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Member
Originally Posted by
mcleodballer
Any Help please??
What a help are you need?)
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Member
extra post wrote, how to remove don't know =)
Last edited by Zhivoder; 09-26-2016 at 10:58 AM.
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Contributor
everyone please go back to Update 7 Beta 2
I don't find the moving objects collision problem, propably I fix this on weekend
Run restore world database if you go back to up7
SingleCore TC R2 Update 7 beta 2 test
Previous updates included.
Update 7 beta 2 changes:
- Randombots on world default strategy changed: dps -> aoe (testing)
- NPC vendors on GM Island removed (maybe add it later)
- Account Mounts script added
- Changed this repack colors to cyan (Legion repack is lime)
Code:
Update 7 beta 1 changes:
- TC core updated to 2016 sept. 10
- Dynamic Spawn System (under development)
- Battleground rewrite (under development)
This update highly reduce RAM usage, but increase the CPU usage a bit.
New lines in world.conf:
Code:
###################################################################################################
# SPAWN/RESPAWN SETTINGS
#
# Respawn.MinCellCheckMS
# Description: Minimum time before a particular cell will check for respawned creatures.
# While kept active by players this throttles the checks upon which creatures
# should be respawned.
# Default: 5 - 5 seconds
Respawn.MinCellCheckMS = 5000
#
# Respawn.DynamicMode
# Description: Select which mode (if any) should be used to adjust respawn of creatures.
# This can be based upon either number of players in the given radius, or
# number of creatures alive with the same entry, vs dead within the given radius.
# The latter mode requires a SQL script run with the same parameters, if the
# radius is changed.
# Only creatures in a group which has the flag set for dynamic respawn will be
# considered.
# Default: 0 - No dynamic respawn function
# 1 - Use number of players in radius
Respawn.DynamicMode = 1
#
# Respawn.DynamicRadius
# Description: Specified the radius that the search for either players or alive creatures
# should work within. This has no effect if Respawn.DynamicMode = 0. This is also
# only used if ActivityScope is cell level. For Zone/Area, the total players for
# that scope is used.
# Default: 300 - 300 yards
Respawn.DynamicRadius = 300
#
# Respawn.DynamicEscortNPC
# Description: This switch enabled or disabled the dynamic respawn function for Escort quest NPCs
# that are also quest givers, and not in instancable maps (base maps only).
# This will cause the respawn timer to begin when an escort event begins.
# Also, these NPC will apply the dynamic respawn function specified above.
# Default: 1 - Enabled
# 0 - Disabled
Respawn.DynamicEscortNPC = 1
#
# Respawn.GuidWarnLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the warning logic is enabled. A restart will then be queued at the next quiet time
# The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 12000000 - 12 million
Respawn.GuidWarnLevel = 12000000
#
# Respawn.WarningMessage
# Description: This mesage will be periodically shown (Frequency specified by Respawn.WarningFrequency) to
# all users of the server, once the Respawn.GuidWarnLevel has been passed, and a restart scheduled.
# It's used to warn users that there will be an out of schedule server restart soon.
# Default: "There will be an unscheduled server restart at 03:00 server time. The server will be available again shortly after."
Respawn.WarningMessage = "There will be an unscheduled server restart at 03:00. The server will be available again shortly after."
#
# Respawn.WarningFrequency
# Description: The frequency (in seconds) that the warning message will be sent to users after a quiet time restart is triggered.
# The message will repeat each time this many seconds passed until the server is restarted.
# If set to 0, no warnings will be sent.
# Default: 1800 - (30 minutes)
Respawn.WarningFrequency = 1800
#
# Respawn.GuidAlertLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the alert logic is enabled. A restart will then be triggered for 30 mins from that
# point. The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 16000000 - 12 million
Respawn.GuidAlertLevel = 16000000
#
# Respawn.AlertRestartReason
# Description: The shutdown reason given when the alert level is reached. The server will use a fixed time of
# 5 minutes and the reason for shutdown will be this message
# Default: "Urgent Maintenance"
Respawn.AlertRestartReason = "Urgent Maintenance"
#
# Respawn.RestartQuietTime
# Description: The hour at which the server will be restarted after the Respawn.GuidWarnLevel
# threshold has been reached. This can be between 0 and 23. 20 will be 8pm server time
# Default: 3 - 3am
Respawn.RestartQuietTime = 3
#
# Respawn.ActivityScopeCreature
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for creatures
# due to be respawned. If there are pooled creatures setup, then it's advised to use
# area or zone. If not, then cell is the best option.
# Default: 0 - Cell level
# 1 - Area level
# 2 - Zone level
Respawn.ActivityScopeCreature = 0
#
# Respawn.DynamicRateCreature
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any creatures have a respawn time of 50150 or less, they will be respawned.
# Default: 0.05 - (5% per player)
Respawn.DynamicRateCreature = 0.05
#
# Respawn.DynamicMinimumCreature
# Description: The minimum respawn time a creature can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumCreature = 10
#
# Respawn.ActivityScopeGameObject
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for gameobjects
# due to be respawned. If there are pooled gameobjects setup (by default nodes are pooled)
# then it's advised to use area or zone. If not, then cell is the best option.
# Default: 2 - Zone level
# 1 - Area level
# 0 - Cell level
Respawn.ActivityScopeGameObject = 2
#
# Respawn.DynamicRateGameObject
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any gameobjects have a respawn time of 50150 or less, they will be respawned.
# Default: 0.01 - (1% per player)
Respawn.DynamicRateGameObject = 0.01
#
# Respawn.DynamicMinimumGameObject
# Description: The minimum respawn time a gameobject can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumGameObject = 10
#
###################################################################################################
Full changelog
Download
How to install:
1. Copy and overwrite all files
2. Run the Update.bat while the database server is running and select Import database updates option
-
Post Thanks / Like - 1 Thanks
Zhivoder (1 members gave Thanks to conan513 for this useful post)
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Member
Originally Posted by
conan513
everyone please go back to Update 7 Beta 2
I don't find the moving objects collision problem, propably I fix this on weekend
Run restore world database if you go back to up7
SingleCore TC R2 Update 7 beta 2 test
Previous updates included.
Update 7 beta 2 changes:
- Randombots on world default strategy changed: dps -> aoe (testing)
- NPC vendors on GM Island removed (maybe add it later)
- Account Mounts script added
- Changed this repack colors to cyan (Legion repack is lime)
Code:
Update 7 beta 1 changes:
- TC core updated to 2016 sept. 10
- Dynamic Spawn System (under development)
- Battleground rewrite (under development)
This update highly reduce RAM usage, but increase the CPU usage a bit.
New lines in world.conf:
Code:
###################################################################################################
# SPAWN/RESPAWN SETTINGS
#
# Respawn.MinCellCheckMS
# Description: Minimum time before a particular cell will check for respawned creatures.
# While kept active by players this throttles the checks upon which creatures
# should be respawned.
# Default: 5 - 5 seconds
Respawn.MinCellCheckMS = 5000
#
# Respawn.DynamicMode
# Description: Select which mode (if any) should be used to adjust respawn of creatures.
# This can be based upon either number of players in the given radius, or
# number of creatures alive with the same entry, vs dead within the given radius.
# The latter mode requires a SQL script run with the same parameters, if the
# radius is changed.
# Only creatures in a group which has the flag set for dynamic respawn will be
# considered.
# Default: 0 - No dynamic respawn function
# 1 - Use number of players in radius
Respawn.DynamicMode = 1
#
# Respawn.DynamicRadius
# Description: Specified the radius that the search for either players or alive creatures
# should work within. This has no effect if Respawn.DynamicMode = 0. This is also
# only used if ActivityScope is cell level. For Zone/Area, the total players for
# that scope is used.
# Default: 300 - 300 yards
Respawn.DynamicRadius = 300
#
# Respawn.DynamicEscortNPC
# Description: This switch enabled or disabled the dynamic respawn function for Escort quest NPCs
# that are also quest givers, and not in instancable maps (base maps only).
# This will cause the respawn timer to begin when an escort event begins.
# Also, these NPC will apply the dynamic respawn function specified above.
# Default: 1 - Enabled
# 0 - Disabled
Respawn.DynamicEscortNPC = 1
#
# Respawn.GuidWarnLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the warning logic is enabled. A restart will then be queued at the next quiet time
# The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 12000000 - 12 million
Respawn.GuidWarnLevel = 12000000
#
# Respawn.WarningMessage
# Description: This mesage will be periodically shown (Frequency specified by Respawn.WarningFrequency) to
# all users of the server, once the Respawn.GuidWarnLevel has been passed, and a restart scheduled.
# It's used to warn users that there will be an out of schedule server restart soon.
# Default: "There will be an unscheduled server restart at 03:00 server time. The server will be available again shortly after."
Respawn.WarningMessage = "There will be an unscheduled server restart at 03:00. The server will be available again shortly after."
#
# Respawn.WarningFrequency
# Description: The frequency (in seconds) that the warning message will be sent to users after a quiet time restart is triggered.
# The message will repeat each time this many seconds passed until the server is restarted.
# If set to 0, no warnings will be sent.
# Default: 1800 - (30 minutes)
Respawn.WarningFrequency = 1800
#
# Respawn.GuidAlertLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the alert logic is enabled. A restart will then be triggered for 30 mins from that
# point. The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 16000000 - 12 million
Respawn.GuidAlertLevel = 16000000
#
# Respawn.AlertRestartReason
# Description: The shutdown reason given when the alert level is reached. The server will use a fixed time of
# 5 minutes and the reason for shutdown will be this message
# Default: "Urgent Maintenance"
Respawn.AlertRestartReason = "Urgent Maintenance"
#
# Respawn.RestartQuietTime
# Description: The hour at which the server will be restarted after the Respawn.GuidWarnLevel
# threshold has been reached. This can be between 0 and 23. 20 will be 8pm server time
# Default: 3 - 3am
Respawn.RestartQuietTime = 3
#
# Respawn.ActivityScopeCreature
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for creatures
# due to be respawned. If there are pooled creatures setup, then it's advised to use
# area or zone. If not, then cell is the best option.
# Default: 0 - Cell level
# 1 - Area level
# 2 - Zone level
Respawn.ActivityScopeCreature = 0
#
# Respawn.DynamicRateCreature
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any creatures have a respawn time of 50150 or less, they will be respawned.
# Default: 0.05 - (5% per player)
Respawn.DynamicRateCreature = 0.05
#
# Respawn.DynamicMinimumCreature
# Description: The minimum respawn time a creature can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumCreature = 10
#
# Respawn.ActivityScopeGameObject
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for gameobjects
# due to be respawned. If there are pooled gameobjects setup (by default nodes are pooled)
# then it's advised to use area or zone. If not, then cell is the best option.
# Default: 2 - Zone level
# 1 - Area level
# 0 - Cell level
Respawn.ActivityScopeGameObject = 2
#
# Respawn.DynamicRateGameObject
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any gameobjects have a respawn time of 50150 or less, they will be respawned.
# Default: 0.01 - (1% per player)
Respawn.DynamicRateGameObject = 0.01
#
# Respawn.DynamicMinimumGameObject
# Description: The minimum respawn time a gameobject can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumGameObject = 10
#
###################################################################################################
Full changelog
Download
How to install:
1. Copy and overwrite all files
2. Run the
Update.bat while the database server is running and select
Import database updates option
we will wait with impatience!=))
-
Member
Conan, can you make patch "random enchantment stats on crafted items & weapons" ?
-
Contributor
Originally Posted by
Zhivoder
Conan, can you make patch "random enchantment stats on crafted items & weapons" ?
It's a lua script in Scripts folder
You need the Eluna patch from rochet2 to get it working
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Member
PvE_Random_enchant_items.lua ? How it edit?
add "function OnCreate" ?
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Contributor
alright guys, looks like the collusion problem is in the database and it's gone when you run the 2nd oprion in Update.bat (Restore world database)
please try it and review
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Member
sorry for a stupid question ^^ will this work with warlords of draenor? cant really find any other good emulator for it...
-
Contributor
nope but you can try out my legion repack
-
Contributor
SingleCore TC R2 Update 8.1
Previous updates included.
Update 8.1 changes:
- TrinityCore updated to 2016.10.01
- All previous updates included in the basic World database
- Collusion problem fixed on moving objects
- Fixed the missing Battleground rewrite and dynamic spawn system from Update 8
- Update.bat add your computer name/IP automatically into the realmlist table after each update
- Improved update system from my legion repack
Code:
Update 8 changes:
- TrinityCore updated to 2016.09.24
- Account achievement script (unfinished, need test)
- Mercenary script (buggy, maybe need SQL fix)
- Few code correction from ike3
- Some Update.bat fix from my legion pack
Mercenary script from EmuDevs
This is a "follower from WoD" like script.
You can create your own follower bot, can change equipments, spells, strategy and many things.
Current version is only a "preview" because the code is unfinished/outdated.
NPC ID: 90002
Wiki: Home * EmuDevs/Mercenary Wiki * GitHub
Update 7 beta 2 changes:
- Randombots on world default strategy changed: dps -> aoe (testing)
- NPC vendors on GM Island removed (maybe add it later)
- Account Mounts script added
- Changed this repack colors to cyan (Legion repack is lime)
Update 7 beta 1 changes:
- TC core updated to 2016 sept. 10
- Dynamic Spawn System (under development)
- Battleground rewrite (under development)
This update highly reduce RAM usage, but increase the CPU usage a bit.
New lines in world.conf:
Code:
###################################################################################################
# SPAWN/RESPAWN SETTINGS
#
# Respawn.MinCellCheckMS
# Description: Minimum time before a particular cell will check for respawned creatures.
# While kept active by players this throttles the checks upon which creatures
# should be respawned.
# Default: 5 - 5 seconds
Respawn.MinCellCheckMS = 5000
#
# Respawn.DynamicMode
# Description: Select which mode (if any) should be used to adjust respawn of creatures.
# This can be based upon either number of players in the given radius, or
# number of creatures alive with the same entry, vs dead within the given radius.
# The latter mode requires a SQL script run with the same parameters, if the
# radius is changed.
# Only creatures in a group which has the flag set for dynamic respawn will be
# considered.
# Default: 0 - No dynamic respawn function
# 1 - Use number of players in radius
Respawn.DynamicMode = 1
#
# Respawn.DynamicRadius
# Description: Specified the radius that the search for either players or alive creatures
# should work within. This has no effect if Respawn.DynamicMode = 0. This is also
# only used if ActivityScope is cell level. For Zone/Area, the total players for
# that scope is used.
# Default: 300 - 300 yards
Respawn.DynamicRadius = 300
#
# Respawn.DynamicEscortNPC
# Description: This switch enabled or disabled the dynamic respawn function for Escort quest NPCs
# that are also quest givers, and not in instancable maps (base maps only).
# This will cause the respawn timer to begin when an escort event begins.
# Also, these NPC will apply the dynamic respawn function specified above.
# Default: 1 - Enabled
# 0 - Disabled
Respawn.DynamicEscortNPC = 1
#
# Respawn.GuidWarnLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the warning logic is enabled. A restart will then be queued at the next quiet time
# The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 12000000 - 12 million
Respawn.GuidWarnLevel = 12000000
#
# Respawn.WarningMessage
# Description: This mesage will be periodically shown (Frequency specified by Respawn.WarningFrequency) to
# all users of the server, once the Respawn.GuidWarnLevel has been passed, and a restart scheduled.
# It's used to warn users that there will be an out of schedule server restart soon.
# Default: "There will be an unscheduled server restart at 03:00 server time. The server will be available again shortly after."
Respawn.WarningMessage = "There will be an unscheduled server restart at 03:00. The server will be available again shortly after."
#
# Respawn.WarningFrequency
# Description: The frequency (in seconds) that the warning message will be sent to users after a quiet time restart is triggered.
# The message will repeat each time this many seconds passed until the server is restarted.
# If set to 0, no warnings will be sent.
# Default: 1800 - (30 minutes)
Respawn.WarningFrequency = 1800
#
# Respawn.GuidAlertLevel
# Description: The point at which the highest guid for creatures or gameobjects in any map must reach
# before the alert logic is enabled. A restart will then be triggered for 30 mins from that
# point. The maximum guid per map is 16,777,216. So, it must be less than this value.
# Default: 16000000 - 12 million
Respawn.GuidAlertLevel = 16000000
#
# Respawn.AlertRestartReason
# Description: The shutdown reason given when the alert level is reached. The server will use a fixed time of
# 5 minutes and the reason for shutdown will be this message
# Default: "Urgent Maintenance"
Respawn.AlertRestartReason = "Urgent Maintenance"
#
# Respawn.RestartQuietTime
# Description: The hour at which the server will be restarted after the Respawn.GuidWarnLevel
# threshold has been reached. This can be between 0 and 23. 20 will be 8pm server time
# Default: 3 - 3am
Respawn.RestartQuietTime = 3
#
# Respawn.ActivityScopeCreature
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for creatures
# due to be respawned. If there are pooled creatures setup, then it's advised to use
# area or zone. If not, then cell is the best option.
# Default: 0 - Cell level
# 1 - Area level
# 2 - Zone level
Respawn.ActivityScopeCreature = 0
#
# Respawn.DynamicRateCreature
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any creatures have a respawn time of 50150 or less, they will be respawned.
# Default: 0.05 - (5% per player)
Respawn.DynamicRateCreature = 0.05
#
# Respawn.DynamicMinimumCreature
# Description: The minimum respawn time a creature can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumCreature = 10
#
# Respawn.ActivityScopeGameObject
# Description: The scope at which player activity will trigger respawn/despawn events. When a player
# is in the same cell/area/zone as the object periodic checks will be made for gameobjects
# due to be respawned. If there are pooled gameobjects setup (by default nodes are pooled)
# then it's advised to use area or zone. If not, then cell is the best option.
# Default: 2 - Zone level
# 1 - Area level
# 0 - Cell level
Respawn.ActivityScopeGameObject = 2
#
# Respawn.DynamicRateGameObject
# Description: The rate at which respawn time is adjusted per extra player found in the "region".
# Region is defined by ActivityScope. For Area/Zone it's number of players per Area/Zone.
# For cell, it's number of players within <DynamicRadius> setting yards of the respawn point.
# This value is multiplied by number of players then this factor is multiplied by original spawn
# time and added to current time in comparison to expected respawn time. Example:
# Dynamic Rate is 0.1 (10%). There are 5 players in range. 0.1 * 5 = 0.5. Respawn time is 5 mins.
# Current time is 50000 (secs). 5minsx60 = 300secs. 300*0.5 = 150. So current time for comparison is
# 50150. If any gameobjects have a respawn time of 50150 or less, they will be respawned.
# Default: 0.01 - (1% per player)
Respawn.DynamicRateGameObject = 0.01
#
# Respawn.DynamicMinimumGameObject
# Description: The minimum respawn time a gameobject can have. If the number of players multiplied by DynamicRate
# reaches a point where it would be 100% of the respawn time or more, this respawn time will be applied
# instead.
# Default: 10 - (10 seconds)
Respawn.DynamicMinimumGameObject = 10
#
###################################################################################################
Full changelog
Download
How to install:
1. Copy and overwrite all files
2. Run the Update.bat while the database server is running and select Import database updates option
(sometimes need to select the Restore World database first)
Last edited by conan513; 10-02-2016 at 03:27 AM.
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Member
-
Post Thanks / Like - 1 Thanks
snoopsis (1 members gave Thanks to Nyktophilia for this useful post)
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Member
Hello there and thanks for this amazing work. Is it possible to add just the bots to a self compiled Trinity 3.3.5 server? I tried to compile your server from the source but is giving me an error:
/home/SingleCore_TC/src/server/game/Maps/Map.cpp: In member function ‘float Map::GetHeight(float, float, float, bool, float) const’:
/home/SingleCore_TC/src/server/game/Maps/Map.cpp:2450:14: error: ‘isnan’ was not declared in this scope
if (!isnan(x) && !isnan(y))
This was tried in a ubuntu linux server, thanks in advance.
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Corporal
Be cool if you added arena functionality.
Any chance on that happening in the future?
-
Member
I can't thank you enough for this; the real WoW community is dead and this lets me at least play with people that aren't annoying! haha, do you know if I have to run each update one after another or can i just run the last one?