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Messages - Nupper

Pages: 1 2 [3] 4 5 ... 23
31
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 27, 2016, 02:02:07 am »
ITEM_HEROIC_EPIC is already in Exe...if i can find the flags for it its easy :P

32
Tools / Re: [TOOL] WDBX Editor
« on: August 23, 2016, 10:04:01 pm »
Code: [Select]
F:GamesWoW DC DevelopmentDataPatch-7.MPQDBFilesClientCreatureDisplayInfo.dbc : Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.
F:GamesWoW DC DevelopmentDataPatch-7.MPQDBFilesClientMap.dbc : Failed to enable constraints. One or more rows contain values violating non-null, unique, or foreign-key constraints.

33
Miscellaneous / Re: [QUESTION] Is fighting while mounted possible?
« on: August 11, 2016, 08:58:49 am »
Quote from: "Grymskvll"
There's already spells you can cast while mounted, like paladin auras, warrior stances, dk presences, hunter tracking.

https://wowdev.wiki/Spell.dbc/Attributes
Code: [Select]
SPELL_ATTR0_CASTABLE_WHILE_MOUNTED           = 0x01000000, // 24 castable while mounted
Stoneharry's spell editor recommended for editing ease, you can just click a checkbox for it.

I have NPC's that fight on standard mounts.

34
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 10, 2016, 09:51:28 am »
Quote from: "Grymskvll"
Sorry, I misinterpreted your earlier post  :D
i assume the spawn Masks would follow suit...
0
   

Not spawned

1
   

Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode)

2
   

Spawned only in 25-man-normal versions of maps (or heroics Dungeons)

4
   

Spawned only in 10-man heroic versions of maps (or Epic Dungeons (Untested))

8
   

Spawned only in 25-man-heroic versions of maps

15
   

Spawned in all versions of maps

35
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 10, 2016, 12:08:38 am »
Quote from: "Grymskvll"
Quote from: "Nupper"
Additional Known Issues

Welcome message displays Heroic

Code: [Select]
Welcome to [Dungeon name] (5 Player (Heroic)). Instance locks are scheduled to expire in [Time Remaining]instead of
Code: [Select]
Welcome to [Dungeon name] (5 Player (Epic)). Instance locks are scheduled to expire in [Time Remaining]

You need to change the last field in MapDifficulty.dbc to "DUNGEON_DIFFICULTY_5PLAYER_EPIC"

Quote
Fixed issue with Instance Portals
When making a new portal 5-man Epic = Data1: 2

Could you elaborate?

Mythic Mode (Epic) Instance portal

36
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 09, 2016, 11:49:20 pm »
Additional Known Issues

Welcome message displays Heroic

Code: [Select]
Welcome to [Dungeon name] (5 Player (Heroic)). Instance locks are scheduled to expire in [Time Remaining]instead of
Code: [Select]
Welcome to [Dungeon name] (5 Player (Epic)). Instance locks are scheduled to expire in [Time Remaining]
Fixed issue with Instance Portals
When making a new portal 5-man Epic = Data1: 2

37
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 09, 2016, 11:23:31 pm »
Quote from: "Grymskvll"
Quote from: "Nupper"

Gameobject_Template
Code: [Select]
GAMEOBJECT_TYPE_DUNGEONDIFFICULTY = 31

    data0: mapID (From Map.dbc)
    data1: difficulty

     

     

0 5 man normal, 10 man normal
1 5 man heroic, 25 normal
2 5 Man Epic (Possibily), 10 man heroic
3 25 man heroic


Sorry, I copied the wrong line. I updated my post to fix it.

I Renamed it to Mythic

38
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 09, 2016, 10:55:17 pm »
Quote from: "Grymskvll"
To fix gameobjects, you need to set the spawnMask just like we did with creatures:
Code: [Select]
SELECT * FROM world.gameobject WHERE map=[map ID];

For some reason, the maxplayers and difficultystring values in MapDifficulty.dbc don't get checked for newly created rows, and I can't figure out why. I'm guessing there's something missing in Map.dbc or something. I made a hacky workaround by hooking GetInstanceInfo(). It'll work for 5 man Epic dungeons.

Also I kind of completely neglected Epic raids. Unfortunately, Epic raids would need some more in-depth modding, since in world.creature_template, difficulty_entry_# only goes up to 3, meaning you can have up to 4 difficulty versions including the base. All 4 of these versions are already used by raids for N10, N25, H10 and H25. It could be as simple as adding more columns to the table, I don't know. Other than that you'd need to add another Eluna method (SetRaidDifficulty), get some AIO communication akin to the one I wrote for SetDungeonDifficulty, and add some extra conditions in the hooked GetInstanceInfo() to check for raid and difficulty so that maxplayers and difficultystring returned by it are correct, maybe mess with some core constants, add the necessary client strings, mess with the minimap indicator (more on that below).

Also, for some reason MiniMapInstanceDifficulty_OnEvent can't be overwritten in an AIO script properly. The modified version will just exist side by side with the original, and events will call the original instead of our modified version. That's not a huge problem, since you can just supply a modified Minimap.lua (where the function resides) in a custom patch, which would be necessary if you want Epic difficulty to have a different minimap indicator blp anyway. Speaking of which, I made an Epic difficulty instance banner, it's included in the patch below, along with a modified Minimap.lua

Preview (new epic banner on the right):


Looking at the banner now, I probably should've reduced the emblem's alpha a tiny bit. Oh well! The attached file also contains the Photoshop document for that image, as well as an updated AIO script.

So right now the issues are:
-invisible instance portal when you select Epic dungeon difficulty (no idea how this works)
-no Epic raid support
-hacky GetInstanceInfo() mod instead of properly loading maxplayers and the difficultystring from MapDifficulty.dbc

Mirror: https://a.fluntcaps.me/nywray.zip

Gameobject_Template
Code: [Select]
GAMEOBJECT_TYPE_DUNGEONDIFFICULTY = 31

    data0: mapID (From Map.dbc)
    data1: difficulty

     

     

0 5 man normal, 10 man normal
1 5 man heroic, 25 normal
2 5 Man Epic (Possibily), 10 man heroic
3 25 man heroic

39
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 09, 2016, 09:43:29 am »
Quote from: "Grymskvll"
Quote from: "Grymskvll"
What's the sane way to copy over all monster spawns from a normal dungeon? From what I understand, they're stored in world.creature

In world.creature, the spawnMask column determines which difficulties a creature will spawn on. So if you want to make every creature in a Map spawn for every difficulty, you can just set the spawnMask to 15 ("Spawned in all versions of maps").

To set this spawnMask for all creatures in a specific map, you can use this mysql statement (AT YOUR OWN RISK):
Code: [Select]
UPDATE world.creature SET spawnMask=15 WHERE map=[map ID];
Replace [map ID] with the map you want to change. You still need to add Epic difficulty entries for each creature_template in the dungeon. Otherwise it uses the heroic or normal version as fallback.

As far as I know, that leaves just two imperfections:
-the dungeon portal becomes invisible when you set difficulty to to Epic. If anyone has an idea how the game picks its instance portal models, please let me know
-the little dungeon difficulty indicator when you're inside a dungeon (in the top-right, next to the minimap) just displays "0". Odds are there's no blp for an Epic difficulty (like the skull flag for Heroic), so you probably need to do some interface modding, which wouldn't be an issue since you need to use an AIO script to make the difficulty selection menu work anyway. I'm a little dismayed that I couldn't even get the indicator to show "5", though, even with a modified client-side MapDifficulty.dbc
-game objects don't seem to be spawning, gotta figure out how that stuff works (like the web door in Azjol-Nerub)
I am sure over time theses issues can be resolved :)

40
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 07, 2016, 01:26:30 am »
Quote from: "schlumpf"
https://wowdev.wiki/DB/Difficulty?
EPIC Dungeon difficulty was unused in wrath
trying to figure how to add it...

41
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 06, 2016, 11:47:45 pm »
Quote from: "Grymskvll"
Right, but if you wanted to make the button work, you would need to add a way to send the request to change the difficulty (using AIO, probably).

I don't know how dungeon difficulties themselves are implemented.

Yeah a part from the UnitPop.lua i cannot find anything else so far.

42
Miscellaneous / Re: [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 06, 2016, 11:34:01 pm »
Quote from: "Grymskvll"
In worldserver.conf, I enabled network debug logging by setting this value:
Code: [Select]
Logger.network=2,Console Server
With this, any time the server runs WorldSession::HandleSetDungeonDifficultyOpcode(WorldPacket& recvData) (in gameHandlersMiscHandlers.cpp), it prints some debug info in the worldserver console. Then I used /run SetDungeonDifficulty(#). It worked for values of 1 and 2 (normal and heroic), but it didn't seem to send anything to the server with a difficulty value of 3.

That means you probably need to use AIO to send a request to set dungeon difficulty to 3. Hopefully you don't need to otherwise mess with the client to fix the unused difficulty. TrinityCore should be able to set your difficulty to 3 if it receives the request. You'll also need to increment the MAX_DUNGEON_DIFFICULTY constant. Not sure what else you'd need.

Its a new discovery i think why make something for something unused...if you know what i mean i doubt trinity would have anything related to a third Difficulty.

43
Level Design / Re: [QUESTION] Custom transport NPCS
« on: August 06, 2016, 09:32:29 pm »
Quote from: "Amaroth"
I had the same problem, I have also no idea where is tis group ID reffering to (and I was kinda too lazy to really look for it). Please, if you find out, will you share the knowledge with me? I'd update transports tutorial I¨ve made earlier.
If i figure it out i will...strangely i've checked the entire databases a part from the template information thats all i could find.

44
Miscellaneous / [QUESTION:Wrath]  New Dungeon Difficulty
« on: August 06, 2016, 09:26:23 pm »
I found code for a third Dungeon Difficulty in the client i was woundering how i could enable it on trinitycore.

Code: [Select]
DUNGEON_DIFFICULTY3 = "Epic (Unused)";
Code: [Select]
UnitPopupButtons["DUNGEON_DIFFICULTY3"] = { text = DUNGEON_DIFFICULTY3, dist = 0 };
I managed to make it visable in-game but atm the button is a dud (I renamed it to Mythic) :)

45
Level Design / [QUESTION] Custom transport NPCS
« on: August 06, 2016, 08:28:03 pm »
I've made custom transports working but i was woundering how i add npcs i know the transports NPCs are under a group ID but i have no idea where to look for them.
i tried ac-web but no one was offering help.

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