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Wrath of the Lich King Modding => Resources and Tools => Topic started by: Milly on February 26, 2014, 05:39:57 am

Title: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on February 26, 2014, 05:39:57 am
.
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: Soluhe on February 26, 2014, 07:38:24 am
realy great!

thought about something like this some years ago ... but did nothing like this :p

so... now get your torches out
(http://gamona-images.de/262035/3be51624b5098be4b9477f48c349193b.jpg)
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: Skarn on February 26, 2014, 09:32:19 am
Great release. I will try it today. Thanks a lot.
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: amberwell on February 27, 2014, 05:02:56 am
*explodes with gratitude* <3!
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: Gurluas on February 27, 2014, 05:38:35 am
Good job! This is really awesome :3
Although I thought the columns had an entry of 33 not 34 as in 3.3.5?
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: Milly on February 27, 2014, 05:43:22 am
I just double-checked. It does have 34 columns, so it should work

If you're using MyDBCEditor, uncheck "Hide Zero Columns" :)

Also, I'm glad to see everyone appreciates this. I wasn't sure if I should release it.
Title: Re: [RELEASE] Darker Nights 4.3.4
Post by: Skarn on February 27, 2014, 07:54:15 am
This patch works perfectly on 3.3.5a, so you can rename the thread to [RELEASE] Darker Nights 4.3.4 and 3.3.5a
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: schlumpf on February 27, 2014, 12:18:01 pm
Note that using this patch in 3.3.5a works, but will obviously break light effects for all zones that have been changed in cataclysm.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Skarn on February 27, 2014, 12:30:15 pm
Yeah, that's pretty obvious, however there're almost no bugs.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on February 27, 2014, 12:36:10 pm
Well I changed the title, although 3.3.5 support probably isn't perfect nor intended.

In the end, hopefully my releases will help encourage people to just move on to Cata :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Skarn on February 27, 2014, 01:35:50 pm
There is only one thing that prevents me from moving there - ADT converter has some bugs with WMO collision.  If it was fixed, I would definitely move to Cata.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Laduguer on February 27, 2014, 02:55:27 pm
Thanks for another great release - this is particularly handy for us roleplayers who love any extra realism we can squeeze in. I'll definitely make use of this and be sure to credit you.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Gurluas on February 27, 2014, 05:51:10 pm
Odd MyDbcEditor only noticed 33, well cool!
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Ascathos on February 27, 2014, 07:36:37 pm
Quote from: "Gurluas"
Odd MyDbcEditor only noticed 33, well cool!

Quote from: "Milly"
I just double-checked. It does have 34 columns, so it should work

If you're using MyDBCEditor, uncheck "Hide Zero Columns" :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: flagg78 on February 28, 2014, 12:12:38 am
Fantastic release! I tried doing something similar but got tired after messing with a few things and not getting it right. many many thanks!!!
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Dottore on March 01, 2014, 10:29:30 am
Fantastic work!
Thank you!
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Alastor on March 01, 2014, 10:22:55 pm
Revolution for any RP server Ever !
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Filipsons on March 02, 2014, 10:59:57 am
I dont like darkness mods, because this mods have a many bugs like a different lighting on other chunks, or some objects shining in the dark.

But nice job Milly, rep+
Phil
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on March 02, 2014, 12:16:24 pm
Not sure what you mean by the chunks, but a lot of objects do show up weird. Particularly a certain type of tree in Grizzly Hills has no reaction to lighting whatsoever, and the old keep in Stormwind is shiny for some reason.

Overall Stormwind just handles this mod pretty bad. But Orgrimmar looks amazing :)

Everything else that I've observed looks great. And I think hex editing can fix the few lighting issues.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Kaev on March 17, 2014, 01:49:34 pm
This looks so fucking awesome. Thanks for the release.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on March 31, 2014, 08:14:51 am
I just recently realized that I forgot to add nights to Kezan, the Lost Isles, and the Maelstrom.

This is not intended and it may or may not be fixed. Right now I'm not into WoW modding anymore.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: spik96 on April 06, 2014, 04:36:45 pm
This patch seems to work on 1.12.1 version of World of Warcraft. Nice to see you added permanent dark to Duskwood, not only the night. Great job.

EDIT : Well, it's strange but Duskwood seems clear during the night and dark the day... I guess I should have expected a Cataclysm patch to bug on Vanilla.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: MR. Farrare on April 06, 2014, 08:16:50 pm
thx Milly for this great release I hope you return to wow modding  :oops:  :oops:  :oops:  :oops:
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on April 07, 2014, 06:41:24 am
Quote from: "spik96"
This patch seems to work on 1.12.1 version of World of Warcraft. Nice to see you added permanent dark to Duskwood, not only the night. Great job.

EDIT : Well, it's strange but Duskwood seems clear during the night and dark the day... I guess I should have expected a Cataclysm patch to bug on Vanilla.
Thanks, I did make sure that Duskwood is always super dark :) Sad to hear it's not working right for you.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Heliocratic on April 09, 2014, 08:18:39 am
I tried this in 3.3.5, works like a charm. Truly thanks, Milly. I implemented this on my server, Aevum-WoW. Its an RP server and they love it. I have credited you for the darker nights within my own forum patch notes.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on April 09, 2014, 08:31:34 am
I'm really glad to hear that people appreciate this :) Brightens my day every time.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Zebraka on April 18, 2014, 12:46:58 pm
Awesome ! Thanks for sharing :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Rumby on April 27, 2014, 01:25:04 am
Hi:)

You knew that day is going to come, when someone is going to ask - how to make this work? I've putted everything in /data, and tried to put that into /engb too, but still doesn't work for me. I would appreciate any of your help :)

@Edit: Nvm, i've figured it by myself ^^
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: mariobox on May 12, 2014, 06:40:11 am
Thanks for this!

>Don't work on 4.0.6
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Alastor on May 12, 2014, 07:44:10 am
Sorry for such bad question BUT did you even throwed this to "DBFilesClient" ? in Patch ?
Code: [Select]
(When i saw you for 1st you was asking for path of Stormwind WMO so that's why i'm asking you as you was an beginner)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on May 12, 2014, 12:55:29 pm
Quote from: "mariobox"
Thanks for this!

>Don't work on 4.0.6
It works on 4.0.6. Though why not just use 4.3.4?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Yuritsuki on May 23, 2014, 10:59:22 am
I used it with my area edit for Elwynn. Some trees are bright. How can I fix it?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on May 25, 2014, 10:41:53 am
I haven't experienced that issue in Elwynn. Only in Grizzly Hills. Not exactly sure how to fix it but I think it requires hex editing the tree models to properly reflect the light... Or something...

I honestly don't think anyone has ever fixed that soo... Sorry I can't help ^_^
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Rangorn on May 25, 2014, 09:54:13 pm
Really nice thanks for sharing this.

I've tried to make a custom patch, but my nights are really ugly and we can't see anything :(
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on May 29, 2014, 06:12:46 am
h hya ha pardon, I'm drunk. Your nights are too dark smply  cuz you're using a dark hex color probably. But eithedr way it'd be best to just use my patch unless you wanna spend 100 hours making your own.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: amberwell on May 29, 2014, 05:41:45 pm
I've noticed that the original lighting is restored under different weather conditions. The darkness clears up when it rains at night, for example. This is on 3.3.5a, btw.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on May 29, 2014, 07:42:27 pm
Ah yes, that happens to everyone. Weather for some reason changes the lighting to a predetermined setting regardless of the time of day. And because of that I don't think it's possible to fix it. Kind of a bummer, I know. But at least on Trinity you should have a command to change the weather.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Magnus on June 17, 2014, 06:57:13 pm
Just tried this patch. Awesome work.

Indeed every weather except 100% sun destroys the darkness values by default ones.

This could be easily fixed if you change the weather.cpp in TC in that way that in the night is full sun by adding a time comparison.

However for me the night is too dark. It's nice for some RP special events and of course it's realistic. But for normal play (quests, leveling) I can't see the environment. I even can't find the way ^^.

Looking into the LightIntBand.dbc I'm asking myself if it is possible just to run an algorithm over the color fields to make a little bit less of darkness.

And why there are over 20k records in this file ?  o.o
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on June 17, 2014, 07:04:59 pm
Quote from: "Magnus"
Looking into the LightIntBand.dbc I'm asking myself if it is possible just to run an algorithm over the color fields to make a little bit less of darkness.
Highly doubt it, considering that each zone has different settings ranging from different times of day to different colors and such. Each of these settings are very important to maintaining the atmosphere of each zone. I'm sure you could find some way to automate some of it, but I feel it would not be the same quality.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Magnus on June 17, 2014, 07:11:25 pm
So you patched all values by hand ? Without any support by a script or something ?

Respect  :o

I hoped you may could have modified this script a little bit und made a mod of this mod ^^


Edit:
As I see the table is mainly split into 2 parts, on the left side the time columns, on the right side the color columns. By a script it should be possible to catch the night time variables only and modify them a little bit.

However, what I didn't understand at all is how the id is linked to a specific zone in light.dbc. In your file there are also much more records than in the original file.
And than there are some records with the value 0x5A0 in column 3. Don't understand the meaning of that.

My references:
http://www.pxr.dk/wowdev/wiki/index.php?title=Light.dbc (http://www.pxr.dk/wowdev/wiki/index.php?title=Light.dbc" onclick="window.open(this.href);return false;)
http://www.pxr.dk/wowdev/wiki/index.php ... ntBand.dbc (http://www.pxr.dk/wowdev/wiki/index.php?title=LightIntBand.dbc" onclick="window.open(this.href);return false;)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on June 18, 2014, 03:41:35 am
Yes I did do it all by hand, it took 100 hours. It was quite miserable, in fact. :P

Quote from: "Magnus"
In your file there are also much more records than in the original file.
Maybe it's because my mod is for Cataclysm, which has more zones, and therefore more light entries.

Also, 0x5A0 is 1440 in decimal. This means the time is set to noon (12:00 PM). 2880 is midnight.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: kojak488 on June 20, 2014, 04:32:09 am
Quote from: "Magnus"
However, what I didn't understand at all is how the id is linked to a specific zone in light.dbc. In your file there are also much more records than in the original file.

Perhaps you should try reading the links you posted?

Quote
To get the right ID out from .Light.dbc (skyParam) you need to calculate it the following way: idLightIntBand = lightEntry.skyParam * 18 - 17

Each "ID" from light.dbc is a set of 18 IDs from LightIntBand.dbc.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Magnus on June 20, 2014, 08:47:59 am
Thanks for the info. In the meantime I also had a little bit more time to read more of this stuff.

And may the following snippet helps somebody to prevent the problem with rain/snow/fog destroying the night effect. Just add it in the beginning of Weather::ReGenerate() in weather.cpp. So you will have sun weather in the night. (May adjust the time).

Code: [Select]
// night cycle if time between 21:00 and 6:00
    time_t curTime = time(NULL);
    tm localTm;
    ACE_OS::localtime_r(&curTime, &localTm);

if (localTm.tm_hour>=21 || localTm.tm_hour<=6)
{
TC_LOG_INFO("weather", "It's night time.");
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
return false;
}
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on June 21, 2014, 04:37:06 am
Quote from: "Magnus"
Code: [Select]
// night cycle if time between 21:00 and 6:00
    time_t curTime = time(NULL);
    tm localTm;
    ACE_OS::localtime_r(&curTime, &localTm);

if (localTm.tm_hour>=21 || localTm.tm_hour<=6)
{
TC_LOG_INFO("weather", "It's night time.");
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
return false;
}

Thanks Magnus, that's a pretty sweet idea :D
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: megasus on June 23, 2014, 04:43:07 pm
Wow, this is indeed very cool.

Good job! ;)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Temptation_Town on August 10, 2014, 11:42:36 pm
Can anyone link here right direction where to put it on clientside? Or maybe screenshot.

Looks like my cata client wont apply any custom patch -_-

Maybe cause it isn't GB or US. Is that a problem?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Yuritsuki on August 11, 2014, 12:12:07 am
First, you need a patched wow executable.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Temptation_Town on August 11, 2014, 01:41:42 am
Yea, got it.

Solved.

And thanks Milly for patch.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Namok on August 13, 2014, 01:54:37 am
HI guys ! Thank Milly for your patch it works perfectly on a wow version 2.4.3 ! :)
Namok
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: Milly on August 13, 2014, 09:12:11 am
I'm glad to hear everybody is enjoying the darker nights! And I have good news! I'm getting back into WoW modding so I updated the mod to include a lot of things that I missed, and to fix Ashenvale nights which weren't working properly.

So the Maelstrom, Kezan, Vashj'ir and Ashenvale are all ready now! And days in Duskwood now share the same settings as the nights, whereas they used to have different sky and fog settings. Unfortunately the Lost Isles are still not included due to issues with the skybox and lighting. It just can't handle the darker lighting.

Also I'm proud to announce that I'll be making a second update shortly to include Outland! I had originally excluded it but I have recently noticed that a few of the zones actually do have day/night cycles and they look really good with nights!

Also, look forward to instances soon! Obviously not all apply because many are either indoors or have special wmo lighting effects, but zones like Shadowfang Keep are definitely on the list for darker nights!
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
Post by: MR. Farrare on August 13, 2014, 02:41:45 pm
Quote from: "Milly"
I'm glad to hear everybody is enjoying the darker nights! And I have good news! I'm getting back into WoW modding so I updated the mod to include a lot of things that I missed, and to fix Ashenvale nights which weren't working properly.

So the Maelstrom, Kezan, Vashj'ir and Ashenvale are all ready now! And days in Duskwood now share the same settings as the nights, whereas they used to have different sky and fog settings. Unfortunately the Lost Isles are still not included due to issues with the skybox and lighting. It just can't handle the darker lighting.

Also I'm proud to announce that I'll be making a second update shortly to include Outland! I had originally excluded it but I have recently noticed that a few of the zones actually do have day/night cycles and they look really good with nights!

Also, look forward to instances soon! Obviously not all apply because many are either indoors or have special wmo lighting effects, but zones like Shadowfang Keep are definitely on the list for darker nights!
good to have you back princess
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: jacburn1 on August 16, 2014, 08:18:34 am
I noticed that this patch isn't in a "base" folder in the MPQ. I'm curious, is that because 4.3.4 doesn't require a base folder anymore, like 3.3.5a didn't, or does it depend on the EXE you're using if you need a /base/ folder in the MPQ?

Btw; great patch, brilliant job. I love how this makes WoW look.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Milly on August 16, 2014, 09:53:37 pm
Quote from: "jacburn1"
I noticed that this patch isn't in a "base" folder in the MPQ. I'm curious, is that because 4.3.4 doesn't require a base folder anymore, like 3.3.5a didn't, or does it depend on the EXE you're using if you need a /base/ folder in the MPQ?

Btw; great patch, brilliant job. I love how this makes WoW look.
I don't even know what a "base folder" is. So chances are you probably don't need it. And yes I have a custom exe for my mods since they otherwise crash the client but I'm not sure if this one needs it or not.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Temptation_Town on August 17, 2014, 01:38:02 am
Quote from: "Milly"
And yes I have a custom exe for my mods since they otherwise crash the client but I'm not sure if this one needs it or not.

It needs patched wow to see darkness. No crashes and changes with default exe.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Milly on August 17, 2014, 04:31:31 am
Quote from: "jacburn1"
I noticed that this patch isn't in a "base" folder in the MPQ. I'm curious, is that because 4.3.4 doesn't require a base folder anymore, like 3.3.5a didn't, or does it depend on the EXE you're using if you need a /base/ folder in the MPQ?

Btw; great patch, brilliant job. I love how this makes WoW look.
Edit: Nevermind. Was about to say you do need a base folder, but I was just confused. Putting patches directly into the Data folder only seems to work a little bit. My custom spells for example only work when I put it in the Data/Cache folder.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: jacburn1 on August 17, 2014, 05:32:00 am
Quote from: "Milly"
Quote from: "jacburn1"
I noticed that this patch isn't in a "base" folder in the MPQ. I'm curious, is that because 4.3.4 doesn't require a base folder anymore, like 3.3.5a didn't, or does it depend on the EXE you're using if you need a /base/ folder in the MPQ?

Btw; great patch, brilliant job. I love how this makes WoW look.
Edit: Nevermind. Was about to say you do need a base folder, but I was just confused. Putting patches directly into the Data folder only seems to work a little bit. My custom spells for example only work when I put it in the Data/Cache folder.
By Base folder, I mean in the .mpq. For me, every MPQ has to have a "base" folder. For example, "wow-update-17600.mpq/base/DBFilesClient/LightIntBand.dbc". I'm using a custom EXE that was built for the server I'm on, so I'm not sure if it's due to that, or just 4.0.6a in general and how it reads the patches.

EDIT: Okay, I got together with a friend who had a 4.3.4 client and test server up and figured out that 4.3.4 doesn't need a base folder, but 4.0.6a does. Nevermind then.

EDIT2: Can you share your 4.3.4 EXE?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Milly on August 17, 2014, 05:36:40 am
Oh I see now. Yeah I've never modded on 4.0.6a so I wouldn't know.

This launcher should work for you http://www.mediafire.com/download/c1790 ... w1/Wow.exe (http://www.mediafire.com/download/c17905zbqxo17w1/Wow.exe" onclick="window.open(this.href);return false;)

Edit: Actually, why is your server running 4.0.6a when you can get 4.3.4 now?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: jacburn1 on August 17, 2014, 06:30:57 am
Quote from: "Milly"
Oh I see now. Yeah I never modded on 4.0.6a so I wouldn't know.

This launcher should work for you http://www.mediafire.com/download/c1790 ... w1/Wow.exe (http://www.mediafire.com/download/c17905zbqxo17w1/Wow.exe" onclick="window.open(this.href);return false;)

Edit: Actually, why is your server running 4.0.6a when you can get 4.3.4 now?
Development, both patch-wise and core wise. We're extremely closed source. Mainly because our core is so unique. Either way, thank you very much for the patch and for the EXE! I can't stand vanilla nights now after using this, especially when it's combined with my ENB.

EDIT: https://i.imgur.com/6ogaojE.png (https://i.imgur.com/6ogaojE.png" onclick="window.open(this.href);return false;) I can't seem to login properly. Is this an error with the client not being fully downloaded, or some other issue?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Milly on August 17, 2014, 07:51:33 am
That error message pops up for a lot of reasons, but for me the only reason it ever seems to show up is when you used a custom patch and exe on the Windows version of World of Warcraft. It means your client is fucked, basically.

If you're going to be using mods on Cata then you're gonna want to get a mac version. It works exactly the same and doesn't get corrupted when patched. Though I'm not sure how or if that applies to you because you're not on 4.3.4.

Try removing the custom launcher and patch and seeing if you can get back into the game. If you can't, your client is broken, and I don't think you can fix it. Sorry if that's the case but it always happens with the windows version.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: TheRealDavidTwo on August 17, 2014, 05:23:43 pm
Quote from: "Milly"
That error message pops up for a lot of reasons, but for me the only reason it ever seems to show up is when you used a custom patch and exe on the Windows version of World of Warcraft. It means your client is fucked, basically.

If you're going to be using mods on Cata then you're gonna want to get a mac version. It works exactly the same and doesn't get corrupted when patched. Though I'm not sure how or if that applies to you because you're not on 4.3.4.

Try removing the custom launcher and patch and seeing if you can get back into the game. If you can't, your client is broken, and I don't think you can fix it. Sorry if that's the case but it always happens with the windows version.

As I was the one with the error there as well; I can get into the game just fine with the retail .exe. But as soon as I try logging in with a custom patch enabled w/the patched EXE (as, again, seen here: https://i.imgur.com/6ogaojE.png (https://i.imgur.com/6ogaojE.png" onclick="window.open(this.href);return false;)), then yeah, all shit breaks loose.

The client is definitely not "broken", because if it was, I wouldn't be able to get into the game at all, especially with the retail .exe/unpatched exe.

EDIT --- And what do you mean by "Mac" version? Do you have a place where I can find such, if that ends up actually being the case? Because that's not making too much sense.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Milly on August 17, 2014, 09:27:00 pm
Quote from: "TheRealDavidTwo"
Quote from: "Milly"
That error message pops up for a lot of reasons, but for me the only reason it ever seems to show up is when you used a custom patch and exe on the Windows version of World of Warcraft. It means your client is fucked, basically.

If you're going to be using mods on Cata then you're gonna want to get a mac version. It works exactly the same and doesn't get corrupted when patched. Though I'm not sure how or if that applies to you because you're not on 4.3.4.

Try removing the custom launcher and patch and seeing if you can get back into the game. If you can't, your client is broken, and I don't think you can fix it. Sorry if that's the case but it always happens with the windows version.

As I was the one with the error there as well; I can get into the game just fine with the retail .exe. But as soon as I try logging in with a custom patch enabled w/the patched EXE (as, again, seen here: https://i.imgur.com/6ogaojE.png (https://i.imgur.com/6ogaojE.png" onclick="window.open(this.href);return false;)), then yeah, all shit breaks loose.

The client is definitely not "broken", because if it was, I wouldn't be able to get into the game at all, especially with the retail .exe/unpatched exe.

EDIT --- And what do you mean by "Mac" version? Do you have a place where I can find such, if that ends up actually being the case? Because that's not making too much sense.
This is strange. Whenever the situation happens to me, the client entirely breaks. Even if I remove the patch, clear all caches, and use the retail wow.exe, it still gets the same error. I ran into this issue a lot before I got my Mac client. And you can find the download link here: http://www.mediafire.com/download/wlbpg ... PB.torrent (http://www.mediafire.com/download/wlbpgjg05lbzocy/World_of_Warcraft__Cataclysm_4.3.4enGB_%2815595%29_MAC.8215428.TPB.torrent" onclick="window.open(this.href);return false;)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: TheBuG on August 17, 2014, 11:42:28 pm
Doesn't that have to do with the WoW.Mfil file?

I'm not sure, haven't done anything related to it for a while, but try creating an empty text file and rename it to WoW.Mfil and see if it works.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: schlumpf on August 18, 2014, 02:50:27 am
Quote from: "TheBuG"
I'm not sure, haven't done anything related to it for a while, but try creating an empty text file and rename it to WoW.Mfil and see if it works.

.mfil normally contains build key. not sure what it does without. likely just retrieve current build key. does so on wod.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: TheBuG on August 18, 2014, 12:38:54 pm
Quote from: "schlumpf"
Quote from: "TheBuG"
I'm not sure, haven't done anything related to it for a while, but try creating an empty text file and rename it to WoW.Mfil and see if it works.

.mfil normally contains build key. not sure what it does without. likely just retrieve current build key. does so on wod.

I remember some private servers replacing the WoW.mfil with their own because this error would show up for some players (or so they claimed). I'm not sure if it works though.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.1
Post by: Karis on August 23, 2014, 05:36:55 am
thank you for release.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: Milly on August 24, 2014, 04:13:12 am
New update again! Outlands now has darker nights. Outdoor instances such as Shadowfang Keep coming soon!

Thanks everyone for your support.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: Namok on August 24, 2014, 04:31:24 am
Thank for your amazing work ! :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: PhilipTNG on August 24, 2014, 10:17:19 am
Holy cow those settings are dark!! and Milly..... what's your avatar from?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: Milly on August 24, 2014, 06:46:17 pm
Quote from: "PhilipTNG"
Holy cow those settings are dark!! and Milly..... what's your avatar from?
They're meant to be realistic :D But in reality I could have made them even more dark, but it makes it too difficult to see stuff in-game. And I know lots of people work days and evenings so sometimes nights are the only times they get to play. And my avatar is fanart of Silent Night Sona from League of Legends.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: Valkryst on August 24, 2014, 08:42:42 pm
Going from Redridge into Duskwood across the bridge shows a drastic difference. Redridge is quite bright and then when you cross you're suddenly shot into a dark nighttime.

This was tested on the 3.3.5a version from a few weeks ago.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on August 27, 2014, 03:35:27 am
Version 1.3 is here! That means the mod is completed to the furthest extent of my knowledge. I've added dungeons, raids, and battlegrounds from Vanilla to Cataclysm. I added the Lost Isles simply to maintain consistency, and I also added a few extra areas like Emerald Dream and Development.

Things you might notice are missing are the Firelands and Deepholm for a few reasons. Deepholm is obvious because it's an elemental plane that doesn't even have a sun or a moon, but Firelands is sorta on the fence. Was originally going to add nights there but they didn't seem to show up for some reason. And being an elemental plane, I really wasn't sure if I should add them anyways.

Skywall, however, is added due to it already having a day/night cycle by default. If you happen to disagree with any of these decisions and have a reason why I should change them then please let me know.

And I'm sure there must have been at least one or two things that I missed, so I would ask that you please check out the mod and provide me with any feedback you may have. I wanna make sure it's 100% complete so I never have to touch this bloody horrifying thing again.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Roxas on August 28, 2014, 04:27:00 pm
Thanks for the update :)


ps : I contact you on skype for the project when I have free time
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Valkryst on September 01, 2014, 08:05:20 am
Playing with your latest release at 2:24PM my time, which is 1:24PM server time.


My tests concluded at 3:04AM my time, which is 2:04AM server time. Now it's time to head to sleep when I should've been sleeping an hour ago. =P

Sorry if the feedback is a bit harsh, but I figured you'd want a checkover of everything that I could manage.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on September 01, 2014, 05:04:44 pm
Wow you really put some time into that. I thank you. ^_^ Hm, however...  I didn't change any of the original atmospheres, or the times at which certain places become night/day (best time for testing is 12am). I scaled everything on a gradient, to remain consistent. For a while the mod was meant to be like a custom day/night cycle, which would synchonrize all the sunrises and sunsets and probably would have taken care of most of your concerns, but I found it was too messy and I went OCD and deleted it. Also, I might add that some of the things you talked about may be because you're on 3.3.5.

So as much as I'd like to follow up on all of your critique, it's really against the very foundation I built the mod on :( Which was to not modify any of the original settings by Blizzard, and just scale them all to the same hex color (121212).

Now I'm looking into MoP. And unfortunately, LightIntBand.dbc doesn't exist anymore so I will have to redo the entire mod on there. (Although the new dbc setup makes it a lot simpler). But anyway I will have to consider putting a little more customization into the day/night cycles on there.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Valkryst on September 01, 2014, 05:39:10 pm
Quote from: "Milly"
Wow you really put some time into that. I thank you. ^_^ Hm, however...  I didn't change any of the original atmospheres, or the times at which certain places become night/day (best time for testing is 12am). I scaled everything on a gradient, to remain consistent. For a while the mod was meant to be like a custom day/night cycle, which would synchonrize all the sunrises and sunsets and probably would have taken care of most of your concerns, but I found it was too messy and I went OCD and deleted it. Also, I might add that some of the things you talked about may be because you're on 3.3.5.

So as much as I'd like to follow up on all of your critique, it's really against the very foundation I built the mod on :( Which was to not modify any of the original settings by Blizzard, and just scale them all to the same hex color (121212).

Now I'm looking into MoP. And unfortunately, LightIntBand.dbc doesn't exist anymore so I will have to redo the entire mod on there. (Although the new dbc setup makes it a lot simpler). But anyway I will have to consider putting a little more customization into the day/night cycles on there.

Ah, I understand what you're doing now. I am using 3.3.5a. No problem about the follow-up, I just thought I should write it all down no matter what. I just feel like checking over things sometimes. =P

Do you have any tips or that for editing LightIntBand.dbc? I'd like to modify your patch specifically for my tastes and server if you don't object.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.2
Post by: PhilipTNG on September 02, 2014, 04:32:13 am
Quote from: "Milly"
Quote from: "PhilipTNG"
Holy cow those settings are dark!! and Milly..... what's your avatar from?
They're meant to be realistic :D But in reality I could have made them even more dark, but it makes it too difficult to see stuff in-game. And I know lots of people work days and evenings so sometimes nights are the only times they get to play. And my avatar is fanart of Silent Night Sona from League of Legends.

Thanks for the reply to both statement and question, much appreciated. :D
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: kojak488 on September 03, 2014, 04:23:04 pm
It was disappointing to figure out how to make the day/night cycle go by faster (as regards the darkness/brightness rather than game event times etc), only to see the big ass sun still up during the "night".  Back to the drawing board.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on September 03, 2014, 10:07:59 pm
Oh yeah... that is probably because the Sun doesn't really have anything to do with the light settings. It's a skybox.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: kojak488 on September 06, 2014, 02:33:43 am
I'm well aware of that.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Amaroth on September 10, 2014, 10:32:56 am
Checked it out and really loved that. I was trying to make something similiar a few times and never was able to finish it, so huge +1 from banana. Just question - which light.dbc.ID is base skybox? I mean the default one, which is there, if none is set.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on September 10, 2014, 01:47:03 pm
Can't help you there, I never really got into Light.dbc. Your best bet would be the pxr.dk wiki, probably.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Amaroth on September 10, 2014, 05:19:18 pm
LightIntBand.dbc is directly connected with Light.dbc, entries in LightIntBand would be enough for me :D. But ok, will try to look for it again.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Putte08 on September 30, 2014, 11:13:16 am
This is so nice for immersion. Time to do a campfire!

Does this work for your own custom ADTs? Considering you are adding new zones for each update, I guess that means it needs to be enabled and tweaked for new ADTs?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on September 30, 2014, 02:25:07 pm
Nope this won't work for any custom content. I only edited the light sources that were already there. You have a few options though. You could either make your own light entries or you could just tell your custom zone to use lighting from a zone that already exists in Azeroth. I believe there's a tutorial somewhere around here that shows you how to do that.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: iindigo on October 01, 2014, 02:28:58 am
(http://cl.ly/image/3H1m3v06372k/theramore.jpg)

Thanks for this mod, looks great on my 3.3.5. Just curious though, why do most zones get significantly lighter after 1:00AM?

Now if we only had a lightadder tool that appropriately modified M2 bounding boxes when adding lights. I've added lights to a bunch of models and it looks great, but the bounding box bug is incredibly distracting.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on October 01, 2014, 03:02:38 am
Definitely agree on the bounding box issue. Also, when I made the mod I only made the current nights darker. I didn't change any of the timing. That'd be a whole other project and a half.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Steff on October 01, 2014, 06:39:52 am
You need to add an entry fkr you custom maps with cords 0 0.
Thks entry set the basic lighting on all adts.
Then you cann add light spots to special places
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: volt28 on October 25, 2014, 01:33:32 am
Is there an 5.4.2 version of this?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on October 25, 2014, 12:21:47 pm
Quote from: "volt28"
Is there an 5.4.2 version of this?
No, sorry. This will not work for MoP because they removed LightIntband.dbc.

I would have to redo the entire mod using their new format. Not gonna happen.

Although, maybe if WoD modding becomes a thing someday I will redo it.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Dottore on October 25, 2014, 01:46:55 pm
It doesn't work for me on 4.3.4, maybe i'm doing something wrong with the patch that i created from the downloaded file?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on October 25, 2014, 02:48:17 pm
Either that or some other factor on your end, because the patch was created specifically for 4.3.4.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: spik96 on January 02, 2015, 08:47:16 pm
In 1.12 the water near Ratchet is greenish. I don't know if it's a version specific bug as I don't have it right now on my hard drive. I will try to look into the DBC.
EDIT : Seems that changes you made to water look really good on Cataclysm seas but work not so well with the older texture. I'm removing them, I hope I won't end with shiny water due to a contrast between a darkened surface and an intact sea.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: rub on April 10, 2015, 07:44:43 pm
This looks so amazing!
Thanks.

I got this turned into an .mpq file and gave it the name Wotlkdarknights.mpq and put into the /data   folder
but i dont see any difference, what am i doing wrong (using 3.3.5a)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: spik96 on April 11, 2015, 10:20:44 am
Quote from: "rub"
This looks so amazing!
Thanks.

I got this turned into an .mpq file and gave it the name Wotlkdarknights.mpq and put into the /data   folder
but i dont see any difference, what am i doing wrong (using 3.3.5a)

The name is wrong. I think in 3.3.5a you have to name it patch-X.MPQ (where X is a number), but I don't use that version so I could be wrong. But your mistake is definitely the name, I guarantee it.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: rub on April 11, 2015, 04:38:52 pm
Ok thanks for that.  Yes it does sound that you are correct.

I tried to name it patch-4.mpq  (as i have up to patch-3.mpq in the folder)  though that also didnt work.  But It must be the naming part then that is all I need to find out exactly what it needs to be called.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on April 17, 2015, 08:04:50 pm
rub, make sure you have the file structure correct. It need to be in a patch, Patch-4.MPQ is fine.

Within the patch should then be a folder called DBFilesClient. And in that folder should be LightIntBand.dbc
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Epoque on June 01, 2015, 11:01:39 pm
Sharing the patch is finished  ?

Plz sharing the patch for 3.3.5 :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Allifeur on June 03, 2015, 06:27:24 pm
Hmm, could we know why you decided to remove all that ? :?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: schlumpf on June 03, 2015, 08:13:27 pm
On a side note, I'd be happy to delete your new account and reactivate your old one. And Steff probably can recover your posts from a backup.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Nibnob on June 03, 2015, 08:28:34 pm
Quote from: "smurf"
I raged and deleted everything. I can send the LightIntBand.dbc in a PM

- Milly

I still have the patch if you deleted another thing from your patch (if there are more than one dbc).
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Ascathos on June 08, 2015, 11:57:33 pm
Quote from: "Nibnob"
Quote from: "smurf"
I raged and deleted everything. I can send the LightIntBand.dbc in a PM

- Milly

I still have the patch if you deleted another thing from your patch (if there are more than one dbc).
Deleted the first line.
Keep the insults to your own, private opinion please.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: zawisz on August 05, 2015, 09:44:21 pm
Guys, what is going on with the release? Wish I could try this mod so much.

Can someone share with the files, or smth? Thank you!
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: csakesz55 on February 26, 2016, 12:56:14 am
Could someone pm me the lightband.dbc file? pretty please. :)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Skarn on February 26, 2016, 04:03:16 pm
This thing is still out there. If you use google, you will find it.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Lawes on February 29, 2016, 02:08:36 am
re-upload please
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Skarn on February 29, 2016, 07:37:23 am
:(  Link moderated
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Magnus on February 29, 2016, 08:06:40 am
What the fuck ?  :(

We told so many time NOT to advertise your portal here and you still can't stop that ?


We have here the possibility to upload files. Please use it. There is no need to start again this competition between 2 portals.

I have added the night patch now.

Edit:
And here a link to an external hoster:
https://mega.nz/#!bcxC3DaQ!f3UH62DeU5DF ... A9lLAvGX1o (https://mega.nz/#!bcxC3DaQ!f3UH62DeU5DFBNFmfy05j84RipeZwzzziA9lLAvGX1o" onclick="window.open(this.href);return false;)
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Skarn on February 29, 2016, 09:23:59 am
I could not care less about what people who have problems with external links or particularly MC-Net think. I just made sure the person who requested the patch gets it. That's all I care about, sorry.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: exofoliac on May 02, 2016, 03:19:32 am
Hi, just a small question about the patch.

I'm currently playing on a private vanilla server and I tried using the patch linked by Magnus. (the patch-9.mpq)

everything works fine and the nights are beautifully dark.

However I do have a small problem of having the night disappear when the weather changes. (such as rain).

Sifting through the thread, I saw a possible fix to the problem by adding something in "Weather::ReGenerate() in weather.cpp".

My question is, where do I find this weather.cpp? I've tried opening the patch mpq file with mpq editor to see, but it doesn't seem to be there. I'm kind of lost of how to fix this problem.

Thanks.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Magnus on May 02, 2016, 08:08:42 am
The weather is generated by your server. So you have to fix this server-side in the core code.

The fix I wrote was for a Trinity Core.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: naim56 on September 24, 2016, 08:35:44 pm
Great release, thanks :>
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Amaroth on September 24, 2016, 09:15:53 pm
You can also simply turn weather completely off - by using world config or game_weather table.

Btw - .cpp files are files for C++. Thats language in which TrinityCore2 (and most if not all of other emus) is written. So, its a core edit.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Смердокрыл on September 24, 2016, 10:38:24 pm
Weather does change the lighting for some reason. For example, when it's snowing, it looks like it's day time. You can edit the core like other people here suggest, or, if you want a temporary change, just use the .wchange command.
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Milly on September 25, 2016, 06:50:08 pm
I discovered later on that there are different lighting settings in the dbc file for when weather is on.

I don't remember where to find them, but I do remember them having entirely different entries in Light.dbc
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: Tribaleyes on November 15, 2017, 02:39:18 am
I'm aware that this is a necro-post, and I'm also aware that it clearly states 4.3.4 and 3.3.5
But is there any way to get this to work for 2.4.3? Would it be hard? Has anybody already done it?
Title: Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
Post by: chovie23q on August 05, 2018, 05:36:10 am
can someone please tell me how to install this?