AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
1–10 of 76 posts
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#2Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#3I feel like MaNGOS never really got good enough, and instead all the solutions in use branched off it. At least, MaNGOS certainly had a reputation for being janky and inaccurate 15 years ago
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#4I've hosted this software server (with and without mods) for friends and family a few times. Its pretty solid and the mods help bring additional fun or to fill in the gaps of low population. If you love WotLK, i'd recommend it.
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#5Hopefully this project continues and adds support/tools for easier content creation and better documentation/customization than we've seen in the past.
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#6Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#7I've hosted this software server (with and without mods) for friends and family a few times. Its pretty solid and the mods help bring additional fun or to fill in the gaps of low population. If you love WotLK, i'd recommend it.
It looks very interesting. What's the default content like? Looking at the SQL in the repository, doesn't seem like there's that much quests provided?
The question is more what's bugged and what's not
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#8I've hosted this software server (with and without mods) for friends and family a few times. Its pretty solid and the mods help bring additional fun or to fill in the gaps of low population. If you love WotLK, i'd recommend it.
It looks very interesting. What's the default content like? Looking at the SQL in the repository, doesn't seem like there's that much quests provided?
Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#9Re: AzerothCore: Self-Hosted World of Warcraft 3.3.5a Server
#10AzerothCore's "killer feature" is that it has a module system, where the game server can use C++ code to hook onto events. It's pretty slick and works quite nicely.
One of the things I've been interested in working on is setting up dynamic linking for the modules so it's easier to just download the compiled module and run it with the server instead of compiling the server with the module. The biggest problem I've run into with my implementation for that is the .so for each module ends up being on the scale of hundreds of megabytes, which seems incorrect.