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Topics - thesixth

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I'm experimenting with a custom wotlk 3.3.5a server based on the, at the time, latest version of ArcEmu.
The idea so far is to have a character with both Mana, Energy and Rage.
Mana and energy regenerates flawlessly. Rage Generates aswell. (The extra powerbars you can see on the attatched picture, is a modification of the Druid shapeshift extra bars, and they also work perfectly.)

So, I have two questions to anybody experienced with the ArcEmu source or likewise:

1. How do I get rage to degenerate?
 Here's my current code on Rage degeneration, and I can't see anything wrong with it. Perhaps a fresh set of eyes could spot flaws in my poor programming skills.. ;D

In "Unit.cpp" under the "void Unit::Update(uint32 p_time)" function:
 
Code: [Select]
if(p_time >= m_R_degenTimer)
TO< Player* >(this)->DegenerateRage();
else
m_R_degenTimer -= static_cast<uint16>(p_time);
In "Player.cpp"
 
Code: [Select]
void Player::DegenerateRage()
// Handles the Rage Degeneration and sends info further on to LooseRage.
{
if(!isAlive()) // Don't do anything if the player is dead
return; // just skip it all.

m_R_degenTimer = 1500; // Set the Rage Degen Timer just in case.
if(!CombatStatus.IsInCombat())
{
if(HasAura(12296))
LooseRage(20);
else
LooseRage(30);
}
else
{
if(HasAura(12296))
{
m_R_degenTimer = 1500;
TO< Player* >(this)->LooseRage(-10);
}
}
}
void Player::LooseRage(uint32 decayValue)
// Further handles the Degeneration of Rage.
{
uint32 cur = GetPower(POWER_TYPE_RAGE);
uint32 newrage = ((int)cur <= decayValue) ? 0 : cur - decayValue;
if( cur <= decayValue )
newrage = 0;
else
newrage = cur - decayValue;
if(newrage > 1000)
newrage = 1000;
SetPower(POWER_TYPE_RAGE, newrage);
}


2. How do I enable combopoints for classes other than Rogue and Druid?
I have no idea where this code is located... -.-

Anybody has any ideas?
Thanks, cheers! =D

2
Miscellaneous / [QUESTION] LUA and XML error ?
« on: December 07, 2011, 02:27:00 pm »
Hi!
I have the wow.exe patched to overlook edited LUA and XML - files from the locale.MPQ and it's related patches. I have edited several XML and LUA files with success. But, tampering with GlobalStrings.LUA gives me an error instantly. Why?

I have it extracted from the latest patch-MPQ and I can include this (unedited) GlobalStrings.LUA in my Patch-X.MPQ without any errors, but if I make even the slightest change, Wow closes the same second I'm about to "enter the world" with a character, saying I have to "delete the files in my FrameXML folder".

And that's how I know I haven't mesed up, since there's only strings to edit.... Do I have to further patch my client wow.exe or something?

3
Miscellaneous / [QUESTION] Help with mouselook and keybindings
« on: December 06, 2011, 03:04:52 pm »
Hi!
I'd like to re-map the controls of wow to get more of an "FPS"-feeling but I'm having some problems with this. This might be a little long since the material in the Spoiler is basically a log of my investigation around this. I have a mouselook-macro there that I find useful. Read if you are interrested, otherwise you can just scroll pass it.

[spoiler:yjrvu1eq]So...By opening the keybinding options in-game, one would notice a few of the basic bindings missing.
The missing binding in context is the right mousebutton which activates a "mouselook", or attacks/loots if something close is targeted.
The function bound to the second mouse button is called "TURNORACTION".

As I said earlier, this function is not present for custom keybing via the Keybindings-menu. In addition, it is not present in the file: "..//World of Warcraft//WTF//Account//accountname//bindings-cache.WTF".
This binding can be added to "binings-cache.WTF" and the line for it would be:
Code: [Select]
bind BUTTON2 TURNORACTION(This way, one can map the function from BUTTON2 to a different key if that is of interrest.)

However, by default, the TURNORACTION function is off untill the right mousebutton, or BUTTON2, is pressed. Without the button being pressed, the "mouselook" function is inactive, which means that by moving the mouse, I'm moving the cursor on the screen.
I would rather have it the other way around, so that "mouselook" is active by default, and only while holding down a modifyer like SHIFT or something, the cursor becomes active.

I'd like to switch place between the states of "default mouse-function" and the TURNORACTION function. The problem is, I do not know how to do this. There probably isn't a function to bind, equavilent of this "default mouse-function", sice TURNORACTION is only active while the button is pressed down, hence, the function deactivates and reverts back to "default mouse-function" once the right mouse button is released.


At: http://www.wowwiki.com/World_of_Warcraft_API - I stumbeled upon a few WoW API functions of interrest.
Take a look at theese:
    IsMouselooking() - Returns 1 if mouselook is currently active, nil otherwise.
    MouselookStart() - Enters mouse look mode; mouse movement is used to adjust movement/facing direction.
    MouselookStop() - Exits mouse look mode; mouse movement is used to move the mouse cursor.

I tested theese API's simply by creating a macro in wow that consisted of the following:
Code: [Select]
/run if IsMouselooking() then MouselookStop() else MouselookStart() endBy activating this macro, I found the somewhat desired effect: Wow in mouselook mode, independent of holding the activator (BUTTON2) pressed down. In other words, the macro toggles Mouselook on/off.

//////////////////////////// NOTE ON MACRO ////////////////////////////
If you found the previous macro interresting, try this instead:
Create a Macro, call it "Mouselook" without the ".
Code: [Select]
/script SetBindingMacro("SHIFT-BUTTON2","Mouselook");
/run if IsMouselooking() then MouselookStop() else MouselookStart() end
This macro sets shift+right mousebutton to toggle mouselook on/off, however you will be unable to interract with things, like looting, attacking, talking to npc's etc while holding the shift-key. If you wish to use this, then you will need to click this macro once, only once and then no more. Do this: You can drag your newly created "Mouselook" macro out to your actionbar, click it, right click anywhere (to get out of mouselook mode), and then remove it from your actionbar (you won't need it there anymore since it's bound to trigger by holding shift and clicking the right mousebutton).
I use this when playing on the real, blizzard WoW servers.
///////////////////////////////////////////////////////////////////////////////////////

Anyway, so far so good.[/spoiler:yjrvu1eq]


Again, at: http://www.wowwiki.com/World_of_Warcraft_API - I stumbeled upon a few WoW API functions of interrest.
Take a look at theese:
IsMouselooking() - Returns 1 if mouselook is currently active, nil otherwise.
MouselookStart() - Enters mouse look mode; mouse movement is used to adjust movement/facing direction.
MouselookStop() - Exits mouse look mode; mouse movement is used to move the mouse cursor.

I seriously don't want to use a macro for this function, just for the sake of it being a macro.
I suppose that "MouselookStart()" can be set to launch via "..//World of Warcraft//WTF//config.WTF", though, haven't tested that yet. Because, theoretically, there's probably a CVar related to this API somewhere to set mouselook to be activated by default when loading wow.

Anyway, to My Question :
How can I have Mouselook always ON by default, but by useing a modifyer like holding SHIFT or CTRL to disable mouselook, thus enabeling the cursor for interaction? I'm not looking for a "toggle"-solution, in fact, I'd like to have an "OnKeyDown"-kinda function for this.

4
Texturing and 2D Art / [WIP]  A little thing I'm currently working on.
« on: December 02, 2011, 05:01:26 pm »
As the title says; here's a little thing I'm currently working on.
You see the picture, you get the point.
Drop me some feedback would ya?
;P

***
EDIT:
ATM. I'm working on making the textures seam better at the splices...as you might notice, the torso seperates the arms as if it was a vest or something...
I could use a few tips and inputs on this.

5
General / [MEMBER] TheSixth, a brief pressentation.
« on: December 02, 2011, 02:48:38 pm »
Hi everyone!
  I'm pretty new to this forum. I joined a few days ago. I figure it's about time to introduce myself. At the most, I've only retextured some random stuff earlier. I've been doing this for Wow on and off for a while now because I enjoy the process of destucturizing, "investigating" and creating something new. Picture the kid who disassembled his Nintendo 8-bit console in attempt to understand how it works and then you've got an idea of what sort of a person I am. I like playing games, but I enjoy the thought of participating in the creation of a game about ten times more.

  That aside, I view myself as somewhat artistic. I enjoy drawing concept-art aswell as modeling and texturing. I compose music and have my fair share of musicial education to back me up. Writing is also a passion of mine. I plan to take courses in creative writing in the spring of 2012. Other than that, I am a visionairy, or a dreamer.

  How can I be of service? Although I aim to be, I'm not much of a programmer, not at all really, so I can't do much for you in that area. At least not yet. I have a limited knowledge in serverside and clientside modding and the tools arround that subject. But if you need some help with designing textures, an oppinion on modeldesign, help with layout, storyforming or if you want a composed musical piece, I'd be very glad to contribute to the community.

See you arround.

6
Level Design / [QUESTION] Worldbuilding help and windows 7
« on: December 02, 2011, 01:54:20 pm »
Hi!
I'm a windows XP fanatic and apparently I must have a few personality disorder-issues.
Please scroll down to the ####
[spoiler:b8f2pbk5]I just bought a new laptop recently and I am very displeased with windows 7 Home Premium.
Windows 7 has some serious doubts my computer habbits so I have three "what the hell's" that I just gotta get out of my system before I ask.. sorry, that's the way I work...

I do one thing, ex: click to start a program - then I am prompted to confirm that I really want to start the program.. what the hell??
So I click 'Yes' and yet - still it's not for granted that windows 7 will let me do what I intend to do, and use the program for what intention it has been programmed, because I sometimes have to 'run as administrator'... what the hell???
And yet... it's this 'smart update' garbage designed to automaticly update WITHOUT my confirmation... and then just asking for a reboot.... what the hell??

It just doesn't seem right to be the owner of an operating system, having to "run as administrator" and confirm a thousand times that I really want to do what I really want to do, while windows is running it's own private little agenda, updating this and that behind my back... Baaah!!
With all theese 'smart-functions' we're being treated like mentally handicapped people who can't make computer-related decissions... plus the windows 7 UI sucks!!

Sorry about being a crybaby, LOL, just had to get it out of my system!
[/spoiler:b8f2pbk5]
####
Hi! again.
So, I am trying this guide: viewtopic.php?f=22&t=26 and I haven't gotten passed the step on saving the WDT-file.
I click 'save' and Taliis behaives like it's saving but no file is actually being created at the save-location. How do I get arround this?
Plus, I've opened the continent creator.exe and it tells me this: 'Could not load path for WoW! Make sure the key 'SoftwareBlizzard EntertainmentWorld of Warcraft' exists!' ... why doesn't it just ask? does everything really have to be automated when it doesn't work properly?.... How can I specify for this program where to load WoW? I have four different client versions installed...

7
Modelling and Animation / PLEASE HELP! Editing character M2-models.
« on: December 01, 2011, 09:29:48 am »
Hi!
I'm trying to edit some character models and I have a few questions on this.
 The absolute hardest thing to come by is a converter for the M2 files.
 
That said, I mean I have only found very few that works.
 Most of them are unspecific in what Wow-version is required and most of them just doesn't work. (At least with the character models)
 
I have tried a tool calles just "ModelInjector", which, due to poor description from the author or releaser, after some detective-testing around with different wow-versions, appears to work with M2 models from the 2.4.3 client. This tool gives me a Nightmare of geosets jammed stuck all over the model, and it's a pain in the @$$ to use.
 
Currently, I'm using TP's HiResModelTool 3.5, trying to edit models for the 3.2.2a client.
 This is the only option I have found that makes the different geosets "hideable" in model editing softwares.
 
I'm going to describe my current modeling process with a little depth, but if you want to cut straight to the case then please scroll down to the ### markings.
 
What I do is I disable all options in the TP HiResModelTool to get a clean obj-convertion to work with in 3ds max 2010, edit the model, export to obj and convert back to M2 with the TP HiResTool.
 My issue is that this doesn't work about 90% of the times.
 
Often, I edit the model-OBJ in 3ds and I can't inject it in the M2 with the HiResModelTool.
 It either freezes upon reading verticles from the obj, or tells me that the OBJ and the M2 differs in numbers of verticles.. in other words, the injection fails and the operation is canceled. (Note: I don't add verticles to the model, it's just bullshit from TP HiResModelTool)
 As when trying to edit the Tauren Male Model, I end up with a funky OBJ-file with random verticles going everywhere in a 3ds chaos. In theese cases, the freshly M2-converted OBJ file cannot get converted back to M2, because the file is messed up.
 
###
 My question is this: What tools are the absolute best ones to use when editing the character models for WoW???
 If theese tools demand a different version of Wow than my current 3.2.2a, then which version should I have to make model-editing to actually work??
 
PLEASE, help me with this!!
 

Note: You might find this post also on ownedcore.com since Ive posted this question there prevously.

8
Texturing and 2D Art / [QUESTION] Texture sizes
« on: November 29, 2011, 12:57:33 am »
Hello!
I have a little question arround texturing.
Vrykuls counts as a non-playable race according to the game engine. I see that the textures of the Vrykuls are at twice the resolution that the character-textures are. As far as my attempts goes, doubling up the resolution of the playable character-races makes them fail to load. Is there any way to increase the size of textures in wow ? (Not neccessarily only the character ones.) Can something be done via DBC-editing?

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