This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - Barbz

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16
"Retro-Porting" / Re: [Classic to Wotlk+]New tilesets for Wow
« on: April 12, 2017, 08:47:00 pm »
ERROR #132 (0x85100084) Fatal Exception
The instruction at "0x0040CC50" referenced memory at "0x133A3C1C".
The memory could not be "read".

That's the kind of error I had once.

17
"Retro-Porting" / Re: [Classic to Wotlk+]New tilesets for Wow
« on: April 12, 2017, 07:24:58 pm »
I tried the patch for WOTLK. It looks awesome but which parts of the world are left untouched? sometimes there seems to be difference between old and new textures and it looks weird.

Bug :
I spawned in stormwind, fine. Then I teleported to Orgrimmar and the client crashed.

Then I relaunched and I didn't get any crash anymore. Needs more investigation or if you can provide an explanation.

By the way I use this on Linux using Wine.

18
Resources and Tools / Re: 3.3.5 Community Client
« on: April 11, 2017, 10:58:27 pm »
Thank you, I'll try this when I have time.

19
All the links inside posts are not working because instead of "modcraft.superparanoid.de" they are "modcraft.io". But since they still use the outdated forum address like this "viewtopic.php?t=9821=51800", the php redirection doesn't occur. It's mixed.

One solution would be to change all the links that were written inside posts in the database, either to revert to "modcraft.superparanoid.de" to make it work with the PHP redirections that Schlumpf made, or to change the pattern of the second part of the url to match the new pattern. Like this, but in the DATABASE :

viewtopic.php?t=9821=51800    =============>   index.php?topic=9821.msg51800

20
Miscellaneous / Re: [SOLVED] [QUESTION:WotlK] Third faction problem
« on: April 11, 2017, 07:18:39 pm »
This is interesting but it shouldn't be "[SOLVED]".

21
AzerothCore is a core based upon SunwellCore which is based upon TrinityCore.
I'll quickly talk about why custom server developers should use it, especially people with new gameplay ideas as it's often the case on modcraft.
Sorry if it's not well structured or if it's lacking information.

Advantages over TrinityCore

Better for players
It has been mainly worked on by private server developers unlike TrinityCore (many devs there aren't interested by making playable private servers at all). Almost everybody who contributed to AzerothCore runs his own small public server at the moment, so they want as few bugs as possible for their players.
The two developers behind SunwellCore had a server with 3000 players online in January 2016 when they released their code and shut down their server.
The two founders of AzerothCore also worked on their own small private (but public) server.

It translates into a more polished experience for players, less bugs (look at the SunwellCore features), less complaints and a top notch stability. The database is included in the repo (with working dungeons and raids for example).

Custom modules
The core makes use of custom modules which allows us to plug them in and out easily, and which doesn't require us to modify the core files. It also means we can keep pulling the git changes from the main repository if we only work with modules.

Extras features
A better configuration file system which allows us to use a tiny configuration file for better readability and maintenance.
A (very) new feature allowing people to disable some unneeded features to increase the performances.
A script to easily merge all new SQL updates into one without worrying much.
Several custom modules available (such as a Transmogrification module).
Based on TrinityCore, so many things are compatible with AzerothCore or require minimum modifications.
Sunwell team provided custom addons (raid browser and arena spectator) to use as well which should work very well on AzerothCore.
For now, there is no need to extract the client data, it's available as a direct download.

Comparison
Just found this on google right now : comparison between trinitycore and azerothcore.

Philosophy
The goal is to have a playable server, and to favour custom creation.
This is an explanation of the long term goals of AzerothCore from the founder : https://community.trinitycore.org/topic/12792-can-someone-explain-sunwellcore/

Links

http://azerothcore.org/
https://github.com/azerothcore/azerothcore-wotlk

22
General / Re: other web resouces
« on: March 24, 2017, 09:39:04 pm »
Yes, it's mainly for emulation but modding doesn't work without it so I guess it's useful (if you create a new zone, you need to do some SQL to populate it for example). And in modcraft we also talk about emulation stuff.
As you wish.

23
WOW Schlumpf ! It works for most links !! I just tried 10 bookmarks and they all work !!

Thanks a lot, I'm going to check other links if I find one not working !

24
General / Re: other web resouces
« on: March 24, 2017, 12:16:53 am »
lordcraft.net has also some good information, especially for beginners

But the "Links" name in the left panel Menu is not very informative, it could be more precise like "Emulation & modding web resources" (a bit long) or "Emulation links" or "Modding links".

Up to you :)

25
I don't think this issue is taken seriously, but I feel like it's very important to revive the old links from modcraft.superparanoid.de

We all have bookmarks that are now completely dead, there are tons of links on ac-web and several sites that link to the old modcraft which are now completely useless. In top of that, all the links from search engines are lost and it's very very very annoying and bad for the forum.

Here is my partial solution for apache2, if someone can help to make the rewrite rules or correct me if i'm wrong, then do not hesitate :

1) The domain "modcraft.superparanoid.de" needs a new A record in its DNS settings and has to point to your server IP address.

2)a) Then you have to create a second virtualhost file in apache2 similar to the "modcraft.io" one but with the name "modcraft.superparanoid.de"

b) You need to enable mod_rewrite module by typing this "a2en mod_rewrite"

c) In this virtualhost file, you need to create rewrite rules and here are the things I noticed :

http://modcraft.superparanoid.de/viewforum.php?f=103
---> http://www.modcraft.io/index.php?board=103.0

http://modcraft.superparanoid.de/viewtopic.php?t=9821=51800
---> http://www.modcraft.io/index.php?topic=9821.msg51800

Do you see a pattern ?

viewforum.php?f=103      ==========>       index.php?board=103.0
viewforum.php?f=      ==========>       index.php?board=
103   ======> 103.0

viewtopic.php?t=9821=51800    =============>   index.php?topic=9821.msg51800
viewtopic.php?t=             =================>       index.php?topic=
9821=51800        ==================>    9821.msg51800
view ====> index.php


--------- I hope it will be done at some point, I think it's a priority and maybe I am the only one.
But if you wait too long, you will lose all the SEO and direct links from google.

26
Project Y.H.O.O.L. / Re: Recruitment
« on: October 16, 2016, 06:26:26 pm »
Thanks, I will remember it.

27
Project Y.H.O.O.L. / Re: Y.H.O.O.L.'s presentation
« on: October 03, 2016, 10:48:20 pm »
Tharo

1) Resurrecting someone will still be possible. But there will be limitations and inconvenients.
But if you release your spirit, you are dead forever, there is no way to revive at this point.

2) This won't be more imbalanced than what it was in WOTLK official servers. And yes, if you are a warrior or a rogue, you might want to be extra careful, quick or have a group of people with you. That's just a different way of playing. On YHOOL, there won't be as many solo play as on retail you know.
Also rogues have vanish and sprint (by the way, stealth have to be modified in my opinion).

3) This is planned but long after release, for special events or special features. The focus is on the most essential features.

---------------

Well, there are some videos, screenshots and a lot of text.
The project still (and always will) needs ambitious and smart/experienced developers.

28
Project Y.H.O.O.L. / Re: Progress
« on: September 29, 2016, 08:39:32 pm »




In the screenshot above, we made clear that the loot mode is free for all.
---------------


29
Project Y.H.O.O.L. / Re: Y.H.O.O.L.'s presentation
« on: May 03, 2016, 09:48:43 pm »
Quote from: "korbenmart"
since this is a FFA will there be learnable languages?

Players can speak any language upon creation. This is an artificial limitation that is removed.

30
Project Y.H.O.O.L. / Re: Progress
« on: April 22, 2016, 10:10:22 pm »


This feature may become way more elaborate, with the right client modifications.

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