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[SOLVED] Keeping tc up to date without loosing database

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Noven

Exalted Member
How can I keep Trinity core up to date without having to re add every custom things i've done? I've added a bunch of stuff, but I don't wanna loose it when I recompile, how would I go forward doing this?
 

Tommy

Founder
How would you lose them when you recompile? Updating and rebuilding the source doesn't affect your database at all, unless they did an update regarding a new column in a table. However, not sure where you get "I'll lose my database when I update and rebuild the source.."

Honestly, don't even bother updating with TrinityCore every time they do an update, it isn't recommended at all. Why? They don't test their changes before committing which results in potential server crashes and issues with the source until they fix it. I don't even recommended running their SQL updates because if you see that malcrom guy add new SQL updates, he does at least 4 commits before fixing syntax errors, typos, etc (That goes for some other people too)..

What I recommend doing is cherry pick each IMPORTANT and STABLE updates, most likely done by pull requests and not from the actual TC team.


To sum it up, you won't lose anything when recompiling after you updated your source. If you updated anything via C++, it can sometimes conflict with a TC update, but it won't overwrite it.
 

Noven

Exalted Member
Okay, well that's good, basically the reason I wanna recompile is so I can use /s again, currently it doesn't appear. Also I wanna add some more c++ scripts :)
 

Noven

Exalted Member
That's great !, thanks for your help :).

Also, if I wanna add a new c++ script, isn't it possible, to just drag and drop the .cpp inside the script solution, rather than "re run" cmake? Or Will that just mess stuff up?
 

Noven

Exalted Member
hmmm, what does this mean?

LINK : fatal error LNK1181: cannot open input file '..\scripts\Release\scripts.lib'
18>------ Rebuild All started: Project: ALL_BUILD, Configuration: Release Win32 ------
18> Building Custom Rule C:/Trinitycore/CMakeLists.txt
18> CMake does not need to re-run because C:\Build\CMakeFiles\generate.stamp is up-to-date.
18> Build all projects
19>------ Skipped Rebuild All: Project: INSTALL, Configuration: Release Win32 ------
19>Project not selected to build for this solution configuration
========== Rebuild All: 16 succeeded, 2 failed, 1 skipped ==========
 

Jameyboor

Retired Staff
I've made a tutorial on how to add a custom script to your core.

As for the error, it probably can't open the lib because it's not created by the compiler, this is probably because of certain errors in the scripts project
 

Noven

Exalted Member
I think i'll go back to repacks -.-

========== Build: 13 succeeded, 3 failed, 0 up-to-date, 0 skipped ==========

After trying to add one c++ script and everything gets broken, even my old compile got broken, worldserver.exe disappeared and other files.
This is a huge bummer.
 

Parranoia

Insane Member
That error tells us absolutely nothing.

There are two possibilities.

1. The script you added had errors in it
2. You improperly added the script to the scriptloader.

Without any other information there is no way we can help out.
 

Jameyboor

Retired Staff
As seen here :
70V4s.png

^This is the original WorldSession.h code taken from github and I see none of the identifiers your compiler gave you errors about used in this code, have you applied any patches/core edits?
 

Noven

Exalted Member
I tried to apply two patches, but they gave me a fatal error

- - - Updated - - -

ItemGossip and MultiVendor
 

Noven

Exalted Member
I think I must be the guy with the most errors ever gotten here ... everytime I relog, my talents resets itself ..
 

Noven

Exalted Member
nvm that, it's just that doing .learn all my class screws things up, so you have to add talents manually
 

Parranoia

Insane Member
Well, as with most things don't add custom scripts/core edits without knowing what could possibly happen.

The talents resetting itself is due to you having too many "talent" spells so the game thinks you have more than the desired amount of talent points and resets them.
 
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