This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

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.


Topics - Steff

Pages: 1 2 3 [4] 5 6 ... 12
46
Management / Current resources
« on: June 24, 2013, 10:54:24 pm »
Boards

Recruitment  
Access - All registered users

Lore Team board
Tech Team board
Lore Team board
Quest Workspace  
Access - Maruum Developers group
   
Management  
Access - Maruum Main group

Bugtraker
- Maruum project

Quote
Bacause of a bug, you have to select some other project and then you see Maruum and can select it.
This traker is temp till our traker works again.

47
Resources and Tools / Link list
« on: June 21, 2013, 07:51:29 am »
I want to collect here good links to external resources related to wow modding. So please if you know a site that is good just make a post. I will merge them all in one list.


Development sites



http://www.wowdev.wiki/index.php?title=Main_Page
http://wow-v.com/

For database 3.3.5 :
WoWd

For lua and addon :
http://wowprogramming.com/
WoWWiky
WoW Interface

For the trinity server :
TrinityCore wiki

Communitys


49
Lore Team / discover the darknes - an idea about how we could go on
« on: June 11, 2013, 12:54:05 pm »

The bad evil



3 companions in mind, powerful people skilled in the use of Maruum and better then all the rest. All that scum that thinks it hase rights to life and breathe the same air.

Dark men 1: "We have to change this my friends. If not we, who else?"

Dark men 2: "Yes but how? We have to get control over all this and lead it into the right direction. Our direction. And the world will be a better place."

Dark men 3: "I say religion. People want to get controlled what they think and what they believe. It’s a powerful tool to get controll over the masses."

Dark men 1: "Yes that’s a good point. We can use our power to build up a mist and collect followers. And then if the day has come they will do the dirty work for us."

Dark men 2: "Yes but it has to get planned on a long term. Nothing should stop it and we have to do it in the darkness. So no one will recognize it till it’s too late."

Dark men 3: "We will build up a force and then hit hard and without mercy. They should see immediately that there is no chance to resist."

Dark men 1: "And I have an idea how we could do it fast and big my friends. Listen............."

And so they start. They build up a mist and collect souls. Everywhere in the next years a new cult rice’s. A fighting arm get formed to "protect" the believers. And all over the world the cult prepared for the big day.

Chapter one - Fading world



The first chapter is what we now had planned as the demo.
With the new idea we can use it as the really start of the game and introduce the background of the further storyline.

The 3 dark mages are part of the great council. A coalition of the biggest magical organizations of the planet. Leaders of schools and organizations that control the flow of Maruum and protect the portal system. Every 4 years they meet for a ritual to test, and if needed fix the portals. For this task they visit a powerful old place, build ages ago by the creators (no dk we don’t call them ancients ;) ) of the portals. All power lines meet there and there you can control the full system if you have enough power.

The plan of the 3 is to use this ritual and bring most of the system down. If the kingdoms forces can’t use the system the own men an easy game to get control over many important city’s and places all around Elorion.
The cult builds up his powers in the dark and many plans lead towards the big day.
And they success......

They player awake on an island located somewhere in the sea of the eight winds. The ritual produce as a side effect an energy flow over the world. This effects the memory of most people and also cause a faint. The player fell down from a ship of if he was just in a portal travel he entered the world on a not intended place. Now he is there on the island without most memory’s but with some luck. He reached an island and don’t die as many others.
A fisher fined him and bring him back to the main land of Meberian.
Now there should be 3 main parts of quest lines.

1.   Stay alive and find some company. All the first quests around the coast and the camp
2.   The cult quest line towards whispering woods
3.   The ancient enemy quest line in wide lakes where you free a Maruum spirit on the end.

The first one is to get started and build a base.


The second one will unveil the plans of the cult and show you to what this had leaded. In the forest there is also a nobleman form a city located. You have a quest line to activate the portal again and get to his city. And you see it’s taken over by the cult. You get eyewitness of the brutality the members handle the people and can just escape. You also learn from the Maga the back information’s about the cult what she knows already and try to kill one of the 3 in the castle. But he is not at home only some henchman. This way you learn that after the cult taken over there is nearly no chance to get the world back to peace again.


The third part lead you through an old story of a big war. You follow the quests and fight at the end a demonic (or whatever) leader of a long fallen army. And during this task you free one of the Maruum spirits. This creatures where humanoid mages once but get so powerful that they are no longer like normal creatures. They wake and have an eye on the history. And if things get worth because someone using Maruum for bad task they intervene. This spirit give you and the world a second chance and send back many souls to a time some month ago. But with the knowledge about the cult and the plan to stop them.


Chapter two - A second chance




Now we can build the starting areas where every player starts after he get send back in time. It’s like you awake some morning in your normal live but you have lived the coming days already. And you know that you can’t do it like the last time. You have to find help and stop the cult from ruling the world. I think this give as an interesting scenario background where many nice stuff can get included. Beside this we can build the culture and profession story and also the world story that don’t know that the cult is coming.

50
Builder Team / The Builder Team
« on: June 11, 2013, 12:21:41 pm »
Here we will document the team members and ranks.

Leader
Steff

Prospects

Members

o Fearless_wind

Jøk3r
Shruik
MR.  DK
Shruik
Vasti
Longkallsong
Axel

51

Introducing



In the last tutorial we have created a new test03 map. During the modding process you need to expand maps quite often.
So we will cover this task now. We need to do the following

1. Create new ADTs somewhere on the map. Best connected to the existing ones.
2. Update the WDT file.

Create New ADTs



>> Open the following folder

F:WoWModdingToolsADTAdder

>> Open the ADTAdder.exe
>> Press the Browse button and select the file template_0_0.adt from the same directory.
>> Enter the name test03 for map name
>> Enter the coords 29 and 27 in the fields from ADT
>> Enter the coords 33 and 28 in the fields to ADT
>> Press Start creation
>> Now wait till the adder has created all the files. Just have a look in the application folder if test03_33_28.adt is there.
>> Run the fix.bat script with double click to fix coords of all ADT's.
>> Copy the new created ADT files to your map folder.

F:WoWModdingProjectsTutorialProjectpatchworldmapstest03


Update the WDT file



>> Open Taliis from

F:WoWModdingToolsTaliisTaliis.jar

>> MENU > File > Open

F:WoWModdingProjectsTutorialProjectpatchworldmapstest03 test03.wdt

>> MENU > Edit > Scan folder
>> Select once another node in the WDL tree and then reselect the main node. Now you should see the old and the new added ADT's marked on the map.
>> MENU > Edit > Save the file again with the same path. Take care not to forget the .wdt at the end!

F:WoWModdingProjectsTutorialProjectpatchworldmapstest03 test03.wdt




Now open noggit. You should have the new space on your map.

This guide has been completely proof-read and corrected in grammar by Mountainlion. Feel free to message him.

52
Lore Team / Starting area Quests
« on: June 06, 2013, 01:28:21 pm »
As Mesox and deep getting further with scripting and first quest chain. We should think about auests we can implement in the first area and manag how we can document this to make it possible to get it ingame. So any suggestions. Perhaps Mesox or deep write how the start will work and where we ahve to link newxt sutff in?

In first place the camp and the first early quests around the deadmens landing are in focus. Also this can lead to places we perhaps need to add in worldbuilding.

53
Noggit / Modelviewer for noggit use
« on: June 01, 2013, 07:17:47 pm »
Here is a download for a ModelViewer version that is able to load custom patches for own models and works with the noggit import function.

http://www.file-upload.net/download-766 ... 7.zip.html

If you have the WoWModding pack from tutorial you can jsut copy all the content of this one beside the userSettings to WoWModding/Tools/Modelviewer7 and it should just work.

54
General / Welcome to Modcraft
« on: May 31, 2013, 12:20:25 pm »

Introducing



Hello and welcome to the Modcraft community.
I will give you a short overview over a part of available resources over the course of the thread.

Please read the entire post and have a look at the provided links. We are here to help, but it is really frustrating if questions about common problems are asked repetitively. So please help us to help you and read on <!-- s:) -->:)<!-- s:) -->

If you have no idea about "WoW modding" at all, please look at this:
<!-- l -->viewtopic.php?f=78&t=712<!-- l -->


The moderators



This people are here to manage that it works all well and help that everyone finds his way into our community.

Ascathos
MountainLion
Schlumpf
Steff


The Modcraft Tutorial



If you are interested to start with modding, we have a tutorial series to get started.
Previous experience will greatly help you here. If you have none, start with the tutorial, than work your way up based on here provided content.
It will prevent you from doing many mistakes and will make it much easier for us to give you support.
There are also several translations of the basic tutorial - some more completed while others are less. The translations were provided by members. A big thanks for this at this point.

<!-- l -->viewforum.php?f=78<!-- l -->


Noggit manual



There is a manual for noggit in our wiki. We added many functions and shortcuts to noggit over time, so take a look at it.
I think there will be some stuff you did not know and it might save you time in your work.

<!-- l -->wiki/index.php5?title=Noggit_user_manual<!-- l -->

If you find wrong information, feel free to fix them. It's a wiki and every modcraft user can edit it.


Board structure



The modding area of the board contains several sub-sections that are dedicated to different parts of WoW modding.
Read the description to find out where to post. All of them have the same sub- board structure.

Main Board
> Showoff - Show your work. What have you done yet ?
> Tutorials - Guide towards something. How is it done ?

The main board is always there to asking questions about the particular area.
Feel free to ask, but keep in mind that we cannot help you if you don´t provide enough information.

  • What exactly do you want to do?
  • What have you done yet to get things working?
  • Do you have any error or log files you could provide?
  • What tools, server and client version do you use?

A good title and tag is a great way to start.
And if your problem is fixed, please mark it as solved!


Resources



In the board resources you find many applications and stuff to download to mod WoW. The overview post gives a great list to start from, including a number of tools and names.

Overview > <!-- l -->viewtopic.php?f=59&t=784<!-- l -->
Resources Board > <!-- l -->viewforum.php?f=59<!-- l -->


Get in contact



Beside the board, we also have an IRC channel on quakenet.org where you can chat with us.
Would be nice to see you there. Just join the channel #Modcraft.

For questions on IRC / Quakenet, see their FAQ.


If you have questions to me you can also contact me in Skype.
Skype Name: project.modcraft


Ranking on Modcraft



We have no reputation system because it leads more often than not to no valuable result.
We have some ranks you can only get manual by a moderator, though.
These ranks are given depending on your posts and their quality.

Contributor: You help other users with useful hints. Posting "trash and useless comments" will not help here. Useful help and constructive critics will lead to this rank. You are becoming colored blue then.

Advanced artist: You posted several screens that show that you are able to create nice modding content like build or models. You will get orange.

Scripting master: You code some useful tool and release it here or show that you are a experienced wow related coder. Like C++ scripts or Lua/XML stuff. You will get purple.



And thus, you've reached the end! <!-- s:) -->:)<!-- s:) -->
Thank you for reading all of this and have a good time here on Modcraft.

Steff

55
MesoX: Well, the first thing to decide is maximum level and how will people get it.
Deep6ixed: Agreed
Steff: I thinked about this some time now
MesoX: Will be maximum level based only on experience, as it is in normal wow? Or will player need to make some skills, get some spells (not from trainer) first before he can go on?
Steff: I think to much levels are stupid.
MesoX: well, I guessed 10 is enough, but well, some guys wanted 20 and it seems to be ok for me
Steff: But you can use them to seperate heigher leveled ares from lower once. On the other side waht give us levels
Deep6ixed: I think beyond that we should start on a standard for game design and content.
Steff: Some palyer stats rais up
MesoX: well, you can do 1 area = 1 level
Deep6ixed: I was thinking quests and no xp from kills
MesoX: when you will do all the quests in certain area, you can level up
Steff: And what the player do if he reached max level. Or other how will we then add story
MesoX: Well, I would go for max level 10 for now and we can later raise it
Steff: If we dont use levels and jsut power up player with stat rais during training and skills we can seperate reagions with special items quests and skill levels
Steff: But then we will stay in same problem like blizzard
Steff: every new patch will rais level
MesoX: well, whole wow is based on level system so we should at least use it too
Steff: Why ;)
Steff: Its an discussion to find aly points ;)
Steff: what do levels do?
Steff: ow?
MesoX: sec, longer post is coming :D
Steff: Oh Oh ;)
Deep6ixed: Why raise levels on expansions?
Steff: Why rais before
MesoX: Level is simple way to measure player -> I would vote for having only few levels and that players must gain some kind of skills, do some quests, gain some abillities ( I guess we don't want all the abillities to be taken from trainer) before they can get level up. When we will remove level indicator, we will still need to find another measurment indicator for all players to seperate them.
Steff: Wait til Mesox posted
Steff: for all players to seperate them.
Steff: Seperate for what
Steff: Wat do levels do now technical
MesoX: for zones, battlegrounds, available quests, current status tracking and so on
Steff: on level up you gain skill points
MesoX: I don't wonder about such things now
Steff: you can make zones pending on itmes because we use portals
MesoX: I talk about levels at general
Steff: you can quests depend on titel?
MesoX: yes
Steff: The question is can we not just use other stuff beside level to do it
Steff: Or can we hide level and dont do such much progress in stats so we can use level again for things
MesoX: sure we can, but then we will just blindly exchange level for some other "skill indicator"
Deep6ixed: Look at the condition table in the database, you can make quests conditional on drunkness level
Steff: Ok funny ;)
Deep6ixed: I agree with MesoX, as my post online played out
Steff: The question is simpel. Waht brings us the levels and what problems the do make
MesoX: ok let me answer it
MesoX: It's up to US, how, when and why will player get new level -> we can limit it to skills and so on -> good thing on this is that WHOLE WoW interface already uses level indicator, if we don't use it and create own, what's the advantage of it? At the end, even if you remove levels and you will measure player's real skill, you will make some kind of "skill indicator" fromm all these values, so you can measure players with it -> and that's the same how level indicator works in most RPG games (not in wow)
Deep6ixed: Did you read my gameplay ideas on the forums
Steff: Why i have to measuer players.
Steff: Excuse my hardnes ;)
MesoX: np, - as i already told - i guess we will want to make them fight against, so for PvP you will need to measure them
Deep6ixed: Cause if you don't, they will find a way to do it themselves
Steff: for bgs for example
Steff: Yes thats a point
Steff: Because for PVE you dont need to measuer them
MesoX: if you dont measure them, you will then make just new player fight against skilled pro player?
Deep6ixed: No levels also would make PvP highly unbalanced
Steff: Yes and only pvp
Steff: Thats why i dont get the point I am no pvp player ;)
Steff: I did 3 fights my full wow life
Steff: boring
Steff: So i only thought in pve boarders
MesoX: 1. Thing is that every player is happy when he reach something new. So every level is kind of gift for him
Steff: And there i can use story items skills titels to manage the gameplay road
Steff: I always find levels stupid. Did you ever get a level up in rela life
MesoX: isn't easier to give them levels instead of titles, items and so on?
Steff: As rp player the nerved me a long time
Steff: Loved that dsa4 killed them ;)
Steff: Yes but its nicer for good story telling
MesoX: but RP is something different
Steff: You can now access this ruin because you are level 3
Steff: wow
Steff: M)
Steff: ;)
MesoX: look, you still get levels as they are in WoW
Steff: You can now acces this ruin because you found the wisdom stone of opening
MesoX: but we can do whatever we want wit hthem?
MesoX: without "?"
Steff: Yes i understand your point and we need levels to have a seperation of players for PVP
MesoX: I also understand your point of view, just I don't understand why to remove them off
Steff: we can do levels even 10 or 20 but the only thing we should do is NOT rais the body atributs so much
Steff: What do you thunk
Steff: think?
MesoX: That's what I am trying to tell you all the time
Steff: My thin is we set max level to lets say 10
Steff: Now we build all the story and cotennt and players get 10
Steff: Now we want to extend the game
Steff: Waht we do now
Steff: We have no more levels left
MesoX: it's up to us, what we will do when player levels up. You can even don't give any skill points, any talent tree points nor any HP boost or so
Steff: now we have to implement the new sutff without them
Steff: That was my thing in mind
MesoX: Steff but it's called progress and this happens in every RPG game ;)
Steff: Yes and every RPG game die if endgame is reached
MesoX: if you want to make clear RP online game, then rip off whole PVP, all those things and you can turn of levels
Steff: No i dont wont to do pure rp only game
Steff: Its also stupid
MesoX: well then lets make levels infinite!
Steff: Hate such we do rp server without any other mechanism
MesoX: :D
MesoX: and the true is that if we don't measure players in some way, they will find how to do it themselves ;)
Steff: The thin is to think about it and perhaps find some other way beside the system others have already done ;)
Steff: they will find how to do it themselves
Steff: And that meens then what ;)
Steff: Still wait for first strike ;)
MesoX: I would rather do such measurment system myself, so we can use it for our advantage

56
Noggit / Noggit tester
« on: May 25, 2013, 11:06:43 am »
I have done a change on UID setup and I need some test before release.

So I search some guys that are able to test this.

You need to:

- Be able to analyce UID with hex or fileinfo.
- Know how UIDs work.
- Have some test files with UID problems.

If this fits to your profile, please contact me on a messanger.

57
Noggit / Modelviewer for noggit
« on: May 24, 2013, 12:27:33 pm »
I had some search and found this version of MOdelviewer
Its can

Be used with noggit to add models
Load custom patchas and show this way converted cata and mop models
Have a working search function,

Just replace the one you still ahve in your WoWModdingFolder with this and copy the settings file again from the tools/DriveLetters/ folder.

http://www.file-upload.net/download-763 ... 7.zip.html

58
Builder Team / Server downtime on Saturday
« on: May 16, 2013, 09:26:11 am »
During later saturday afternoon, the server will have some donwtime because of a security update of the kernal.
I expec it will not take to long.

Steff and Hanfer

59
Miscellaneous / MyDBCEditor type
« on: April 07, 2013, 04:05:57 am »
Is there any way to also change the types of cols?
So I can edit all the language cells in my DBCs.
The profile.ini seams only to set the name of the cols.

60
General / The nut of the week :)
« on: March 15, 2013, 02:18:39 pm »
As there are so much stuff not realy working and sometimes a pain in the ass during developing a server, I want to start a weekly community work thread. The goal of this is to get every week some point that dont work easy documented in WoW Dev wiki, if informations are missing and after we get it to work create a new Tutorial explaining this point. I will write the tut at the end. We only need to collect the informations in a Thread. I will open one for every nut and we can start to get it cracked ;)

Also if you have points just add a post in here to get them all listed. I will creat then a big list and we can get over all points.

We should also find the most easyest way with less scripting needs. Meens if you can do portals full in DBCs we should not use scripts for them.

Ok first Nut

- Ship and fly routes : viewtopic.php?f=2&t=4160

Done Nuts


Upcomming Nuts

- Create full custom 2d map system and link to own maps.

Pages: 1 2 3 [4] 5 6 ... 12