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  1. #436
    mysalamee's Avatar Member
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    Update 11 batch file resulted in an error leaving behind following content in the log file:
    If there are no errors shown then updates have comleted successfully.
    ERROR 1366 (HY000) at line 14557: Incorrect string value: '\xE2\x80\x99pen...' for column 'ObjectiveText1' at row 1

    TrinityCore NPCBots Repack (Update 25-06-2020)
  2. #437
    skuly's Avatar Active Member
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    Originally Posted by mysalamee View Post
    Update 11 batch file resulted in an error leaving behind following content in the log file:
    If there are no errors shown then updates have comleted successfully.
    ERROR 1366 (HY000) at line 14557: Incorrect string value: '\xE2\x80\x99pen...' for column 'ObjectiveText1' at row 1

    Do me a favor and try this Update_DB and let me know if it makes any difference.

    I found this which suggests the error is related to encoding or something php - ERROR 1366 (HY000): Incorrect string value: '\xF0\x9F\x98\x9C' for column 'comment' at row 1 - Stack Overflow

    I'm not sure why you have this problem but I and some others don't.

    I made the test Update_DB add character-set-server=utf8 and default-character-set=utf8 to the file mysql-credentials.cnf. So hopefully that fixes it.
    Last edited by skuly; 10-17-2021 at 05:18 PM.
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  3. #438
    mysalamee's Avatar Member
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    update_11_db_test.bat produces same error.
    So I presumed this is a unicode encoding/decoding issue and added ```chcp 65001``` at the beginning of the original batch file.
    This solved the issue for me.

  4. #439
    OsirisGlare's Avatar Member
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    Should I be concerned about these errors from worldserver.exe:?

    SmartAIMgr::LoadSmartAIFromDB: Entry 412 SourceType 0, Event 3, Missing Repeat flag.
    SmartAIMgr::LoadSmartAIFromDB: Entry 828 SourceType 0, Event 1, Missing Repeat flag.
    SmartAIMgr::LoadSmartAIFromDB: Entry 1001 SourceType 0, Event 4, Link Event 6 not found or invalid.
    SmartAIMgr::LoadSmartAIFromDB: Entry 1001 SourceType 0, Event 5, Link Source Event not found or invalid. Event will never trigger.

  5. #440
    skuly's Avatar Active Member
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    Originally Posted by mysalamee View Post
    So I presumed this is a unicode encoding/decoding issue and added ```chcp 65001``` at the beginning of the original batch file.
    This solved the issue for me.
    Ok so it's not mysql it's windows cmd that has the encoding issue. i'Im glad you figured it out.

    Originally Posted by OsirisGlare View Post
    Should I be concerned about these errors from worldserver.exe:?
    They are from the Stitches event fix, I didn't make the fix so I don't know how to stop those errors. the event seems to work even with those errors/warnings so maybe just ignore them.
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  6. #441
    skuly's Avatar Active Member
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    Originally Posted by mysalamee View Post
    Hi, I want to ask a quick question. I'm having trouble deciding between this repack and other repack that has Ike3 bots. AFAIK, Ike3 bots support battle ground and arena bots. Does this repack support bots for BG and arena as well? Thank you.
    If you find a Wotlk Repack from after 2016 with Ike3 type bots let me know because I haven't found any.

    Supposedly vanilla repacks have Ike3 bots but haven't found a Wotlk one other than the Conan513 one from like 2016
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  7. #442
    skuly's Avatar Active Member
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    Originally Posted by swampus View Post
    Thanks for the update, seems to be working properly, but like the last update its saying the Trinitycore revision is from 1970 or something, not sure if that matters.

    https://i.imgur.com/mbU8Jgl.jpeg screenshot showing the .server info command

    Also, I mentioned in an earlier post but, any idea why the custom game speed isn't working? I guess it could be my config but it's still not working after the update.
    The Trinitycore revision is probably because of how I use github and manually apply updates to zaicopx source. I don't actually merge any github repos I add things manually from my pc with the diffmerge software.

    Isn't custom Speed game about day/night cycle? Is it even supposed to effect ingame clock/realm time?
    I can look into the custom game speed, I don't really know anything about it, that stuff was all part of zaicopx's repack and I don't actually play the repack just compile it and share it hoping it works, I do limited testing.

    My testing process is pretty much replace the mysql folder with e a fresh copy of the repacks mysql folder and apply the update_db, so it's like a fresh copy of the repack to make sure I don't get any sql errors or anything preventing worldserver from starting.

    Then I get in game and hire a bot or two and que for rdf, I used to not even do that but that one time autobalalce got broken and npc's in instances didn't do any dmg so now I make sure to enter a dungeon with bots and spend a minute or two fighting mobs.
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  8. #443
    skuly's Avatar Active Member
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    Ok I wonder if custom.speedgame ever worked. I looked at the source and it didn't look like the setting in the worldserver.conf would actually do anything. I figured out how to do it though.

    This was the original code in Player.cpp...
    Code:
    /// SMSG_LOGIN_SET_TIME_SPEED
    static float const TimeSpeed = 0.01666667f;
    WorldPackets::Misc::LoginSetTimeSpeed loginSetTimeSpeed;
    loginSetTimeSpeed.NewSpeed = TimeSpeed;
    loginSetTimeSpeed.GameTime = GameTime::GetGameTime();
    loginSetTimeSpeed.GameTimeHolidayOffset = 0; ///      @todo
    SendDirectMessage(loginSetTimeSpeed.Write());
    I changed it to this...
    Code:
    // Custom SpeedGame 
    float speedrate = sWorld->getFloatConfig(CONFIG_SPEED_GAME);
    
    /// SMSG_LOGIN_SET_TIME_SPEED
    static float const TimeSpeed = 0.01666667f * speedrate;
    WorldPackets::Misc::LoginSetTimeSpeed loginSetTimeSpeed;
    loginSetTimeSpeed.NewSpeed = TimeSpeed;
    loginSetTimeSpeed.GameTime = ((GameTime::GetGameTime() - GameTime::GetUptime()) + (GameTime::GetUptime() * speedrate));
    loginSetTimeSpeed.GameTimeHolidayOffset = 0; ///      @todo
    SendDirectMessage(loginSetTimeSpeed.Write());
    and now realmtime moves really fast at 600.

    Last edited by skuly; 10-18-2021 at 10:45 AM.
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  9. #444
    mysalamee's Avatar Member
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    Originally Posted by skuly View Post
    If you find a Wotlk Repack from after 2016 with Ike3 type bots let me know because I haven't found any.

    Supposedly vanilla repacks have Ike3 bots but haven't found a Wotlk one other than the Conan513 one from like 2016
    There's repack called Classics Updated which has wotlk and Ike3 playerbots and is being updated: SPP Classics Updated - Single Player Project

    According to its github page GitHub - celguar/spp-classics-cmangos: SPP Classics repack with ike3 playerbots. Based on cmangos. Supports 1.12, 2.4.3, 3.3.5. Check "Releases" for installer was last updated 3 weeks ago.

  10. #445
    skuly's Avatar Active Member
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    Originally Posted by mysalamee View Post
    There's repack called Classics Updated which has wotlk and Ike3 playerbots and is being updated: SPP Classics Updated - Single Player Project

    According to its github page GitHub - celguar/spp-classics-cmangos: SPP Classics repack with ike3 playerbots. Based on cmangos. Supports 1.12, 2.4.3, 3.3.5. Check "Releases" for installer was last updated 3 weeks ago.
    I saw that repack months ago and read the comments, I got the impression the bots were pretty broken and useless. I guess it uses a different core now so maybe it works better now but can't tell from the recent comments.

    I'd say try that one first., I would. And maybe let me/us know how it compares.
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  11. #446
    swampus's Avatar Member
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    Originally Posted by mysalamee View Post
    There's repack called Classics Updated which has wotlk and Ike3 playerbots and is being updated: SPP Classics Updated - Single Player Project

    According to its github page GitHub - celguar/spp-classics-cmangos: SPP Classics repack with ike3 playerbots. Based on cmangos. Supports 1.12, 2.4.3, 3.3.5. Check "Releases" for installer was last updated 3 weeks ago.
    I tried this repack I believe last month, and the bots have a lot of potential I'd say because they have a will of their own and actually exist in the world, gear themselves up, grind mobs etc. but it was not a pleasant experience overall. I did an rdf with the bots twice, and both times I had to manually teleport to the dungeon with a gm command which I guess is fine but the bots performed relatively poorly in the dungeons and died after using all their mana. They also completely messed up the corpsewalk back, I sat there watching them and they just went all over the place. Also the second time, 2 of the bots simply used their heartstone after the first pack of mobs and left the dungeon.

  12. #447
    skuly's Avatar Active Member
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    I just made a suggestion on the NPCbots github , I never understood why people would care about playerbots running around in the world questing when they can just hire a bot or 2 to use as a pet or party member.

    I can understand wanting BG bots but wouldn't having bots randomly spawn when you are questing and attack you like on a pvp server be enough for some people?

    Suggestion: Randomly attacked by enemy bots. . Issue #147 . trickerer/Trinity-Bots . GitHub
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  13. #448
    Kein666's Avatar Member
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    Originally Posted by skuly View Post
    I just made a suggestion on the NPCbots github , I never understood why people would care about playerbots running around in the world questing when they can just hire a bot or 2 to use as a pet or party member.

    I can understand wanting BG bots but wouldn't having bots randomly spawn when you are questing and attack you like on a pvp server be enough for some people?

    Suggestion: Randomly attacked by enemy bots. . Issue #147 . trickerer/Trinity-Bots . GitHub
    Well, to have Playerbot around the world with the possibility of them attacking you, it revives old memories for old people like me and increases the peril sensation in the meantime you make a quest eheheheh.

  14. #449
    skuly's Avatar Active Member
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    Originally Posted by Kein666 View Post
    Well, to have Playerbot around the world with the possibility of them attacking you, it revives old memories for old people like me and increases the peril sensation in the meantime you make a quest eheheheh.
    Yeah but I figured having one or 2 spawn near by you randomly is easier to code than having them populate the world and kill mobs and whatever else playerbots are supposed to do, and gives the same sensation.
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  15. #450
    Kein666's Avatar Member
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    Originally Posted by skuly View Post
    Yeah but I figured having one or 2 spawn near by you randomly is easier to code than having them populate the world and kill mobs and whatever else playerbots are supposed to do, and gives the same sensation.
    that is also true

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