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TrinityCore

Nay

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Posts posted by Nay

  1. And I am not using any custom patches. I've removed the local copy of the sourcecode and redownloaded it with git and now it is compiling.

    I want to believe you but there is no "UNIT_STAT_FOLLOW" used anywhere on the code (not on 6400c13fcb342fff7e2d8, at least)

  2. As a developer you should provide a SINGLE DATABASE file for all of the required content for latest core.

    I should? Since when?

    There's no order with updates.

    There is, by name. Alphabetical order.

    yyyy_mm_dd_id_db_name.sql

    (y - year, m - month, d - day, id - incremental id, db - database like world, name - some name like sai)

    in my opinion community shouldn't make any "tools" for the core, because all tools, configuring things and such things should be in same package, because then people wouldn't make threads for "stupid errors" that you guys hate mostly.

    All the process is described on our wiki, not our fault that some people are too lazy to read or do not have average english skills to understand what's said there. Are you one of these people?

    I'm really thinking why the HELL there is 1000 of the update files, because all of them would be ALREADY MERGED without linking hundreds of threads where's guides to do SOMETHING NEW.

    It's up to the user to decide how it's going to import the sql files (104 atm, not 1000). I linked to that batch script that concatenates the sql files into one because that's what I am using and it makes things simpler.

    P.S Bitch please.

    • Upvote 2
  3. I'm getting quite tired about repeating myself over and over...

    There is not a single problem with the DB (nor on master nor on 4.x) related to SQL imports.

    Import full 44 and then all the sql updates in /sql/update/world, ORDER MATTERS.

    If you are trying to import some custom SQL it's up to you to fix it accordingly (the only table that was changed lately was quest_template)

    Hi, as we know new version (adapted to 4.x) is getting some problems...

    No, we don't.

  4.  tempSpell = GET_SPELL(RAID_MODE(62311, 64596));
    if (tempSpell)
    tempSpell->rangeIndex = 13;
    ...
    void Reset()
    {
    if (summon)
    me->setFaction(7);
    ...
    void EnterCombat(Unit* who)
    {
    me->setFaction(14);
    [/code]

    *giggles*

    [size="1"]Do you really need such scripts in your server?[/size]

    Anyway... clear/wipe/delete CMake folder; re-run CMake; re-build

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