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Messages - Eatos

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31
I have done that a long time ago, and yes not through db,,,, i have used table and simple switch :) connected on hook...

Now what i want to work on is to replicate the blizzard system in cataclysm, which is you learn your spells on level up :)

32
Development and Presentation / Re: [PROJECT] [WIP] Community Launcher
« on: February 24, 2012, 03:32:17 pm »
I am an Old Delphi programer and this issue i have solved on very simple yet effective way...
For Auto Patching i made it a launcher on load check if file on the site, which players download it, is changed or modified and it is bigger then current one then start downloading it, if it is not open wow...
And for downloading i used a simple function that is in all windows :)

33
Quote from: "Ulec"
Quote from: "Eatos"
If my first idea didnt help you you could edit effects of spell you have made.Set effect1 to 132
and effect value number of sound id you want to trigger

That cuts lots of extra database for me yet it doesn't seem to be working for me.

You're talking about columns 72 and 73 in Spell.dbc, right? I've assigned the value of 132 to the 72nd column, and the SoundEffectID to the 73rd. Yet it doesn't seem to be working. Any idea why?


No...Wrong Fields are you using.
Ok in Tallis
Column 71- set to 132 (Apply Aura Play Music)
and Column 110 - set it to your soundid ( Effect1 Field )

And there you go :)

34
Lol...That can be achieved on 2 ways:
1) Using db table playercreateinfo_spells
2) Using script with hook on new character :)

Not something hard to do XD

35
If my first idea didnt help you you could edit effects of spell you have made.Set effect1 to 132
and effect value number of sound id you want to trigger

36
well you can code spell to play a sound :)
Regardless of the core you are using you can make a empty dummy or scripteffect spells that all what will do is trigger sound
like
case spellid:
   p_caster->PlaySoundToSet(soundid);
  break;

37
Currently my map is controlled through 2 dbc files.
AreaTable.dbc and WorldMapArea.dbc
with AreaTable.dbc it is also connected Map.dbc just pointing out for name
 In Map.dbc for EmeraldDream it has 1397 id from AreaTable.dbc
so question do i need to add coords in that table or to add core in WorldMapArea.dbc

38
And that is what i need to know how? what coords and where to add.

39
Development and Presentation / Re: Exodus - Myths and Legends
« on: February 13, 2012, 04:55:47 am »
So yesterday was first annual year how i have been working on this Project...What can i say i am really proud to see what i have achieved so far :) I have seen that when it comes to creativity anything is possible so lets celebrate it with few pictures and screens :)
So enjoy in slideshow :)
http://www.exoduswow.com/Sliding.html

40
The Problem is i want to make it as worldmap into Emerald Dream :) and you can say first 30 adts
Now first time when i tried to make it it wasnt working well only in one place it could show me walking but now it doesnt work at all :S

So basically in this red square i want map to be displayed :D

41
Currently for sometime now i have been working on project whose name is Exodus.Exodus is based on mythology , ancient mythology.Now i have managed to create map and i know how to get it into game.But the problem is it doesnt want to show it.

42
Showoff - what you are working on / Re: [SHOWOFF] Custom Holiday
« on: September 20, 2011, 04:50:17 pm »
Nice going. On this way you can notify people when events are being active :)

43
Tutorials / [TUTORIAL] Custom Titles
« on: September 13, 2011, 10:44:07 pm »
Here is one quick and easy tutorial how to edit dbc files.In this lesson you will learn how to make custom titles.Max time needed for this operation is 2-5 mins.Well sometimes more if you dont have inspiration for titles names.

What we will need to modify is CharTitles.dbc fpr arcemu core/Trinity or MaNGOS

Now some cores different handles titles it.In ascent based cores it is located in player.h and in Trinity and MaNGOS it is in player.h but for some cores you dont need to modify that .

We are going to use only Tallis for this edit.

Lets start by opening CharTitles.dbc in Tallis
You should see something like this


Now lets define some things.
in field one is id of title
field 2 - Unknow pointing somewhere serverside
field 3-36 Title name
Here will stop a little.
If you want to have title name like Eatos the invincible i mean name then title you should write this
%s the name of title,
If you want to have title name like Keeper of the Night Dreams, Eatos
you should write here
the name of title %s.
field 37 is drop by name id.
When you press on your characters to see what titles do you have.
You can write here next number after the last blizzlike title id

No in Taliis editing is a bit different and what we are going first to do is to press right click then clone selected raw?
And you will have 2 same titles with same id 177 Wrathful Gladiator.....
Now change the new created raw first column to 178 and last column to 143 like this



Now go into strings column and add your title name.. like this then press on green square + and remember id of your title name..


Now back to table 2 where we are going to edit our title name
Go to 3rd column and change number of your title name in my case 2491.And to the same procedure for column 19.



Now save that on desktop as CharTitles.dbc and then open Ladik MPQ press on new archive, name it as patch-4.MPQ or any other number
then press on new folder
name it as DBFilesClient and put your newest created CharTitles.dbc in it.Also Copy CharTitles.dbc into your server dbc folder.

Now go to core and open player.h
Scroll down until you find Titles then do this like me


For MaNGOS and Trinity this is done through bit values so you will need to use math and you will need to do math for all titles then your last one like 2^178-1.

Lets now edit the core for this title open player.h and look for titles.
Write here like this

Compile core and you are done.

44
Tutorials / Custom Cinematics
« on: September 12, 2011, 03:29:49 am »
Ok so few days ago i have made this to work and available and now i will share with you.The complete process is easy and it shouldn't take you too much time, well it will take you if you have slow pc like mine :( for rendering videos.

Ok so lets start.The things we will need to edit to make this custom cinematics to work are following dbc files and yes core :
 FileData.dbc ,Movie.dbc, MovieFileData.dbc MovieVariations.dbc and CharacterHandler.cpp (on some cores ) + Extended Script or just change packet

Now i keep using Taliis for this kind of job so i would suggestion you too to use it.Open all dbc into it and have targeted FileData.dbc
As you can see there are 3 columns
0: Id -> which point to third column in MovieVariation.dbc
1: Name of the avi
2: Expansion flags if we can say like that
Now edit it and insert your own .avi informations
Like me
id for 1 higher
name as you can see it is Preview.avi
and in third column leave it as 14.


Now open Movie.dbc
first column is id of your movie, pick any number i have 20 and 21
second column is full path to your movie *Notice you can store it anywhere as long you include it into patch*
third column volume of the movie  i guess? for each record is 100 so i have left that at 100



Now open MovieVariation.dbc
As you can see there are 3 columns but what do they mean? o.O
first is random number pic any number that you want
second column is ID-(First Column of Movie.dbc)
and last says if movieid for moviefiledata-> which points to resolutions and location of the movie.Put here 1 higher number or two.



Now last Open MovieFileData.dbc
 Here we have 2 columns
First Represent ID ->(MovieVariation.dbc column 3)
second resolution of the movie it self 800 or 1024 so if your video is rendered in 800x600 then put it 800 if it is 1024x720 then put 1024.



Now we have finished editing of dbc files, but how we are going to see that movie in game? For that we need first to remove Cinematic Sequence check in core.For this most cores have this implemented in CharaterHandler.cpp
so go there and search for something like this
if(plr->m_FirstLogin or  search for SMSG_TRIGGER_CINEMATIC

For TrinityCore replace this in CharacterHandler.cpp
Code: [Select]
   //Show cinematic at the first time that player login
    if (!pCurrChar->getCinematic())
    {
        pCurrChar->setCinematic(1);

        if (ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
        {
            if (cEntry->CinematicSequence)
                pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
            else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
                pCurrChar->SendCinematicStart(rEntry->CinematicSequence);

            // send new char string if not empty
            if (!sWorld.GetNewCharString().empty())
                chH.PSendSysMessage(sWorld.GetNewCharString().c_str());
        }
    }

with this
Code: [Select]
if (!pCurrChar->getCinematic())
            pCurrChar->setCinematic(1);

Then search for
Code: [Select]
 if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
and replace it with this

Code: [Select]
if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST))
    {
        pCurrChar->SendMovieStart(put here id of your movie or any other movie in wow :D);
        pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST);
    }

And Also for Trinity and MaNGOS you will need to remove cinematic.cpp from project and from scriptloader

Now for Arcemu and ascent based emulators you will only need to do one thing
go to CharacterHandler.cpp and search for
Code: [Select]
if(plr->m_FirstLogin)
{
uint32 introid = plr->info->introid;

OutPacket(SMSG_TRIGGER_CINEMATIC, 4, &introid);

and replace it with this
Code: [Select]
if(plr->m_FirstLogin)
{
/*uint32 introid = plr->info->introid;

OutPacket(SMSG_TRIGGER_CINEMATIC, 4, &introid);*/

Now we will create a one easy script just to send a SMSG_TRIGGER_MOVIE packet and using hook it will trigger it on character creation :) Dont forget also to put all cinematic sequences in db as 1
so here is a little command for that too

Code: [Select]
Update playercreateinfo set introid =1;
Now for Script you can use this
Code: [Select]
#include "StdAfx.h"
#include "Setup.h"

void OnEnterWorld(Player* pPlayer) //when player enters zone
{
    uint32 movieid = 20;
pPlayer->GetSession()->OutPacket(SMSG_TRIGGER_MOVIE, 4, &movieid);

}

void SetupOnEnter(ScriptMgr * mgr)
{
mgr->register_hook(SERVER_HOOK_EVENT_ON_FIRST_ENTER_WORLD, OnEnterWorld);
}

Add it and compile it inside the core :)

And after all of this you should have something like this just your video playing in game :D

[youtube:3s7i3krv]http://www.youtube.com/watch?v=93lolWafx6g[/youtube:3s7i3krv]


Some people are having troubles getting right codec for video.In that case i will add additional information how to convert it.
First download newest ffddshow and xvid codec pack.Then download total video converter.I can not post here a tpb link but i am sure you can find it ;)
Then start it and drag your video on it, or press on new task.


Then once you have selected it select a format you want to convert in.In our case avi, using XVID AVI.


Then press on advanced and go to profile ->settings
Then go to Video Option and make sure xvid is selected for codec


And after that press ok, apply all settings and press convert Now. Wait until it is finished and you are done ;)
Make sure it is in right location
Interface/Cinematics/yourvideoname.avi


Oh :D Dont worry i havent forgot about rendering and using proper codec for this video. For your video to be played in wow you will need to convert it using xvid codec.Now idk too much what program to use but i have used Total Video Converted and it worked fine as you can see.Dont forget to install lastest codec packs from ffddshow and just in case install xvid codec too :)



-Eatos-

45
Showoff - what you are working on / Re: [SHOWOFF]  Custom Achievements
« on: September 12, 2011, 02:22:31 am »
If i find more time i will do tutorial for this :)

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