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Everything posted by Rochet2

  1. Due to .. relatively new changes .. majority of guides and scripts are now outdated. This happens every now and then since the TC scripting "API" changes to better meet the needs of scripts in the core and sometimes external code. Also currently TC master and 3.3.5 branches have different gossip scripting APIs. While guides and old scripts may be a good way to learn things, they always eventually get outdated if no one maintains them. I think that the most uptodate "documentation" is the code in the core itself. So looking at existing gossip scripts you know what to do. Here is an example of a gossip script: https://github.com/TrinityCore/TrinityCore/blob/f6b6f57a6da909426e3171d09f989c554f20b43d/src/server/scripts/EasternKingdoms/BlackrockMountain/BlackrockDepths/boss_tomb_of_seven.cpp#L53-L108
  2. Hmm, what exactly is the problem? Can you describe it and be more specific?
  3. Alot of memory usage with TrinityCore

    Maybe this helps you
  4. 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 Intel Xeon E3-1231 3.4GHz 4cores 8threads 5min i7-2820 QM 3.4GHz 4cores 8threads 5-6min 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.
  5. Trinitycore Compile Time in AMD / Intel

    Are you compiling a recent 3.3.5 or master?
  6. 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
  7. 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.
  8. 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).
  9. 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.
  10. 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"
  11. 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.
  12. 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
  13. 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.
  14. You seem to need to be logged out for the "something went wrong" message to appear when you refresh the page.
  15. 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.
  16. 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.
  17. 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).
  18. Bugs are usually reported at https://github.com/TrinityCore/TrinityCore/issues Create a new issue there.
  19. Ridiculous Issues

    While the guide isnt perfect, it still captures the most important parts and is good enough for the job. Some of the issues you listed sound like user errors. You are clearly presented a way to create a new user in the mysql installer. If you did not have this view, then you are possibly using some other way of installing MySQL that was unexpected or the installer may have changed over time. https://i.imgur.com/ceQRzfk.png https://i.imgur.com/81Rq8Lz.png You are clearly instructed to leave the subdirectory field empty. Then it will not create a subdirectory. Seems you missed this? https://i.imgur.com/XgRZZjT.png The issue was possibly that you had the wrong boost version installed (did not use the provided links to download or accidentally downloaded wrong version) or that you did not restart CMake between attempting to do things like installing boost and configuring - which is mentioned in the guide. It is also possible that the system variables require a relog in windows or restarting the whole machine to take effect - this is not mentioned in the guide. Without the errors and the state of the machine it is hard to tell afterwards what your issue was. It is possible you installed wrong version of openssl accidentally. Unsure if some unconventional location may also be a reason. Most dependency errors during compile I have seen are caused by users installing wrong dependencies. For example 32 bit library when they compile 64 bit. This mostly happens for MySQL and Boost. Another problem has been the new boost and visual studio versions that required the boost finding script to be changed, but I have not checked if that was corrected already - it may have required some manual fixing. For the issues that you somehow solved it would require seeing the errors and possibly what you have installed and how you have set up the environment to figure out. This is why it is hard to imagine what could have been wrong. Even a small mistake can lead to nothing working and it could be that your system is different in some way from the majority of other systems (new versions of software etc.). So if you cannot solve the problems you should post the error messages and environment data, like what bit version you are compiling, and ask for help. In case you are getting errors there is also a troubleshooting section that has some guides for handling specific errors you may encounter: https://trinitycore.atlassian.net/wiki/spaces/tc/pages/2130044/Troubleshooting+articles In the beginning the guide encourages you to search the forums and ask for help if you cannot find what you need. - There is even a support channel you can ask help live on irc. Anyone is free to edit the wiki, which means that after figuring out what is missing from the guide you can add it in. That being said this software is probably not being built for the average joe to use. Some knowledge about the used software and programming as well as problem solving is likely expected. It should also be expected that a new user will have problems configuring a project of this size and with this many dependencies - even with a perfect guide. New issues keep rising all the time as used libraries and software is being developed by third parties as well as TC.
  20. CMake question

    Take a look at what appveyor does in it's script https://ci.appveyor.com/project/DDuarte/trinitycore/build/1.0.6050 I would recommend using some bash shell, like git bash instead of using windows commandline - windows cli is simply hard to use for anything. Im sure you can google a way to use git bash to get the current version hash from your repo and using that as the output folder should be relatively straight forward. Also you dont need to directly build to a new folder. You can build and then move/rename the build folder or it's contents. Cmake takes some arguments too, which may let you select the build output folder. cmake generates an install project that you can try to build to move the files after buinding them to the cmake configured installation folder.
  21. He says that the issue this thread we are in tries to fix cannot be fixed by using the method described if you downloaded the source as a zip. If you are saying that you can still do this fix, then maybe share some steps? The point is not that you cannot get the version of the zip. The point is that you cannot fix the version showing as Trinitycore rev. 1970-01-01 00:00:00 +0000 on startup and in cmake and everywhere.
  22. Pull Request Implementation

    If you dont mind updating your core in the process with the fork's TC version that the pull request is made for then you can just do git pull <the fork address> <branch name> If you only want the pull request contents, then you can download it as a diff by appending ".diff" to the end of the pull request URL in github. Same for patch. https://github.com/TrinityCore/TrinityCore/pull/19297 https://github.com/TrinityCore/TrinityCore/pull/19297.diff https://github.com/TrinityCore/TrinityCore/pull/19297.patch The patch would be the same as doing a cherry-pick in a way I guess if you apply it with git am < file.patch There are many other ways to go about doing this. For example you could make a cherry-pick of the commits that are pull requested. (fetch the pull request repository and then do a cherry-pick firstCommitHash^...LastCommitHash) It seems you can also try reference the pull request repository through TC repository as seen here: https://help.github.com/articles/checking-out-pull-requests-locally/ git fetch origin pull/PRID/head:BRANCHNAME origin is assumed to be trinitycore repository.
  23. Multiple servers on a single machine

    Its enough to just change the DB names in configs (and in DB hurr durr). I use this all the time to hop through the 5 different core/patch combinations I have. http://i.imgur.com/CPIzrMd.png
  24. [SOLVED] Iterating through players

    Hmm, looks like it does tho: master: https://github.com/TrinityCore/TrinityCore/blob/master/src/server/game/Texts/CreatureTextMgr.h#L234 3.3.5; https://github.com/TrinityCore/TrinityCore/blob/3.3.5/src/server/game/Texts/CreatureTextMgr.h#L241 maybe you should post the error message. You probably have not included Player.h or WorldSession.h or something lke that
  25. What is PCH?