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Messages - Ascathos

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31
Iirc you can handle that with conditions. Not sure right now

32
Quote from: "BleuDQu"
Quote from: "Officialbasement"
LIBEAY32.Dll missing when I'm trying to start authserver :S

Edit: nvm downloaded it and started at once... haha so simple

Same Problem..
I cant find the data LIBEAY32.Dll online
Can someone give me a link, when he finds it?
Would appreciate ^^
Install a non-light OpenSSL. Make sure it's the same architecture (x86/x64) as you compile tc.

33
Modelling and Animation / Re: LEGACY OF THE ASPECTS MODELS
« on: June 16, 2016, 01:58:30 pm »
You can not expect everyone to have every model in every detail memorized. I assume there are changes, but I couldn't spot the difference without a reference myself. This is no hate, this is a fact.

34
Holy shit this is actually pretty impressive. Well done!

35
Resources and Tools / Re: [TOOL]PlayerBytes calculator 0.1a
« on: June 05, 2016, 12:15:41 pm »
Newer TC has those bytes split up in db.

Well, for chars.

Else, it's a simple algorithm that shifts the bytes accordingly to the proper position.
Thanks for the release though.


EDITed this post.

36
Modelling and Animation / Re: Changing WoD Login Screen
« on: June 04, 2016, 04:48:58 pm »
Quote from: "glow3r"
Quote from: "Ascathos"
Until a gluexml fix was released, no.

Hm, I am not sure that's the case because I've seen people do it before. Perhaps there could be some workaround?
Binaries changed so far that the usual workarounds did not work.

37
Miscellaneous / Re: Chest Textures turn up greeen
« on: June 02, 2016, 10:14:33 pm »
CTRL + Right click the folder which contains those converter binaries.

Enter <binaryname> <flag> (<flag>,...)
Optionally, you can create a batch file which runs the converter files with those flags in the same way.

38
Miscellaneous / Re: [Leagion] Filedata.db2 gone?
« on: June 02, 2016, 06:40:13 pm »
Is it a db2 ? It's dbc in wod. Maybe they shifted it to dbc (if it was even changed) or db3.

39
Modelling and Animation / Re: Changing WoD Login Screen
« on: June 02, 2016, 06:38:58 pm »
Until a gluexml fix was released, no.

40
Serverside Modding / Re: Trinity WLK - Limits on Factions?
« on: May 30, 2016, 11:25:05 am »
Quote from: "Big Bad Bot"
Quote from: "Scytheria23"
I had the exact same problem myself (first dozen or so new factions worked fine, then POP!).  In the end I just reused the redundant ones.

I tried it once replacing the CTF - Flag - Horde 2 reputation (ID=1160) and doesn't work, but puttin the exact same one on ID 1164 works without issues -but I have other custom faction I need in that ID-

Quote from: "Ascathos"
There is a file in your ServerCrashlog folder. It's a .txt file.

Can you upload it's content to a pastebin and post it here ?


I don't have the option to save crashlogs active, the last one was from 2014 LOL. Con you tell me how to turn it on?
Crashlogs are ALWAYS generated if worldserver crashes. The only useful ones are from Debug, though. RelWithDebug is "meh", but might be a pointer already.

41
Serverside Modding / Re: Trinity WLK - Limits on Factions?
« on: May 30, 2016, 09:03:16 am »
There is a file in your ServerCrashlog folder. It's a .txt file.

Can you upload it's content to a pastebin and post it here ?

42
Quote from: "Kobiesan"
If I make a human with my new class the human starts with no languages not even common even though I have all Alliance races set to learn common in playercreateinfo_skills. It works on other human classes though. Same goes for other races and their respective languages.
Yes, that is skilllineinfo.

Have not dived into those yet in the tutorial.

43
Serverside Modding / Re: Trinity WLK - Limits on Factions?
« on: May 30, 2016, 12:44:02 am »
Be more specific about the crash. Best attach a crash log with debug.

44
I checked in with kobiesan by skype. Turned out that the patch had the wrong name. However, it gave me a few pointers to add to this tutorial:


Added note about *_disabled into gluestrings.lua
Added note about circle-class.blp
Changed Icon Placement Code a bit so it works now.

45
Quote from: "Kobiesan"
Quote from: "Ascathos"
Make sure you add the approperiate values into the xml and import it into interface.

I used the values that are in this guide. What lines in xml need to be changed?

Here's what I have in XML.

Code: [Select]
<CheckButton name="CharacterCreateClassButton10" inherits="CharacterCreateClassButtonTemplate" id="10">
<Anchors>
<Anchor point="TOP" relativeTo="CharacterCreateClassButton5" relativePoint="BOTTOM" x="0" y="-6"/>
</Anchors>
</CheckButton>
<CheckButton name="CharacterCreateClassButton11" inherits="CharacterCreateClassButtonTemplate" id="11">
<Anchors>
<Anchor point="TOP" relativeTo="CharacterCreateClassButton6" relativePoint="BOTTOM" x="0" y="-6"/>
</Anchors>
</CheckButton>
the .lua file also ? Try a different icon, else.

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