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Messages - spiderwaseem

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31
Recruitment / Re: [TrinityCore 335 Eluna] In-Game Item Store
« on: January 24, 2016, 07:15:00 am »
Bump!

32
Recruitment / Re: [TrinityCore 335 Eluna] In-Game Item Store
« on: January 21, 2016, 07:33:29 am »
Bump!

33
Recruitment / Re: [TrinityCore 335 Eluna] In-Game Item Store
« on: January 16, 2016, 05:20:12 pm »
Quote from: "Kaev"
http://modcraft.io/viewtopic.php?f=60&t=9390&hilit=AIO

AIO is what you are looking for. It allows server -> client communication via Lua addon.
So someone with AIO experience would be your perfect guy. :)

Thanks!
I can ask Rochet too if he'd like to take part in this project himself. :)

34
Recruitment / [TrinityCore 335 Eluna] In-Game Item Store
« on: January 16, 2016, 01:04:13 pm »
Hello everybody!

Lately I've been thinking of some new ideas and I thought of creating an in-game item store. I don't have the knowledge to do so on my own, so I decided to recruit new developers just for this one project. If the job's well done, maybe future projects too.

The Idea & Design
There would be a simple button placed in game and on your character selection screen that opens an in-game UI (all working) item store. It would be simple where there would be 3 Panels.

 - [Panel 1] | This is the panel placed on the top of everything (like the top of your browser). This panel has a "X" button to close the in-game item store, and also on the far-left of the panel (which is the top-left of everything), you'd have something that informs that user of how much DP/VP the account has in total.
 - [Panel 2] | This panel is placed on the left-side where you can select which topic/category are you shopping in. Ex: Mounts, Weapons, Armor, Off-Sets, etc...
 - [Panel 3] | This panel is the main panel that's placed in basically the center of everything (except there is no right panel, so Panel 2 is basically in the center/right). Once you selected your category to shop in, you can select a class in Panel 2. Once a class has been selected, all items that are class-limited/specific would be shown in the same Panel 2. Which is most armor/weapon/off-sets would be class-specific. You can also pick "All Classes".

In short words, you'd have 3 panels...
Panel 1 is a simple heading tab that closes the item store and shows your account's VP/DP.

Panel 2 controls the category to shop in.
Panel 3 displays all the items based on the category and selected, if selected.

Image of the general idea:


So far, all I have is a clickable icon that represents the item store (highlighted when hovered on):


As far as I see, this would require a lot of client-side lua/xml.
Possible, or most probably C++ for a little, but I'm not sure in total what this would require.
So I'd say if you think you can help or contribute to this project somehow, then by all means, feel free to contact me (contact info below).

For the most part though, I'd expect it requires lua, xml, C++, and since I have an eluna-TC core, if server-side lua is required, that wouldn't be an issue.


If you're interested in this project, please contact me on my Skype: Waseem9116
We can discuss payments too, if required.

Thank You!

35
Miscellaneous / Re: [QUESTION] [WotLk] Character Select Background UI
« on: January 15, 2016, 06:17:01 pm »
Bump

36
Miscellaneous / Re: [QUESTION] [WotLk] Character Select Background UI
« on: January 12, 2016, 07:18:43 am »
Quote from: "schlumpf"
Nothing of this can be in FrameXML.

Yeah, I didn't see anything.
If you could provide any help to the original thread though, that would be greatly appreciate.

Thanks.

37
Miscellaneous / Re: [QUESTION] [WotLk] Character Select Background UI
« on: January 11, 2016, 05:51:22 pm »
Quote from: "Ghaster"
Try looking into the death knight related changes (buttons and backgrounds) and just clone that.

I've looked around, however, I can't find it anywhere really.
Maybe it's a client-limitation?
I've looked mainly in GlueXML. Let me take a look at FrameXML, however, I doubt it's there either.

38
Miscellaneous / [SOLVED] [WotLk] Character Select Background UI
« on: January 11, 2016, 09:15:47 am »
Hello everyone!

I'm trying to add in a new background for my new class, Demon Hunters.
I was able to add in their background for my Character Creation and it looks fine (image below).



However, after creating the class from char-creation, it ends up looking like the race's background instead of the new class background (image below).



In GlueParent.lua, doing this alone (code below) doesn't do anything:
Code: [Select]
if ( name == "DemonHunter" or name == "DEMONHUNTER" ) then
name = "DemonHunter";
end

I decided to look at a reference and looked into EoC from Stoneharry's release (credits to him for the following code).
He's put in CharacterCreate.lua the following code under the function "SetCharacterRace(id)":
Code: [Select]
-- Set background
local backgroundFilename = GetCreateBackgroundModel(faction);
if CharacterCreate.selectedClass == 11 then
backgroundFilename = "DEMONHUNTER"
end
SetBackgroundModel(CharacterCreate, backgroundFilename);

if faction == nil then
faction = "Alliance";
end

It seemed to work fine for only the Character Creation screen, not the Character Selection.
(I understand why it says selectedClass == 11 | So no need to go over that).

I tried copying that code and changing where it says "CharacterCreate" to "CharacterSelect", but that just makes the background not show anywhere at all.

Any ideas on what the code should be, and where in specific should it be added?
All I'm trying to do is add in a custom/new background for a class. I'm capable of adding it only into the Character Creation screen only with the help of Stoneharry's code. However, the Character Select screen, I'm not aware of how to get that to show there, for class-specific only.

My class is only available to Blood Elves and Night Elves. Class ID = 12. selectedClass would = 11 because it's the 11th class displayed on the character creation screen.

Any help would be great,
Thanks for your time!

39
Serverside Modding / Re: Disabling Races - Replacing Races
« on: January 11, 2016, 09:13:19 am »
To disable a race from being playable, edit 'ChrRaces.dbc' and set the first column to 0.
Disabling a race's icon to be grayed out, edit 'CharBaseInfo.dbc'.
Simply go down to the race ID and remove it from all classes. It goes by 'raceID, classID'.

To completely take out the race icons themselves from the Character Creation screen, (I think editing ChrRaces.dbc should do that, but I'm not sure, so keep reading...), you'd need to go into your patch files to the following path: InterfaceGlueXMLCharacterCreate.xml.
Within that file, you can remove where the icons are at.
I'm not on my home PC, I can't see the files atm to tell you exactly how it would look like and what exactly to edit.
When I come back home, I'll edit this post with more information.

40
Recruitment / [Anarchy-WoW] Staff Recruitment | GM & Dev
« on: December 22, 2015, 10:12:32 pm »

41
"Retro-Porting" / Re: Issue with model
« on: November 15, 2015, 11:55:50 pm »
I can't tell you how many times I faced this issue over the years...
I always forget to edit a DBC file or two. I think you did the same.

You would need to edit all of the following:
CharacterFacialHairStyles.dbc
CharHairGeosets.dbc
CharHairTextures.dbc
CharSections.dbc

And, I believe that's it.

Hope this helps.

42
Recruitment / [LFM] Animators (To create WoTLK-like cinematics)
« on: November 15, 2015, 11:46:36 pm »
Hello everyone.

I'm looking for Blizzard-like animators (such as the WoTLK cinematics, not the recent high-quality WoD+ cinematics). Don't be mistaken, I'm not referring to the client-side work needed to add in a new cinematic. I'm referring to creating the animated video itself.

The cinematic video will end up being around 2 - 3 minutes long. Nothing very long.

This would be a payed job. I can only support payments by PayPal. Payment will only be paid after the work is complete. The amount (in U.S Dollars) for the payment will be discussed.

If you're capable of doing such things, please do contact me on Skype.
My Skype: Waseem9116


Regards,
Deathorous (a.k.a spiderwaseem).

43
Showoff - what you are working on / Re: [Showoff] Frogloks?
« on: October 31, 2015, 09:21:13 am »
Quote from: "flagg78"
feel free to pm me. i dont mess around to much with thier story lines much. i will give them a little intro on the selection screen and they are right now starting in the drenaie area. i dont have the time to make a whole new starter area. i never spend long in them any way lol.

I PMed you a while ago (last year I think), and yesterday too.
However, you never reply.
Once I also found you on Skype, but then you never added back, nor replied to my messages.

My Skype: Waseem9116

I also PMed you.
Thanks.

44
Miscellaneous / Re: [TrinityCore] Max Level over 255?
« on: August 24, 2015, 02:31:39 am »
I'm sure making your level over 255 on TrinityCore is hard af.
But in ArcEmu,  I remember there was this repack where through the configs, I could easily set the max level to whatever I want it to be.

45
"Retro-Porting" / Re: [QUESTION] Fel Demonform model problem
« on: August 10, 2015, 02:08:42 pm »
Quote from: "Смердокрыл"
Quote from: "Nupper"
It must of been a converter issue.
I did not convert anything. I just extracted the model from a MoP clietn and made a patch with it.

This could be your issue.
If your going to use an MoP Client's content (especially with M2) for a different WoW version, you need to convert the M2 to the right WoW version you need it to work on.

Also, if I may ask, what is the model called?
What's the M2 model called?

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