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Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum) |

04-07-2005, 03:09 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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hehe,
thats what a good version control system is for, lets you extract and merge your changes with minimal effort.
Anyhow, just so everybody knows, I made a diff of and have cleaned out all the irrelavent stuff, and I will be merging the changes I saw as useful into the source when I get time.
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04-09-2005, 01:45 AM
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Dragon
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Join Date: Dec 2003
Location: Earth
Posts: 818
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GW Source.
I tried mergeing this with the PEQ database.
it was a bad idea,
it's buggy and don't work most of the zones crashed or just refused
to load.
even with the SQL file inserted as sugessted. it still hangs and crash's the zones.
thats testing with the PEQ database not sure if other things are required or not but just sourceing in the SQL in the GW source isn't enuff.
anyone else have any luck with some other database ?
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04-09-2005, 03:37 AM
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Demi-God
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Join Date: Mar 2004
Posts: 1,066
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Ok we need to clear a few things up once and for all:
This source will not work out of the box. It used a heavily modified database structure, which was not released with the source. If you want to use this guildwars source, you'd best be highly skilled at both database manipulation and C++ programming, cuz you're gonna need it to pore thru the source code and figure out what fields and tables you need that regular Emu doesn't use. After you get what you think is a good table structure, that's only half the battle. Now you populate it.
__________________
<idleRPG> Rogean ate a plate of discounted, day-old sushi. This terrible calamity has slowed them 0 days, 15:13:51 from level 48.
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04-11-2005, 02:57 AM
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Fire Beetle
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Join Date: Jun 2004
Location: Canada
Posts: 24
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Quote:
Originally Posted by RangerDown
If you want to use this guildwars source, you'd best be highly skilled at both database manipulation and C++ programming, cuz you're gonna need it to pore thru the source code and figure out what fields and tables you need that regular Emu doesn't use.
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Hmm, I'm not sure cause I haven't even tried, but in looking over the source/files when I downloaded it (and just rechecked now to make sure), there is a file GuildWars/mysqltables.txt that contains a large set of tables. These may be old, or something, but I wouldn't expect them to be missing many/any columns. Though, populating them would, like you said, take a while.
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~ bUri
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04-11-2005, 01:12 PM
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Demi-God
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Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
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Quote:
Originally Posted by knightz
Hmm, I'm not sure cause I haven't even tried, but in looking over the source/files when I downloaded it (and just rechecked now to make sure), there is a file GuildWars/mysqltables.txt that contains a large set of tables. These may be old, or something, but I wouldn't expect them to be missing many/any columns. Though, populating them would, like you said, take a while.
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Yeah, that was added in later.
But still, this source will not be supported so if you're having problems with it......
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
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04-15-2005, 01:03 PM
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Sarnak
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Join Date: Dec 2004
Posts: 30
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It seems that the original link posted is no longer active. Could anyone please re-upload the source to another location?
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04-26-2005, 08:03 AM
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Banned
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Join Date: Oct 2003
Location: Mattmecks Basement
Posts: 546
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yea, the mysqltables are only missing a "few" collumns and btw, grids are screwed so my advice, run this query if you get this far...
UPDATE npc_types set pathgrid="0";
you need to add a collumn in account or character_, I dont remember, add "hideme" with default of 0
there are a few more I think.. dont remember.. lawl
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04-26-2005, 08:27 AM
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Developer
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Join Date: Jul 2004
Posts: 773
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ALTER TABLE account ADD hideme TINYINT NOT NULL DEFAULT 0;
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