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Topics - Magnus

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1
Resources and Tools / Is there a CLI tool for creating MPQs ?
« on: October 02, 2016, 01:50:51 pm »
I believe I read here somewhere that there was a commandline tool existing to create MPQs directly from folder.

That would be cool creating a MPQ from a repository.

Unfortunately I can't find it anymore.

2
Miscellaneous / How to change 'fatigue' in ADT ?
« on: October 18, 2015, 01:00:52 pm »
I wanted to remove on some places the fatigue from the ocean. But I was not successful at all.

As I have seen in the Trinity core fatige is handled if a player is in dark water

Player.h
Code: [Select]
enum PlayerUnderwaterState
{
    UNDERWATER_NONE                     = 0x00,
    UNDERWATER_INWATER                  = 0x01,          // terrain type is water and player is afflicted by it
    UNDERWATER_INLAVA                   = 0x02,             // terrain type is lava and player is afflicted by it
    UNDERWATER_INSLIME                  = 0x04,             // terrain type is lava and player is afflicted by it
    UNDERWARER_INDARKWATER              = 0x08,     // terrain type is dark water and player is afflicted by it

    UNDERWATER_EXIST_TIMERS             = 0x10
};

Player.cpp
Code: [Select]
   // In dark water
    if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
    {
        // Fatigue timer not activated - activate it
        if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
            SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
        }
        else


But I couldn't find out how to set dark water.

Guess it's either something in MCNK chunk or in the MH2O chunk.

Any ideas ?

3
Miscellaneous / [Solved] How to give a tavern (wmo) a custom name ?
« on: September 13, 2015, 11:26:00 am »
Hi,

I placed with Noggit a new Goldshire inn onto a map and wanted to give this inn a name.

After reading a lot of stuff I understand this:
1. wmo name (and sounds) are saved in data sets in the WMOAreaTable.dbc.
2. The setID of such a set is saved in the nameSet field of the MODF chunk of the adt file where the wmo building is placed.
3. The goldshire inn has already 3 different sets with namesetID 0, 1 and 2 in WMOAreaTable. (BTW: The wmo-rootID is 53)

So for the first step I changed with the 010 editor the namesetID of my tavern from 0 to 1. Checked it ingame and it worked. The name changed to 'Deepwater Tavern'. Than I changed it from 1 to 2 and again it worked. The name is now 'Lion's Pride Inn'.

After that I changed the ID from 2 to 3. Ingame I checked it and there was no sound and no name anymore. But that's logical because there is no data set with id 3 in the WMOAreaTable.

After that I copied all 13 records of the data set no. 1 into WMOAreaTable. Changed the nameSetID to 3 and the area ID to 2038 (my zone) and of course the name of the tavern.

But unfortunately this isn't working. There is still no sound and no name.

Personally I think this is only clientside stuff. But I also copied the WMOAreaTable.dbc to the server and restart.
But no luck. Do I need to create new server maps ?

Or what should I do ?

4
Miscellaneous / Putting adt files directly in wow folder ?
« on: April 24, 2015, 08:21:19 pm »
I thought I read here somewhere a hint that it's possible to put modified files (like ADTs) directly in some folders beyond the wow folder. Without creating a patch file.

May I also misunderstand the post and I can't find it again.

Can somebody confirm if wow is able to read data files directly ? And if yes, how ? I tried, but was not successful.

5
Noggit / [Solved] Order rule of reading patches in Noggit
« on: March 04, 2015, 05:34:54 pm »
I think Noggit (all versions) reads the patch files in a wrong order.

How to proof:
The only thing I want to change is an area name. F.ex. Quel'talas into something different. Therefore I change the AreaTable.dbc and make a patch patch-6.MPQ The patch I copy into the WoW Client data folder and to the server dbc folder. That works fine. If you go ingame the area has the new name.

But it doesn't work in that way in Noggit. I also copy the patch-6.MPQ into the data folder of my Noggit WoW client.
In Noggit still the old area name appears. Looking to the log, this is the order patches are read:
Code: [Select]
[Debug] Opened archive E:World of Warcraft - NoggitData/common.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/common-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/expansion.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/lichking.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-3.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-6.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/expansion-locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/lichking-locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB-3.MPQ
So I think my patch 6 is overwritten by one of the patches that apears after my one in the log.


Next step:
I copy my patch-6.mpq to patch-enGB-6.MPQ and put it in the enGB folder. After restarting Noggit the area name is shown correctly with my own custom name.

Looking to the log;
Code: [Select]
[Debug] Opened archive E:World of Warcraft - NoggitData/common.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/common-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/expansion.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/lichking.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-3.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/patch-6.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/expansion-locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/lichking-locale-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB-2.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB-3.MPQ
[Debug] Opened archive E:World of Warcraft - NoggitData/enGB/patch-enGB-6.MPQ
Now you can see that my patch patch-enGB-6.MPQ was the last one. But that's not the way wow is reading patches.

I think they should be read in this way (or similar):
Code: [Select]
Data/common.MPQ
Data/common-2.MPQ

Data/expansion.MPQ
Data/enGB/expansion-locale-enGB.MPQ

Data/lichking.MPQ
Data/enGB/lichking-locale-enGB.MPQ

Data/patch.MPQ
Data/enGB/patch-enGB.MPQ

Data/patch-2.MPQ
Data/enGB/patch-enGB-2.MPQ

Data/patch-3.MPQ
Data/enGB/patch-enGB-3.MPQ

Data/enGB/locale-enGB.MPQ

Data/patch-*.MPQ
Data/enGB/patch-enGB-*.MPQ


Hope you get the idea what I want to say  :D

6
Hi

When I add some new display models in GameObjectDisplayInfo.dbc I always copy the bounding box vectors from an existing record.

The models seems to work for me, regardless of the values of this bounding box.

My question:
What is this bounding box for and how does it affect the game ? And if it is important, how do I have to calculate it ?

7
Miscellaneous / Modifying *.pub AddOns files
« on: November 10, 2014, 11:12:25 am »
Is it possible to modify the *.pub AddOns files ? F. ex. the Blizzard_AuctionUI.pub

The sourcecode seems to be in the patch files. But how to modify or create a pub file ?

8
Miscellaneous / How to make custom client version to check for Trinity core?
« on: September 24, 2014, 12:30:08 pm »
I would to make a different client version (f.ex. 12341 instead of 12340) so that the Trinity core can check if users have the right client.

With a hex editor I changed all occurrences of 12340 in the wow.exe. The new version is now also shown in the login screen.

However it seems that's not what is sent to the server. In the TC realmlist table I have still 12340 and can connect. If I change it to 12341 I can't connect (empty realmlist).

Any ideas how to do that ?

9
Texturing and 2D Art / How to modify Login Screen 3.3.5a without autoupdate
« on: September 20, 2014, 12:08:38 pm »
I have modified my Loginscreen with different changes.

However I couldn't find a solution to prevent the client to start autoupdates if you enter an e-mail account name instead of a normal account name (without '@').

Couldn't find anything in the Lua scripts. May somebody know a hint ?

10
Miscellaneous / Client crashs
« on: August 15, 2014, 08:57:13 pm »
Ok, after hopefully fixing this problem .....
viewtopic.php?f=12&t=7890  .....

... I have a new one.

1. I start a new Noggit (3.161) project
2. I put 2 objects in Northshire Valley
3. Make MPQ and test it in client
4. Works there
5. Make .tele stormwind
6. Walk out of Stormwind
7. Client crash

Snip:
Code: [Select]
This application has encountered a critical error:

ERROR #132 (0x85100084) Fatal Exception
Program: E:World of WarcraftWow.exe
Exception: 0xC0000005 (ACCESS_VIOLATION) at 0023:007B31F8

Seems to be a hard work with Noggit.

11
Miscellaneous / NPCs and GOs flickers heavily
« on: June 09, 2014, 07:41:36 pm »
As followup to this:
viewtopic.php?f=12&t=7889

I placed in Northshire Valley 2 objects and made the mpq.

Seems everythings fine. Ingame the objects are placed well.

Than I walked to Stormwind City into the Trade District. There all NPCs and GOs are flickering simultanous on the screen heavily when I move the camera angle or move my char.

No idea what to do.

After removing the mpq file everything is fine. Placing back the file the flickering starts again. I also deleted the wow cache.

12
Miscellaneous / [solved] What to do with the adt files ?
« on: June 09, 2014, 03:50:39 pm »
Hi all,

I managed to open  a map with Noggit, placed there 2 objects and saved everything.

Now I have 9 .adt files in my project folder.

But I couldn't read in a tutorial what I have to do now with these files. In which way I have to bring them into the patch-x.mpq.

Do I need to convert them or just to add ?

BTW:
This tutorial page is not accessible for me:
Getting started: The Tutorial
viewforum.php?f=78

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