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Topics - Milly

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1
Development and Presentation / A New Website for WoW Modding
« on: November 23, 2015, 10:13:18 pm »


Hi everyone, I hope you are well. I want to talk to you about my concerns and why I think we need change if we want the modding scene to survive. For those of us (myself included) who originally come from and have deep roots in Modcraft, you might wonder what's the point of creating a new website. I'm going to try my best to explain my point of view without pissing everyone off and causing a flame war. I'm also not very confident with that statement, but hey, I tried. Let's begin:

First and foremost, the WoW Modding scene simply isn't as active as it used to be. With the decline of WoW's subscriber base, a lot of people have also been leaving the modding scene as well. Some of us might look at this and think of it as justification for Modcraft's inactivity, but let's take a closer look: The most recent census for World of Warcraft's subscriber count is 5.6 million, a far cry from what it used to be. Though how many of us have considered how big that number actually is, despite it being a huge decline? Think about it. How can we be struggling to keep the modding scene alive when there's still 5.6 million players who love Warcraft, most of which are young, creative, computer-literate people? Let's also consider the tens of thousands of people who know how to access and play on private servers, as well as the 5+ million who are sitting on the bench hoping that Legion will revive WoW and they can start playing again.

Don't get me wrong when I insist that this is all because of lack of effort. I mean, Modcraft really is a great website to learn about modding and connect with other people who share the same passion, but it's still very lacking in several aspects. So, what's wrong all of a sudden? Nothing in particular, Modcraft is the same as it ever was and everyone seems just as satisfied as they ever were. But this mentality has led us to set our standards way too low. Still to this day, all you read are people complaining that there just isn't enough modders working on tools or collaborating on projects. Can we take just a few moments to wonder why there aren't people doing these things?

Maybe it's because nobody knows about WoW Modding? Modcraft is running on some free web-hosting service, at least from what I've been told. Plus it has made no known effort to advertise. It also has a ".de" extension, which cripples its potential to reach audiences that aren't living in Germany. The domain name itself is also heavily obfuscated and hard to remember. Wouldn't we prefer a more desirable name such as "model-changing.net" to make us easier to find? And maybe we could also put more emphasis on making the users (especially newcomers) feel like they're getting a user experience that they deserve?

To me, the most important aspect of any website that I'll be spending a lot of time staring at, is the color scheme and design. Though, it's easy to understand why some people prefer functionality. But ultimately Modcraft doesn't excel in either of these senses. The design is white on gray on gray on black on black, and it comes packed with an assortment of graphical glitches (http://imgur.com/a/1J2EG) as well. It may be functionally sound but it's still an outdated phpBB forum which lacks basic modern features and a visual WYSIWYG post editor. And beyond these aspects, the only thing that Modcraft is really good at is content, albeit outdated with lots of broken links.

At this point I hope you at least understand my concerns, even if you don't fully share them. But what can we do as mere users to help improve Modcraft? Well, me and Skarn started working on a new website in July as a surprise gift to the modding community. Before we finished it we requested Steff's involvement so that we could focus our efforts and use our website to help improve Modcraft. Steff was offended that we kept this project a secret, even though we were just trying to making a meaningful impression. He then declined our offer and explained that he was already working on a new website. and he didn't agree with our approach. These events occurred just a few days before the ambitious Modcraft Community post showed up, which inevitably never saw fruition.

It has now been four months since Modcraft set its course towards a new website, yet we've only seen a few positive changes; new moderators, and some post pruning. The most significant change came off as very undesirable, as expressed by the majority of our users. That of course was the removal of the username ranks such as Advanced Artist, Contributor, etc., which a lot of people worked very hard for and didn't ask to be removed. With that being said, the only other major change within the past five years was the removal of the shoutbox; once again, an unwanted change. Nowadays Modcraft's activity is dwindling even further and the only moderator who is around anymore is schlumpf (praise his dedication), and Steff hasn't posted at all since October 19th. I believe it's safe to assume that this new "Modcraft.io" website isn't actually coming, especially with Maruum, Noggit 1.5, and other projects holding higher priority. We need to accept the fact that there won't be any progress if we sit around and wait for other people to do it for us.

So... Let's start a new community! An organization that does not innovate cannot survive. So let's hold our own leash and walk ourselves outside. We've given Modcraft its chance, we've given feedback and made suggestions, asked for featured projects and a shoutbox. Mostly everything we've ever asked for has been ignored. The few things that have actually been implemented were done so in a way that suits higher opinions and not what was actually asked of them.

My proposal is as follows: Let's bring back the shoutbox and the username ranks. Let's switch to a paid website host, better forum software (Invision Power), and a better domain name for search engine optimization. Let's cast aside what Steff literally referred to as a "good totalitary system" and start emphasizing the needs of our users; the people who have nurtured our community for years.

Despite our instincts to be conservative, let's add new features, not because they're necessary, but because they're nice. Let's spend 800 € on our website design because I'm fucking insane. And let's finally stop talking like we haven't done these things already, because we have. Me, Skarn, and Prokion have worked many months to bring this website to you, and it is now finished. You need not ask what the difference is, see it for yourself. We understand that some people actually prefer phpBB over Invision Power, Modcraft over MC-Net, and this design over that design. But we fight for the greater good and I believe there's something positive here for everyone.

You'll find many useful features that come pre-packaged with the IPS Suite on our website, as well as many plugins and custom modifications tailored to our purposes. All of these are improvements. We've also utilized the Invision Power modular applications to create different sections to our website, such as the Portal, the dedicated Releases section, an image Gallery, our Projects directory, and the Tutorials board. And of course, you can make use of the really cool social media tools such as user profiles and proper message inboxes as well.

Remember, we did this all as an act of charity. There is nothing of value for us to gain here other than satisfaction. We don't have a Maruum agenda. We worked relentlessly for months to make this happen, and it was only to help improve the community that we love. Our community really deserves more than what it had. Unfortunately, our offer to merge our efforts with Modcraft and move forward as one was denied. But that won't stop us. WoW Modding is our passion, and we really want to see it thrive again--even if it has never truly thrived.

http://www.model-changing.net/forums/

2
Random / Blizzard Customer Support
« on: December 09, 2014, 12:51:07 am »
So I gave Warlords of Draenor a try the other week, got to level 100 and had to submit a few support
tickets regarding my account. Needless to say Blizzard's customer support is a pile of rotting shit and
I won't be playing any of their games anymore.

But anyway, I told them directly that I mod and work on private servers. And they didn't even say
anything about it. Not even an acknowledgement. I told them to ban my account, and instead they
wrote me like a novel trying to find to a solution to my original problem. And then that went on for
like 5 different customer support reps that all saw me mention the private servers, and not a single
one of them batted an eye.

So I guess for any of you who've gotten paranoid like me, seems like Blizzard really just doesn't give
a shit anymore. And that might explain how Molten is still around. But what are your thoughts?

3
Resources and Tools / [RELEASE] "Better" Procedural Water 3.3.5a
« on: September 26, 2014, 12:57:29 am »
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4
Texturing and 2D Art / [QUESTION] Strange Dialog on Login Screen?
« on: September 13, 2014, 04:14:48 am »
Here's a last-ditch attempt to try and figure this stuff out...

Basically I made myself a login screen for 5.4.8. As of yesterday I thought it was finished. Everything is working 100% perfectly... until I log out from inside the game. Before returning to the character select screen, this happens:



To see all my characters again, I have to press the Okay button. And then it does the normal "Retrieving Character List" dialog before fully loading the screen. This is obviously not normal. And it also has nothing to do with my patch. This is somehow caused by removing the GlueXML check from the client using this Olly Debug method: viewtopic.php?f=26&t=181&hilit=gluexml+check

With or without the mods, this happens every time I remove the check. I've done multiple experiments to confirm this. And the Login Successful dialog is actually just 1 of 2 problems caused by this. The other problem was also an issue with the Character Select screen, but I fixed that one with my own code.

But this one... I can't find a way to fix this.

I use a program that searches my entire GlueXML folder for strings and this Login Successful dialog has no traces whatsoever. It's like a phantom. I hope I'm wrong, but I SWEAR it's not there. I spent at least 8 hours searching for it. Only thing I could find is the "Login Successful" string in GlueStrings.lua, which is called CHAR_LOGIN_SUCCESS, but I can't trace that back to anything in GlueXML. Only place I could find that is in a C++ header file for the SkyFire server. And I tried deleting that line, nothing happened.

So any ideas? Is there a way I could override this with lua? Or is there another more effective way to remove the GlueXML check? Or is the issue entirely serverside? Basically, does anyone have any ideas at all? Because I don't...

5
Miscellaneous / [QUESTION] m2 Light Rendering Distance?
« on: August 29, 2014, 09:09:01 pm »
I'm currently working on a mod that adds lighting effects to objects that normally don't have them (but should) such as the generaltorch01.m2. Things are looking great but something rather disappointing happens. The light settings don't render until you get within a certain distance to the object, and graphics settings have no effect.

I was wondering if there are any ways to adjust this? I know TrinityCore can control the render distance of creatures and game-objects, but what about lights? And if it can't, then is it controlled in the m2 file itself? My instinct would tell me that it's probably hard-coded into the game but I'm just looking for confirmation. Living on a prayer so to speak lol

Edit: Interestingly enough, the light rendering distance is much greater for gameobjects, but not map objects.

Edit 2: In addition, it seems like certain map objects in certain places render from much further away, but as a general rule of thumb, they usually disappear at a very short distance. Why would some be different?


Below is an aerial view of torches at Refuge Pointe. All of the lights on the left are map objects. The light furthest to the right and directly in the middle is a spawned gameobject. These seem to render light from further away, which is particularly odd because actual gameobject render distance is much shorter than map object render distance.




If I fly closer to the ground, two new torches light up. These two are map objects, so why weren't they lit up before?




If I fly just a tad closer, the one on the right disappears, and a new one in the middle lights up.


6
Random / Post Your Desktop
« on: March 07, 2014, 04:44:31 am »
My desktop has been getting really messy with all the mods and game development I've been working on. So I thought why not start a thread on Modcraft before I clean it up :)

That being said, post all of your messy (or neat) desktops! :D

http://oi62.tinypic.com/2chb2c7.jpg

7
Resources and Tools / [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3
« on: February 26, 2014, 05:39:57 am »
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8
Resources and Tools / [RELEASE] Custom GameObjects 4.3.4
« on: February 18, 2014, 07:03:25 am »
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9
Tutorials / [TUTORIAL] Editing DBCs with MySQL
« on: February 16, 2014, 02:36:36 pm »
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10
Level Design / [QUESTION] Object Shadows
« on: April 19, 2013, 10:23:30 pm »
Hi everyone. Considering that Taliis doesn't work well, or at all, with WotLK 3.3.5a ADTs, is there any other way to kill shadows burnt on the ground from objects in Blizzard ADTs?

11
Miscellaneous / [SOLVED] ADT Terrain Disappeared
« on: April 13, 2013, 03:21:45 am »
Hi everyone. Right now I'm trying to make a new map area and I'm having a little trouble. Below are my steps:

1. I added AreaTable.dbc and Map.dbc to my client and server
2. I created a new WDT with GruulMe
3. I then created an ADT Template based on an ADT found in Steff's custommap1
4. I set the template's terrain height to about -300 using Noggit
5. I used Gretchin's All Water to cover the template with ocean at 0.00

The problem occurs when I use ADT Adder. After I put the template in and create my ADTs, they only work properly in-game. If I look at them in Noggit, all I see is water. For some reason the terrain at -300 disappeared. I have tried using OffsetFix multiple times, thinking that was the issue. It doesn't do squat. Any ideas?

12
Showoff - what you are working on / [SHOWOFF] Ship in a Blender
« on: April 11, 2013, 03:24:55 am »
So the other day I was strolling around Azeroth and found ye olde unicorn ship wreck. Having just been introduced to Blender literally 2 days beforehand, I thought maybe it would be cool to put this baby back together. My character needs a fancy little ship if she plans on going on epic Wind Waker adventures, so I figured it's worth a shot.



The images below is about 11 hours into the work. Starting with almost no experience whatsoever, I had to learn Blender as I went along. I'm getting much better and far more confident now. So far I think it looks quite nice but it's hard to find the flaws in your own work. I was hoping to receive some constructive feedback or perhaps maybe some encouragement to finish. Thanks! :)




13
Miscellaneous / [SOLVED] Barbershop Prices
« on: March 29, 2013, 05:10:51 am »
Hi everyone,

I'm working on an RP server and I feel it would be ideal if my players can use the barbershop for free. I have made the proper clientside and serverside modifications to BarberShopStyle.dbc. That didn't work so I had to edit the core (player.cpp) and set the cost values to 0 gold. This did in fact work, but only for Hair Styles and Facial Hair. For some reason, Hair Color is still listed in-game as costing 5 gold.

However, if I buy a Hair Style and Hair Color at the same time, it costs 0 gold. But trying to buy a Hair Color alone will say it costs 5 gold and won't allow me to buy it because I don't have enough money. But if I do have enough money, it applies the new hair color without removing gold from my inventory. Meaning the hair color issue is client-side, not server-side. Unless I'm mistaken.

Basically I'm wondering if anyone might know what I have to modify client-side to remove the cost of hair colors, or if it's even possible. I understand that I can just give everyone 10 gold and they'll never have to worry about it, but I'd like to make things look nice and of high standard.

Also, just so you know, this isn't a cache issue. And I have tested BarberShopStyle.dbc and it doesn't appear to have any relation to hair colors at all, so the value must be hidden somewhere else. I just can't find it and after 5+ hours of looking, it starts to frustrate me.

Thanks

More info: Latest TrinityCore, 3.3.5a
P.S. I'm finally back from hiatus, if anyone cares. :)

14
Modelling and Animation / [SOLVED] Invisible Shoulders Problem
« on: December 18, 2012, 07:18:00 pm »
Hi all, I've been spending the last few hours tinkering with this and can't figure it out. I'm trying to import a set of MoP armor to WotLK. For some reason, only some parts of my shoulders are showing up after following this tutorial. Without that tutorial, nothing shows up at all of course. But after doing some searching I couldn't figure out why the tutorial isn't fixing the entire problem. I've tried doing it three times and I get the same results each time.

Below is a picture of how the shoulders appear in-game. As said, half of it isn't there.



And here are my files to give you an idea of which paths I'm using for the model/skins.



And last, here is the MyDBCEditor entry for the item that I'm trying to put in-game. (ItemDislayInfo.dbc)



Oh and if it somehow has any relevance, the shoulders are the Dreadful Gladiator's Redemption shoulders. Thanks.

15
Miscellaneous / [SOLVED] Error #132 0x007B31F8 read 0x00000010
« on: December 08, 2012, 07:41:35 pm »
Hi all. Before I get started, I just wanna let you all know that I searched every single topic concerning this error and still haven't found a solution. I've also tried everything I could to the best of my ability to fix this.

Okay. So basically I have been getting Error #132 0x007B31F8 read 0x00000010 in almost all of my ADTs now. These are, of course, edited Blizzard ADTs. They used to be working fine but now they're having issues. I've also been using the Doodad Fixer the whole time. And clearing my cache. And pretty much doing everything anyone has suggested thus far.

Schlumpf wrote this solution in his sticky post:

"This issue is caused by the ADT referencing a detail doodad ID that is not given in the DBC, either by saving incorrectly or not editing the DBC correctly. This can be fixed by adding an entry to the DBC for all IDs or by removing the id from the ADT."

I'll be honest, I don't fully understand what that's supposed to mean. I'm still very new at WoW modding and I don't fully understand the lingo right now. But I tried it anyways. This is exactly what I did:

1. I understood that I needed all my ground doodads to have an ID referenced in the DBC so...
2. I checked my GroundEffectTexture.dbc to find an ID. I found 339, for example.
3. Then I checked GroundEffectDoodad.dbc and made sure that all IDs listed for "339" were in there.
4. Now I know for certain that 339 is referenced in the DBC. So I then tried using Steff's Ground Effect tool to turn everything to 339.

By this logic, all ground doodads in my ADTs should be referenced in the DBC, correct? Or am I completely misunderstanding what Schlumpf said? Well if I'm correct, then this should have fixed my problem, but the problem continues to persist. I still get the same error as mentioned before. Even when using the Doodad Fixer after making my changes with the Ground Effects tool, the problem still hasn't changed.

Well if I'm wrong, then please correct me. But if I did everything right, then is there no hope left for this project? Thanks...

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