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TrinityCore

CDawg

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Posts posted by CDawg

  1. 4 hours ago, codeman8214 said:

    Wait you are using a different core, you are not using TC to make your own server that would be for one reason why you are not able to use vmaps correctly. You can't expect vmaps to work properly with a different core all the time with changes that are made. Not only that but you have to know there are so many updates and the core you are using it really really outdated.

    He tried using repacked vmaps, so my guess is that he is using a repacked core and got everything confused.

  2. 10 hours ago, Atréalis said:

    well, I was all along on 1.55 and never got any boost error (^_^; )

    Yeah, I saw that you were using Linux, but Debian. You need 1.58+ for Ubuntu 16+ or other newer distros of Linux OS.

    I read that CMake output and saw 1.55 boost

  3. 3 hours ago, labaouici said:

    I got a problem too : I tried with vmaps of official and one I just download from a repack for 7.2.0 but I got this

     

    The repack vmaps will always be outdated and should never be a comparison. Never ever use repack data with TC core. You will have to re-extract vmaps that you compiled.

    • Upvote 1
  4. On 6/6/2017 at 2:21 PM, Atréalis said:

    Hi Trinity! A few days ago, I updated my Debian x64 server to fix latest sudo vulnerability and broke TrinityCore 3.3.5a server.

    Nothing alarming since it also updated mariadb-server so I was just back to recompile:

     

    The problem is just that you have to update your Boost. Then you should be good to go :)

    You are using 1.55 which is an ancient version of boost.

     

    CMAKE OUTPUT:

    -- Boost version: 1.55.0
    -- Found the following Boost libraries:
    --   system
    --   filesystem
    --   thread
    --   program_options
    --   iostreams
    -- Performing Test boost_filesystem_copy_links_without_NO_SCOPED_ENUM
    -- Performing Test boost_filesystem_copy_links_without_NO_SCOPED_ENUM - Failed

     

  5. So here are the details. For the creature_template tags. (335a)

    https://trinitycore.atlassian.net/wiki/display/tc/creature_template#creature_template-unit_flags

    https://trinitycore.atlassian.net/wiki/display/tc/creature_template#creature_template-unit_flags2

    However, I havnt found any issues to that specific quest. (Assuming it's a quest issue) Not sure if that quest triggers the NPCs to become invisible or the NPCs in that area are just bugged. If it's a quest issue, then it's possible that there is a trigger, rather than a db issue.

    Anyhow, I will try that quest when I get home. In the meantime, try searching if there are others that have identified that bug. If you can't find any issues open, please feel to create one :)

    (sounds like an easy fix)

    reference for my search:

    https://github.com/TrinityCore/TrinityCore/issues?utf8=✓&q=Wretched

  6. 6 hours ago, Kretol said:

    I recently updated to 1_64 from 1_60 and had the exact same issue (Windows).  However, I had purged the Recycle Bin so couldn't restore the folder.  After a bit of searching and checking the directory structure, I noticed that the lib directory was named lib64-msvc-14.1, so I renamed it to just lib and then it worked fine! :)

    Yeah, this was a specific Linux issue. But your note should be helpful to Windows users that seem to be having a more of an issue with Windows detecting boost

  7. 17 hours ago, codeman8214 said:

    You can tell it is compiled on windows because you said you had to specified it to do it, if you were doing it for Linux it does not need to be specified to the path it does it automatically. Still strange even for windows that you had to specified I did not have to it did it for me.  Are you sure you installed the correct ones in the right paths without changing anything

    Actually, it can get goofy and you do have to set the path manually for Linux users. (similar to Windows)

    I did have to export BOOST_ROOT=$HOME/boost_1_63_0. (idk, maybe it was me when I upgraded my boost :P )

    Fortunately for Linux users that CMake has a catch all process before compiling and finding out before you get half way into compiling your core and not spewing errors. I think there is a specific Boost version install that doesn't set within the registry correctly for Win users or If you install, reinstall, something gets goofy with Win users.

    Edit:

    Oh btw, when I remove the old boost directories, I get errors during the cmake process, even though it's looking at the newer version boost.

    An example: I have 3 directories boost_61/ boost_62/ and boost_63/, however when I remove 61 and 62 (old ones) cmake says it's using boost_63, but during the compile i still get 'cant find boost libraries'

    So I place them both back (61 and 62) and everything is fine. ¯\_(ツ)_/¯

    It's quite frustrating.

  8. On 5/4/2017 at 1:13 PM, codeman8214 said:

    Aokromes this is really a great idea I could see taking this on and I think this is a project I would be willing to take on as long as people working with this don't have any problems with this being built with Livecode it would be built for windows, mac, and linux it would stay open source of course. I would need a little more information to get this started though, but I like it.

    Do eeet!! We need something to make sniffing easier.

    When I get time, Iv'e been piecing together the player map. I usually get about 10-15mins a day, due to real life.

  9. 11 hours ago, Aimela said:

     

    I can't seem to get this to compile in Visual Studio 2017 64-bit, I just get a wall of errors. I've Googled the error codes that I've encountered and scoured the installation guide a multitude of times to check if I've missed anything and I can't find any answers. I'll get error codes LNK2019, LNK2001, and LNK1112.

     

    It's giving an error linking to the version of boost that you are using.

    Unresolved Symbol Error: "Boost".  In other words it's saying "I can't find what I'm looking for"

  10. I'm connecting with a 1000Mbps fiber link with an i7 on my home computer. So unless someone else can test in the US, it takes 18.3 seconds to finally load for me. ¯\_(ツ)_/¯

    I'm not knocking the website, I just didn't know if you were hosting from your house as a beta page.

  11. On 5/28/2017 at 1:53 AM, terakoth said:

    Thanks, now if I want more then one pull request how can I add more then one in my compile doing them all at once

    If you have multiple changes, you will want to isolate each PR. If you have multiple changes, it will all already be included at once in one giant PR (without isolating each change).

  12. @Astraithious It's recommend and ideal to have separate world and character databases. However, the real question is, what are you trying to accomplish by having multiple realms with one characters database?

    The other question is, if you log into another realm from the original, I'm assuming you are retrieving the same characters listed, or did you customize that?

    I did some core modifications where I wanted to see about using one characters database and seperate pvp/pve realms where the client will only see pve characters for one realm and another list for pvp. (it was a crossrealm project start). It worked, but like codeman8214 mentioned, it was a headache and a pain in the ass. I scrapped the project, once I got about 200+ players and trying to keep track on which realm.

    It made for very very easy realm transfers, but I had to bump the character limit from 10 to 20. Once players created more than 10 players, there were a shit ton of bugs.

  13. 4 hours ago, Daeumler01 said:

    Ok, i found the error.

    The extractor creates the folder structure "dbc/deDE" since im using the german version of WoW. But the worldserver was looking for "dbc/enUS", thats why it couldnt find the dbc files. So i manually created this enUS folder und copy and pasted the dbc files in. Now everything is working fine. Thank you all for your help! :)

    Kudos to replying back to the forums with the solution. Just to clarify, it's not an error, just a configuration due to the locale client that you are using.

  14. 5 hours ago, codeman8214 said:

    I noticed with 1.64.0 you have to set the paths yourself when it comes to cmake finding them but when I installed boost 1.63.0 it worked just fine cmake was able to see the paths so have you tried installing 1.63.0 of boost.

    I don't have that problem with Linux :P

  15. 1 hour ago, ChiefMcClane said:

    **Description:**

    When I try compile with CMake then I got this error.

    ----------------------------

    CMake Error at cmake/macros/FindBoost.cmake:1193 (message):
      Unable to find the requested Boost libraries.

      Boost version: 1.64.0

      Boost include path: D:/boost_1_64_0

      Could not find the following static Boost libraries:

              boost_system
              boost_filesystem
              boost_thread
              boost_program_options
              boost_iostreams

      No Boost libraries were found.  You may need to set BOOST_LIBRARYDIR to the
      directory containing Boost libraries or BOOST_ROOT to the location of
      Boost.  If you still have problems search on forum for TCE00020.
    Call Stack (most recent call first):
      dep/boost/CMakeLists.txt:37 (find_package)

    ----------------------------

    I Installed boost 1.64.0 and add it to the systemvariables

    See here -> https://www.dropbox.com/s/qk0xbv870ku3wfo/systemvariables.jpg?dl

    **Branch(es):**

    master


    **TC hash/commit**:

    5b754ee08c433302531bbbb66aabf898d594dc1b
     
    **TDB version**: 

    newest
     
    **Operating system**:  

    Windows 10 Pro 64bit

     

     

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