyitem){
char handy_id[8]={0};
int greeting=rand()%5;
int greet_id=0;
switch(greeting){
case 1:
greet_id=MERCHANT_GREETING;
break;
case 2:
greet_id=MERCHANT_HANDY_ITEM1;
break;
case 3:
greet_id=MERCHANT_HANDY_ITEM2;
break;
case 4:
greet_id=MERCHANT_HANDY_ITEM3;
break;
default:
greet_id=MERCHANT_HANDY_ITEM4;
}
sprintf(handy_id,"%i",greet_id);
if(greet_id!=MERCHANT_GREETING)
Message_StringID(10,GENERIC_STRINGID_SAY,merch->GetCleanName(),handy_id,this->GetName(),handyitem->Name);
else
Message_StringID(10,GENERIC_STRINGID_SAY,merch->GetCleanName(),handy_id,this->GetName());
merch->CastToNPC()->FaceTarget(this->CastToMob());
}
// safe_delete_array(cpi);
}
Client::Handle_OP_ShopRequest in zone/client_packet.cpp
Code:
void Client::Handle_OP_ShopRequest(const EQApplicationPacket *app)
{
// this works
Merchant_Click_Struct* mc=(Merchant_Click_Struct*)app->pBuffer;
if (app->size != sizeof(Merchant_Click_Struct))
return;
// Send back opcode OP_ShopRequest - tells client to open merchant window.
//EQApplicationPacket* outapp = new EQApplicationPacket(OP_ShopRequest, sizeof(Merchant_Click_Struct));
//Merchant_Click_Struct* mco=(Merchant_Click_Struct*)outapp->pBuffer;
int merchantid=0;
Mob* tmp = entity_list.GetMob(mc->npcid);
if (tmp == 0 || !tmp->IsNPC() || tmp->GetClass() != MERCHANT)
return;
//you have to be somewhat close to them to be properly using them
if(DistNoRoot(*tmp) > USE_NPC_RANGE2)
return;
merchantid=tmp->CastToNPC()->MerchantType;
int action = 1;
if(merchantid == 0) {
EQApplicationPacket* outapp = new EQApplicationPacket(OP_ShopRequest, sizeof(Merchant_Click_Struct));
Merchant_Click_Struct* mco=(Merchant_Click_Struct*)outapp->pBuffer;
mco->npcid = mc->npcid;
mco->playerid = 0;
mco->command = 1; //open...
mco->rate = 1.0;
QueuePacket(outapp);
safe_delete(outapp);
return;
}
if(tmp->IsEngaged()){
this->Message_StringID(0,MERCHANT_BUSY);
action = 0;
}
if (GetFeigned() || IsInvisible())
{
Message(0,"You cannot use a merchant right now.");
action = 0;
}
int factionlvl = GetFactionLevel(CharacterID(), tmp->CastToNPC()->GetNPCTypeID(), GetRace(), GetClass(), GetDeity(), tmp->CastToNPC()->GetPrimaryFaction(), tmp);
if(factionlvl >= 6 && factionlvl != 9)
{
Message(0,"I will not deal with one such as you!");
action = 0;
}
if (tmp->Charmed())
{
action = 0;
}
EQApplicationPacket* outapp = new EQApplicationPacket(OP_ShopRequest, sizeof(Merchant_Click_Struct));
Merchant_Click_Struct* mco=(Merchant_Click_Struct*)outapp->pBuffer;
mco->npcid = mc->npcid;
mco->playerid = 0;
mco->command = action; // Merchant command 0x01 = open
mco->rate = 1/(.884*Client::CalcPriceMod(tmp,true)); // works
outapp->priority = 6;
QueuePacket(outapp);
safe_delete(outapp);
if (action == 1)
BulkSendMerchantInventory(merchantid,tmp->GetNPCTypeID());
return;
}
Client::Handle_OP_ShopPlayerBuy in zone/client_packet.cpp
Code:
void Client::Handle_OP_ShopPlayerBuy(const EQApplicationPacket *app)
{
RDTSC_Timer t1;
t1.start();
Merchant_Sell_Struct* mp=(Merchant_Sell_Struct*)app->pBuffer;
#if EQDEBUG >= 5
LogFile->write(EQEMuLog::Debug, "%s, purchase item..", GetName());
DumpPacket(app);
#endif
int merchantid;
bool tmpmer_used = false;
Mob* tmp = entity_list.GetMob(mp->npcid);
if (tmp == 0 || !tmp->IsNPC() || tmp->GetClass() != MERCHANT)
return;
if (mp->quantity < 1) return;
//you have to be somewhat close to them to be properly using them
if(DistNoRoot(*tmp) > USE_NPC_RANGE2)
return;
merchantid=tmp->CastToNPC()->MerchantType;
uint32 item_id = 0;
std::list<MerchantList> merlist = zone->merchanttable[merchantid];
std::list<MerchantList>::const_iterator itr;
for(itr = merlist.begin();itr != merlist.end();itr++){
MerchantList ml = *itr;
if(mp->itemslot == ml.slot){
item_id = ml.item;
break;
}
}
const Item_Struct* item = NULL;
int32 prevcharges = 0;
if (item_id == 0) { //check to see if its on the temporary table
std::list<TempMerchantList> tmp_merlist = zone->tmpmerchanttable[tmp->GetNPCTypeID()];
std::list<TempMerchantList>::const_iterator tmp_itr;
TempMerchantList ml;
for(tmp_itr = tmp_merlist.begin();tmp_itr != tmp_merlist.end();tmp_itr++){
ml = *tmp_itr;
if(mp->itemslot == ml.slot){
item_id = ml.item;
tmpmer_used = true;
prevcharges = ml.charges;
break;
}
}
}
item = database.GetItem(item_id);
if (!item){
//error finding item, client didnt get the update packet for whatever reason, roleplay a tad
Message(15,"%s tells you 'Sorry, that item is for display purposes only.' as they take the item off the shelf.",tmp->GetCleanName());
EQApplicationPacket* delitempacket = new EQApplicationPacket(OP_ShopDelItem, sizeof(Merchant_DelItem_Struct));
Merchant_DelItem_Struct* delitem = (Merchant_DelItem_Struct*)delitempacket->pBuffer;
delitem->itemslot = mp->itemslot;
delitem->npcid = mp->npcid;
delitem->playerid = mp->playerid;
delitempacket->priority = 6;
entity_list.QueueCloseClients(tmp,delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
return;
}
if (CheckLoreConflict(item))
{
Message(15,"You can only have one of a lore item.");
return;
}
if(tmpmer_used && (mp->quantity > prevcharges))
mp->quantity = prevcharges;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_ShopPlayerBuy, sizeof(Merchant_Sell_Struct));
Merchant_Sell_Struct* mpo=(Merchant_Sell_Struct*)outapp->pBuffer;
mpo->quantity = mp->quantity;
mpo->playerid = mp->playerid;
mpo->npcid = mp->npcid;
mpo->itemslot=mp->itemslot;
sint16 freeslotid=0;
ItemInst* inst = database.CreateItem(item, mp->quantity);
bool stacked = TryStacking(inst);
if(!stacked)
freeslotid = m_inv.FindFreeSlot(false, true, item->Size);
//make sure we are not completely full...
if(freeslotid == SLOT_CURSOR) {
if(m_inv.GetItem(SLOT_CURSOR) != NULL) {
Message(13, "You do not have room for any more items.");
safe_delete(outapp);
safe_delete(inst);
return;
}
}
mpo->price = (item->Price*(1/.884)*Client::CalcPriceMod(tmp,false))*mp->quantity;
if(freeslotid == SLOT_INVALID || !TakeMoneyFromPP(mpo->price))
{
safe_delete(outapp);
safe_delete(inst);
return;
}
string packet;
if(mp->quantity==1 && item->MaxCharges>0 && item->MaxCharges<255)
mp->quantity=item->MaxCharges;
if (!stacked && inst) {
PutItemInInventory(freeslotid, *inst);
SendItemPacket(freeslotid, inst, ItemPacketTrade);
}
else if(!stacked){
LogFile->write(EQEMuLog::Error, "OP_ShopPlayerBuy: item->ItemClass Unknown! Type: %i", item->ItemClass);
}
QueuePacket(outapp);
if(inst && tmpmer_used){
sint32 new_charges = prevcharges - mp->quantity;
zone->SaveTempItem(merchantid, tmp->GetNPCTypeID(),item_id,new_charges);
if(new_charges<=0){
EQApplicationPacket* delitempacket = new EQApplicationPacket(OP_ShopDelItem, sizeof(Merchant_DelItem_Struct));
Merchant_DelItem_Struct* delitem = (Merchant_DelItem_Struct*)delitempacket->pBuffer;
delitem->itemslot = mp->itemslot;
delitem->npcid = mp->npcid;
delitem->playerid = mp->playerid;
delitempacket->priority = 6;
entity_list.QueueClients(tmp,delitempacket); //que for anyone that could be using the merchant so they see the update
safe_delete(delitempacket);
}
}
safe_delete(inst);
safe_delete(outapp);
if (zone->merchantvar!=0){
if (zone->merchantvar==7){
LogMerchant(this,tmp,mpo,item,true);
}
else if ((admin>=10) && (admin<20)){
if ((zone->merchantvar<8) && (zone->merchantvar>5))
LogMerchant(this,tmp,mpo,item,true);
}
else if (admin<=20){
if ((zone->merchantvar<8) && (zone->merchantvar>4))
LogMerchant(this,tmp,mpo,item,true);
}
else if (admin<=80){
if ((zone->merchantvar<8) && (zone->merchantvar>3))
LogMerchant(this,tmp,mpo,item,true);
}
else if (admin<=100){
if ((zone->merchantvar<9) && (zone->merchantvar>2))
LogMerchant(this,tmp,mpo,item,true);
}
else if (admin<=150){
if (((zone->merchantvar<8) && (zone->merchantvar>1)) || (zone->merchantvar==9))
LogMerchant(this,tmp,mpo,item,true);
}
else if (admin<=255){
if ((zone->merchantvar<8) && (zone->merchantvar>0))
LogMerchant(this,tmp,mpo,item,true);
}
}
t1.stop();
cout << "At 1: " << t1.getDuration() << endl;
return;
}
Client::Handle_OP_ShopPlayerSell in zone/client_packet.cpp
Code:
void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
{
RDTSC_Timer t1(true);
Merchant_Purchase_Struct* mp=(Merchant_Purchase_Struct*)app->pBuffer;
Mob* vendor = entity_list.GetMob(mp->npcid);
if (vendor == 0 || !vendor->IsNPC() || vendor->GetClass() != MERCHANT)
return;
//you have to be somewhat close to them to be properly using them
if(DistNoRoot(*vendor) > USE_NPC_RANGE2)
return;
int32 price=0;
int32 itemid = GetItemIDAt(mp->itemslot);
if(itemid == 0)
return;
const Item_Struct* item = database.GetItem(itemid);
ItemInst* inst = GetInv().GetItem(mp->itemslot);
if(!inst){
Message(13,"You seemed to have misplaced that item..");
return;
}
if(mp->quantity > 1 && (sint16)mp->quantity > inst->GetCharges())
return;
if (item && !item->NoDrop) {
return;
}
if (item){
price=(int)((item->Price*mp->quantity)*.884*Client::CalcPriceMod(vendor,true)+0.5); // need to round up, because client does it automatically when displaying price
AddMoneyToPP(price,false);
if (zone->merchantvar!=0){
if (zone->merchantvar==7) {
LogMerchant(this,vendor,mp,item,false);
}
else if ((admin>=10) && (admin<20)) {
if ((zone->merchantvar<8) && (zone->merchantvar>5))
LogMerchant(this,vendor,mp,item,false);
}
else if (admin<=20) {
if ((zone->merchantvar<8) && (zone->merchantvar>4))
LogMerchant(this,vendor,mp,item,false);
}
else if (admin<=80) {
if ((zone->merchantvar<8) && (zone->merchantvar>3))
LogMerchant(this,vendor,mp,item,false);
}
else if (admin<=100) {
if ((zone->merchantvar<9) && (zone->merchantvar>2))
LogMerchant(this,vendor,mp,item,false);
}
else if (admin<=150) {
if (((zone->merchantvar<8) && (zone->merchantvar>1)) || (zone->merchantvar==9))
LogMerchant(this,vendor,mp,item,false);
}
else if (admin<=255) {
if ((zone->merchantvar<8) && (zone->merchantvar>0))
LogMerchant(this,vendor,mp,item,false);
}
}
}
else
Message(0, "Error #1, item == 0");
if (item && inst->IsStackable())
{
unsigned int i_quan = inst->GetCharges();
if (mp->quantity > i_quan)
mp->quantity = i_quan;
}
else
{
mp->quantity = 1;
}
int freeslot = 0;
int charges = 0;
if(inst->IsStackable())
charges = mp->quantity;
else
charges = inst->GetCharges();
if((freeslot = zone->SaveTempItem(vendor->CastToNPC()->MerchantType, vendor->GetNPCTypeID(),itemid,charges,true)) > 0){
ItemInst* inst2 = inst->Clone();
inst2->SetPrice(item->Price*(1/.884)*Client::CalcPriceMod(vendor,false));
inst2->SetMerchantSlot(freeslot);
if(inst2->IsStackable())
inst2->SetCharges(mp->quantity);
SendItemPacket(freeslot-1, inst2, ItemPacketMerchant);
safe_delete(inst2);
}
// Now remove the item from the player, this happens irrguardless of outcome
if (!inst->IsStackable())
this->DeleteItemInInventory(mp->itemslot,0,false);
else
this->DeleteItemInInventory(mp->itemslot,mp->quantity,false);
EQApplicationPacket* outapp = new EQApplicationPacket(OP_ShopPlayerSell, sizeof(Merchant_Purchase_Struct));
Merchant_Purchase_Struct* mco=(Merchant_Purchase_Struct*)outapp->pBuffer;
mco->npcid = vendor->GetID();
mco->itemslot=mp->itemslot;
mco->quantity=mp->quantity;
mco->price=price;
QueuePacket(outapp);
safe_delete(outapp);
t1.start();
Save(1);
t1.stop();
cout << "Save took: " << t1.getDuration() << endl;
return;
}
Also, should this make the official release, there is a comment in Live_structs.h which says the "rate" variable in Merchant_Click_Struct no longer works. This is no longer true, so it should be taken out.
Last edited by KLS; 06-14-2008 at 02:51 AM..
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06-12-2008, 06:43 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Thanks for the fix, I don't know what's going on with the "official" stuff, nothing seems to get posted. I'm sure Trevius will have added/posted to his upcoming 1110c release.
Can't wait to try this one out, I'll have it in my source today -
Also, I always wonder why items sold to vendors never stay there - with me they poof by the next time i click on vendor so as to see what I sold.
Thanks again, your fixes are much appreciated.
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06-12-2008, 06:49 PM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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I should mention the base rate for merchants is .884 if they're buying and 1/.884 if they're selling. This was just one of the rates in the code so I decided to run with it. A few project for me or someone else could be to make this into a database entry so that people could customize the rates merchants give to people.
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06-12-2008, 07:28 PM
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Discordant
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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Thanks for the great fix, I did limited testing and seems to work just as you intended 
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06-13-2008, 12:21 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Sweet! I will definitely try to get this added to my unofficial updates for the 1110e release. Of course, I will make sure to run some tests on it before posting the new version. Looks like we might have a new coder out to help fix some issues  I will test out your LoS agro changes too and see how it works. That one seems complex to fix since you don't want things agroing through walls in separate rooms. If it seems pretty good, I will try to get that one added as well.
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06-13-2008, 02:07 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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greggg, do you know if this will also affect the "salerate" field in "items" table of the DB, which suposely should control... SOMETHING price related?
if yes, then how?
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06-13-2008, 02:26 AM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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Quote:
Originally Posted by ChaosSlayer
greggg, do you know if this will also affect the "salerate" field in "items" table of the DB, which suposely should control... SOMETHING price related?
if yes, then how?
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From everything I can tell, it does nothing. It's probably an obsolete variable at this point. It's not clear what it might have done in the past. Unless I'm missing something faction, charisma, and the base price of an item should be the only variables needed to determine actual price.
Fine Steel Short Sword has a value of 5500, and I was able to accurately predict its sell and buy prices without even knowing about sellrate. Its sellrate is 9, apparently.
Someone please correct me if I'm wrong, though.
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06-13-2008, 02:32 AM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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i was under impression, that 'salerate' was some sort of an option to set a custom sell back for each specific item - could realy be usefull in order to create items which would sell back for 100% base price (i can think for dozen fo reason for having such items) - or at least its the only logical explation that coudl posibly fit the description of the field name.
of course the thing never worked, so... =)
but it would be nice to have it actualy working this way =)
(could also be interesting to have item which would sell back for ABOVE base price - again for various reasons) =)
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06-13-2008, 10:09 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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Moving to submission. To make it easier on KLS/Scorp, could you diff your changes?
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06-13-2008, 01:21 PM
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Fire Beetle
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Join Date: Jun 2008
Location: Vegas
Posts: 17
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Quote:
Originally Posted by cavedude
Moving to submission. To make it easier on KLS/Scorp, could you diff your changes?
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Sure.
Line 3717 of zone/client_packet.cpp should be changed from:
to
Code:
mco->rate = 1/(.884*Client::CalcPriceMod(tmp,true));
line 3842 of zone/client_packet.cpp should be changed from:
Code:
mpo->price = (item->Price*127/100)*mp->quantity;
to
Code:
mpo->price = (item->Price*(1/.884)*Client::CalcPriceMod(tmp,false))*mp->quantity;
line 3947 of zone/client_packet.cpp should be changed from:
Code:
price=(int)((item->Price*mp->quantity)*.884);
to
Code:
price=(int)((item->Price*mp->quantity)*.884*Client::CalcPriceMod(vendor,true)+0.5); // need to round, because client does it automatically when displaying price
line 4001 of zone/client_packet.cpp should be changed from:
Code:
inst2->SetPrice(item->Price*127/100);
to
Code:
inst2->SetPrice(item->Price*(1/.884)*Client::CalcPriceMod(vendor,false));
in zone/client_process.cpp, the following should be moved from 878 to 804:
Code:
Mob* merch = entity_list.GetMobByNpcTypeID(npcid);
line 831 of zone/client_process.cpp should be changed from:
Code:
inst->SetPrice(item->Price*127/100);
to
Code:
inst->SetPrice((item->Price*(1/.884)*Client::CalcPriceMod(merch,false)));
line 862 of zone/client_process.cpp should be changed from:
Code:
inst->SetPrice(item->Price*127/100);
to
Code:
inst->SetPrice((item->Price*(1/.884)*Client::CalcPriceMod(merch,false)));
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06-13-2008, 01:50 PM
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Discordant
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Join Date: May 2006
Posts: 356
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Quote:
Originally Posted by cavedude
Moving to submission. To make it easier on KLS/Scorp, could you diff your changes?
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CD, for those of us who used to be WinDoze users, can you tell us what the correct Syntax is to create a diff file?
Thanks
__________________
Random Segments of Code....
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06-17-2008, 12:45 PM
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Dragon
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Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
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Another great fix. Keep up the great work, Greg! =)
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06-17-2008, 02:49 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Quote:
Originally Posted by Aramid
CD, for those of us who used to be WinDoze users, can you tell us what the correct Syntax is to create a diff file?
Thanks
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In Linux, diff is integrated in the os. You can make diffs/patches via command line. There are also some very nice graphical interfaces you can add, that help you see even better (kompare, xxdiff).
When I first started here at EqEmu, I couldn't for the best of me, get the source to compile under my windows box. So I took it to my Linux box where I had little trouble there - it was better this happened to me, because Linux Distros usually come "developer ready" and have all these neat tools like diff, kompare, compilers, etc. They are all just as available as my "dir" or "copy" command in windows.
I think I'm gonna try windows compile again with that new compiler package that's posted here, just for the challenge.
Anyways, you usually can google what you need for windows - I just googled "diff program for windows xp", and came up with a whole swarm of stuff. The diff toolshould be self explanatory on how you present it here.
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06-17-2008, 03:35 PM
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Discordant
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Join Date: Jun 2005
Posts: 286
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Great fix man thanks, I've been hoping someone would fix factions, and I didn't even realize it was giving the incorrect gold when selling.
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-Croup (the rogue)
Creator of Pandemic (PvP-Racewars)
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06-17-2008, 04:45 PM
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Discordant
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Join Date: May 2006
Posts: 356
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Quote:
Originally Posted by Angelox
In Linux, diff is integrated in the os. You can make diffs/patches via command line. .
I think I'm gonna try windows compile again with that new compiler package that's posted here, just for the challenge.
Anyways, you usually can google what you need for windows - I just googled "diff program for windows xp", and came up with a whole swarm of stuff. The diff toolshould be self explanatory on how you present it here.
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I know about the diff command, was looking for a specific command line.. but that's ok.
Hey Angelox, try compiling the BOT CODE in Windows and let me know if it works for you. I can't get it to recognize that the BOTS are compiled in. Have everything set as AFGAIK in Preprocessor and files are all in place, but no go.
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Random Segments of Code....
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