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Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 17, 2014, 12:52:19 am »Quote from: Laduguer
Just to bump my question since it would be very helpful for me :c
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 16
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water« on: November 17, 2014, 12:52:19 am »Quote from: Laduguer Just to bump my question since it would be very helpful for me :c 17
Showoff - what you are working on / Re: [SHOWOFF] AFTERFALL (17.8.2014 last)« on: October 13, 2014, 09:26:28 pm »
Is there going to be a continuation project of this one? Read on its forums that it will no longer happen
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Serverside Modding / Re: [QUESTION] function ToggleSheath()« on: October 12, 2014, 03:20:22 pm »Quote from: "Vortalex"
Try your luck with spells having a similar function. If not, talk to Pius, creator of GHI. 19
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water« on: October 08, 2014, 05:11:11 pm »
Which vehicleID and modelID have you used for it? I require the information if possible
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Showoff - what you are working on / Re: [SHOWOFF] Kelavia« on: October 08, 2014, 03:20:17 pm »Quote from: "ProfVice" Start working again and place some new areas, with water, groundeffects, new sky... I am really interested in that skybox from the two images above the last. 21
Resources and Tools / Re: [RELEASE] "Better" Procedural Water 3.3.5a« on: September 26, 2014, 08:23:48 am »
Love you.
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Serverside Modding / [Trinity 3.3.5a] [Database] Realmlist Table Issue« on: April 08, 2014, 06:29:30 pm »
...yet that is the only Auth database available. I have made sure that no other users, databases, tables, MySQL installations, etc... are there, so it cannot possibly be that it is reading and retrieving data from elsewhere. Dropped the database in order to put that to test and it no longer worked, so I guess that part is clear.
As for my issue: no matter which string I change on the realmlist table, the changes do not appear. I have changed the port to something else, it defaults to 8085 and continues working despite the clash between itself and the world config. Changed the realm name, always displays the default 'Trinity' nevertheless. Even changed the gamebuild yet it still seems to ignore all of these changes. I have made sure that I have saved the table, and I have quit my SQL program countless times and restarted to see whether the changes were applied; they were very much so present. I am clueless as to what the issue might be. Any assistance would be much appreciated; thanks in advance. 23
Serverside Modding / Re: [QUESTION] File Removal and Hiding Names« on: March 27, 2014, 05:39:09 pm »
Many thanks, I will look into those and come back to you with the results.
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Serverside Modding / [QUESTION] File Removal and Hiding Names« on: March 27, 2014, 03:47:27 pm »
Greetings,
1) To keep it brief, I am currently working on a project where an abundance of the assets for 4.3.4 Cataclysm are not needed for it. I aim at removing especially the larger sized ones, yet eventually all of them that will not be used; all the models, textures, maps, etc... I was wondering whether there was a way to remove the file check from the game rather than removing each dependency on those files manually one by one wherever they may be used so that the game will not crash upon launch while searching for the said files. If the question is not elaborate enough, please do let me know and I will try to expand on it then. 2) I would also like to know which file within the core contains the code for displaying player name and guild tags. My intention is to hide them both, which I have already done on the who list. Bear in mind that any client-side modification to lock in hiding player and NPC names and then removing the option from the interface menu, or essentially creating a spell which functions the same as stealth bar the animation and the invisibility whereas the name tags remain hidden which is then taught as a passive to every character upon creation and every NPC on the server are also possibilities worth considering should you deem those alternatives to be easier to work on. Let me know if you would like to have further elaboration on the matter. Regards, 25
Noggit / Re: [BUG] Unable to Import WMOs« on: January 24, 2013, 11:48:19 pm »
Finally managed to resolve it on my own.
Apparently the program becomes unable to read -only- the WMO selection if the list is; - Too cramped - Has lots of MDX/M2s in it along with the WMOs I just thought about compiling a list of only the WMOs, and apparently I was too late to think about such a simple thing. 26
Noggit / Re: [BUG] Unable to Import WMOs« on: January 20, 2013, 04:37:46 pm »
Do you have Skype or Facebook? (Or Teamspeak)?
Skype: can.kocabay1 TS: 87.106.10.148:1337 I'll share the Teamviewer details over either one of those. 27
Noggit / [SOLVED] Unable to Import WMOs« on: January 20, 2013, 12:31:38 am »
I actually need to finalise the edits I have been making and without being able to insert WMOs it is going to be impossible to do that.
So I would much appreciate a solution for this bug; or an alternative method to import WMOs. 28
Noggit / Re: [BUG] Unable to Import WMOs« on: January 18, 2013, 10:54:52 pm »Quote So once that started happening I searched through the forums and realised that all you need to do is to copy/paste a WMO and then select a chunk and then try to import a new one. Since you haven't read. I appreciate the attempt though. 29
Noggit / Re: [BUG] Unable to Import WMOs« on: January 18, 2013, 04:56:50 am »
Did it; the issue persists.
Any clue what causes it now? 30
Noggit / Re: [BUG] Unable to Import WMOs« on: January 16, 2013, 02:44:11 pm »Quote from: "Steff" And you use the pack from my tutorial? How would that help resolve my problem though? Chances are that I will download it for no reason at all. Because everything was working just fine and this simply came out of nowhere; a random occurrence. |