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[SOLVED] Custom Dungeon Modification
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Topic: [SOLVED] Custom Dungeon Modification (Read 8508 times)
instig
Registred Member
GM Isle Explorer
Posts: 24
[SOLVED] Custom Dungeon Modification
«
on:
October 23, 2014, 12:20:49 pm »
Hi,
I have a question regarding converting an existing dungeon from Normal to Heroic mode. In this example, I will use Ragefire Chasm and Utgarde Pinnacle.
Overview: whenever you enter a dungeon, you see a red banner at the top, under the mini-map which shows the total amount of players in the dungeon. For example, Ragefire chasm will display the number '5' on normal under the red banner; Utgarde Pinnacle will show the number '5' along with a skull underneath it, to show it is heroic.
I have converted Ragefire Chasm to Heroic, so I enter the game, change the difficulty to heroic and enter the new dungeon, and I now have an heroic dungeon with a blank map.
Question: when I enter this heroic dungeon, the red banner at the top displays the number '0' , while still displaying the skull underneath, representing it is heroic. How do I change this number '0' to represent the number '5', similar to other heroic dungeons, such as Utgarde Pinnacle Heroic?
Thanks for the replies!
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Last Edit: January 06, 2015, 07:40:34 pm by Admin
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: [QUESTION] Custom Dungeon Modification
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Reply #1 on:
October 23, 2014, 01:00:44 pm »
Quote from: "instig"
I have converted Ragefire Chasm to Heroic,
This is the part where "how?" is the relevant question, as you obviously did something wrong here.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
«
Reply #2 on:
October 23, 2014, 02:04:29 pm »
Hi there,
My apologies for not clarifying further.
Essentially, I have went into my MapDifficulty.dbc and essentially copied the Normal version and then changed the difficulty in the next column to 1 (illustrating heroic) from 0. So now I have two maps with Ragefire Chasm; one for normal and one for heroic (0 and 1).
I do not know the full details of what I have changed, as I don't currently have access to it.
I want to clarify further that, the dungeon does work. I can add creatures, objects, etc. I can change the difficulty to Heroic mode and I am able to enter, with a blank version of the dungeon. However, I am wondering why the heroic version of Ragefire Chasm displays the number '0' instead of the number of players '5'.
EDIT: I have also added the MapDifficulty and Map.dbc files into a custom MPQ patch file. It is currently added in the game, so that is not an issue.
Furthermore, I have edited the access requirements in a 'mysql' database, so the heroic is definitely changed on the database side.
Not sure whether it is something done through the .dbc files or something else.
Thanks
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: [QUESTION] Custom Dungeon Modification
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Reply #3 on:
October 23, 2014, 02:14:12 pm »
Have you properly changed maxPlayers of
http://wowdev.wiki/index.php?tit ... iculty.dbc
?
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
«
Reply #4 on:
October 23, 2014, 02:20:09 pm »
Indeed. This was the first item I looked at before I even started modifying any .dbc files. A unique ID was created, the map id matches 389 (Rage Fire Chasm) and the difficulty matches 1 for the second Ragefire Chasm identity. The max players I have is 0x5 - which is a maximum of 5 players.
This has been tested in game; if more than 5 players enter, it states instance is full.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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schlumpf
Administrator
Creator of Worlds
Posts: 2967
Re: [QUESTION] Custom Dungeon Modification
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Reply #5 on:
October 23, 2014, 03:11:43 pm »
According to the interface code, that size comes from GetInstanceInfo(). I sadly don't know where that function gets the data from, but it seems not to be in mapdifficulty. Possibly that is a change in MoP though. I'm not sure here. Might also be maxPlayers from map.dbc.
Sorry, but I can't help you but to re-check all databases and all fields. :/ Also, there might be something on server side which you have not seen.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
«
Reply #6 on:
October 23, 2014, 03:49:10 pm »
Okay, thanks for your help. I will continue to check the code to identify whether that may be an issue - which I have not done before, for GetInstanceInfo() - this could be a factor.
However, if this still does not work, hopefully someone else may have the answer. But thank you thus far, for your response.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Ascathos
Moderators
Creator of Worlds
Posts: 1129
Re: [QUESTION] Custom Dungeon Modification
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Reply #7 on:
October 23, 2014, 10:48:25 pm »
TrinityCore server ? If so, make sure you add a heroic instance to the db.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
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Reply #8 on:
October 23, 2014, 11:33:38 pm »
Hi there,
When you say "make sure it is in the database" could you justify that further?
The only database I have edited, is the Access_Requirement Database. Is there any others I need to modify? This may be a pending factor in this issue.
Edit: Additional Information about Server:
Trinity Core Revision: 51f3dcd2cd54 2014-10-11 (latest)
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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Ascathos
Moderators
Creator of Worlds
Posts: 1129
Re: [QUESTION] Custom Dungeon Modification
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Reply #9 on:
October 24, 2014, 12:36:39 am »
`world`.´instance_template´, `world`.´instance_encounters´
Check those
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
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Reply #10 on:
October 24, 2014, 07:27:49 pm »
I could not identify the problem. I will give several links to my Map.dbc, MapDifficulty.dbc, World_Access Database and Instance Template, to see what you all think.
It might be easier checking these files, as I might have missed something.
Note: The dungeon I am trying to make heroic is Ragefire Chasm.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [QUESTION] Custom Dungeon Modification
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Reply #11 on:
October 24, 2014, 07:38:04 pm »
If you cannot read the above attachment, here is a written version of the files:
Map.dbc
Column 1 - 48
Column 2 - Orgrimmar Instance
Column 3 - 1
Column 4 - 1
Column 5 - 0
Column 6 - Ragefire Chasm
Column 40 - 0xFF01FC
Column 57 - 0xFF01FC
Column 58 - 195
Column 59 - 1.0
Column 60 - 1
Column 61 - 1816.75585938
Column 62 - -4423.37158203
Column 63 - -1
Column 64 - 0x0
Column 65 - 0x0
Column 66 0xA
MapDifficulty.dbc (a new row has been created for Ragefire Chasm Heroic, as follows)
Column 1 - 800
Column 2 - 389
Column 3 - 1
Column 4 - Heroic Difficulty String
Column 20 - 0xFF01FE
Column 21 - 0x15180
Column 22 - 0x5
Column 23 - Dungeon Difficulty String
Instance Template (no modifications)
Map: 389
Parent 1
script instance_ragefire_Chasm
allowMount 0
- Nothing has been changed here. Weren't sure what to add.
Access Requirement (added heroic version)
MapID - 389
difficulty - 1
level_min - 80
level max - 0
item level - 0
item - 0
item 2 - 0
quest_done_A - 0
quest_done_h - 0
completed achievement - 0
quest_failed_text - null
comment - Heroic Orgrimmar Instance
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [NOT SOLVED] Custom Dungeon Modification
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Reply #12 on:
November 09, 2014, 08:36:36 pm »
It's been a few weeks since anyone has replied.
Does no-one know what the answer is to why the banner is not showing the number '5'. Instead, the banner is showing the number '0'
Instig
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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stoneharry
Contributors
Creator of Worlds
Posts: 617
Re: [NOT SOLVED] Custom Dungeon Modification
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Reply #13 on:
November 09, 2014, 10:38:39 pm »
If you still can't solve it, a temporary hack fix would be to just overwrite the display for your custom dungeon by editing the client side interface code.
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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instig
Registred Member
GM Isle Explorer
Posts: 24
Re: [NOT SOLVED] Custom Dungeon Modification
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Reply #14 on:
November 10, 2014, 12:21:35 am »
Would you be able to explain what I should edit exactly In the server side code.
Secondly, when you mention server side code, do you mean editing the dbc files and adding a patch, or do you mean editing the code its self by going into the trinity core code and editing the cpp files?
Thanks,
Instig
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Last Edit: January 01, 1970, 01:00:00 am by Admin
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[SOLVED] Custom Dungeon Modification