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Rochet2 last won the day on March 30

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About Rochet2

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  1. Trinitycore Compile Time in AMD / Intel

    A small summary: i7-6700K 4GHz 4cores 8threads 5min Ryzen5 1600 3.20GHz 6cores 12threads 5-6min i5-3570K 3.40GHz 4cores 4threads 8min for building 3.3.5 I was actually expecting a larger difference.. hm. mmap extraction probably shows a lot bigger difference. But guess that isnt as helpful.
  2. Trinitycore Compile Time in AMD / Intel

    Are you compiling a recent 3.3.5 or master?
  3. What is the problem with accessing the site? Describe the problem you have. Works fine for me: https://trinitycore.atlassian.net/wiki/spaces/tc/pages/2130013/World
  4. Worldserver.exe

    It seems that this is a common issue suddenly. Every month people post that they have issues regarding the NPC equipment. (not necessarily on these forums..) The issue is often that people seem to convert the item_template to item.dbc. Item_template does not contain all item entries that item.dbc contains. For this reason, replacing the original item.dbc with a generated one will usually lose data which leads to problems. Not all items in the game are accessible to players. This is why not all items have data in item_template. The items that are not available to players may not have damage or other such stats (or we cannot read that data). These items are cosmetic and used by NPCs. Let's say for example that there is some special item like a lantern that guards use. For convenience, the NPC equipment system uses item entries from item.dbc. This lantern may not be available for players since we don't want them to use lanterns, but the displayid and such data must be associated with the entry through item.dbc. What you can do is to add only your edits to the item.dbc or you can extract the data you are missing from item.dbc to DB so that the converter has all the needed information. I think the easiest solution would be to try convert the item.dbc into an SQL which uses INSERT INGORE. That way you can make a copy of your item_template, run the item.dbc sql to it and then generate the dbc file and then delete the DB table that contains the dbc info for extraction purposes.
  5. You should post more information for example what patch you are on, what TC version and so on. Also if this issue does not occur on a clean core and DB then it can be because of some data you have in the database and we may have difficulties reproducing it locally to examine the issue. You could try profiling or debugging to try find out which part exactly is being slow. This can be done for example by simple logging of timestamps between different phases of the functions being called that are slow. Or by using Visual Studio or some other tool that has profiling tools. According to https://www.visualstudio.com/vs/compare/ visual studio community seems to have the profiling tools needed for performance profiling (CPU).
  6. Inhabittype was changed/dropped. So your core is probably too old to match the new DB I think. Make sure you compile the core again with the latest changes so it matches the updated DB.
  7. Not sure where you found this way of executing a file by using "@create_mysql.sql", but it is not how the manual seems to say it works. https://dev.mysql.com/doc/refman/5.7/en/mysql-batch-commands.html As you may see you should be using "mysql -uroot -p<password> < create_mysql.sql"
  8. Compiling Issue

    post whole compile output. The part you posted seems to be missing the actual error messages. And by this I mean that usually an error in scripts causes compiling of the scripts.lib to fail, which causes it not to exist for linking. So the error you posted is a result of some other error.
  9. Logging chat into database

    It should be loggable like many other things. Have you looked at the loggers in worldserver.conf? Search for chat. According to commit history it has been loggable a long time. For example this commit from 6 years back seems to show that chat logging existed even back then and before it https://github.com/TrinityCore/TrinityCore/commit/97c4b92eb02fc673d1230aadaee23aa7827a9761
  10. Logging chat into database

    Check this out, maybe it helps: I know that example is just for GM logging, but it probably applies to chat as well. Probably a good idea to first get chat to log into a file. And only then look into getting it in to DB.
  11. You seem to need to be logged out for the "something went wrong" message to appear when you refresh the page.
  12. need last working VS 2015 source 3.5.5

    Are VS 2015 and 2017 really that different? From what I gather online, both are around ~7GB for the base needed for TC.
  13. The DB logging had a few quirks iirc. For example you need to restart for it to work, cant just edit loggers and reload them. (just in case you are trying reloading and things dont seem to work) Here is an example of DB logging for commands that I got to work before: Appender.GM=3,1,3 Logger.commands.gm=3,Console GM The stuff is logged to auth.logs in DB Rows older than x days are deleted automatically. See worldserver config to tweak that.
  14. mobs doing things without scripts

    Their woodcutting animation is defined in creature_template_addon with their entry. They do it whenever they stand still. Their movement and what they do at specific points is defined in waypoint_data which is linked to their specific spawns (guids) through creature_addon. It seems the difference between waypoint and waypoint_data tables is that waypoint table is used by Smart AI and waypoint_data is the default waypoint system. To get the waypoints of a specific guid you can run a query like select * from creature_addon ca inner join waypoint_data wd on ca.path_id = wd.id where ca.guid = 80145; where 80145 is a guid of a spawn for the NPC. See the documentation of the related tables for more info (creature, creature_addon, waypoint_data).
  15. Bugs are usually reported at https://github.com/TrinityCore/TrinityCore/issues Create a new issue there.