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Topics - Zorak

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1
Level Design / [Classic] [QUESTION] Noggit version suggestion
« on: August 31, 2016, 01:39:49 pm »
Hello,
I work on a project which involves old vanilla 1.12.1 map editing.

Now, I have some megapatch with ported things from cataclysm. And here is my problem:

As this is an old client, all ADTs must be in old MCLQ data format.
As far as I know, this can do nogit 1.2 SDL.

As theese are new models, they require ... ehm ..stable noggit

Under Noggit 1.2 SDL, I am not able to add models like gilneas houses, it throws some referencing M2 error (doodad) and noggit crashes.

Code: [Select]
M2 Problem 15:WorldExpansion03doodadsworgenitemsworgen_keg_01.m2, size: 19808 - 15
46073 - (errorHandling.h:64): [Error] There was an exception of type "SIGSEGV"
"Invalid storage access; most frequently caused by attempting to store some value in an object pointed to by a bad pointer. (Segment violation.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.

Under Noggit 1.4 SDL, I am able to add models without problem. But ... Noggit 1.4 saves ADTs in newer format, as I know.
Just for testing purposes, I tried to open my edited ADT with a house in Noggit 1.2 SDL ...
For my surprise, adt was loaded and the house was still there. Tried to re-save in hope it will save the ADT in older format ... but in game, it throws

#134 CMap::SafeOpen() failed CMap::SafeOpen() failed worldwmoazerothbuildingsgilneasgilneas_house_a.wmo

Other funny thing is, that once the adt is opened and saved in Noggit 1.4, from now on, on that continent, I am able to add theese models in Noggit 1.2 as well without any error, but when I switch to other continent and try to add the same model, the model referencing error occurs again.

So:
Does exists Noggit in some version, that allows to spawn CATA models and saves ADTs in old MCLQ format required by old client?

And second question, that comes to my mind while writing this - is it even possible to make theese newer model work even in such an old client?

Thanks in advance

2
Hello,
I am trying to modify some of the interface stuff in Vanilla wow 1.12.1. When I export original XML file and add it to my custom patch in original form, it works, it means, the file is loaded.
But when I try to edit something  - and it can be anything, like only a dimension, or some X/Y positioning, like from -519 to -700 - the game crashes telling me my login files are corrupted.

As far, as I know, for wotlk, we need to have a modified exe, which allows us to use those modifications. So - is there anything like this for old vanilla? Or other way, how to mod those things?

Thanks a lot :)

3
Noggit / [QUESTION] [Classic] Nogitting in Vanilla - looking for tool
« on: August 10, 2016, 12:36:27 am »
Hello,
I would like to start moding a vanilla client 1.12.1.
I saw some map ports (like wod maps) into a vanilla server, so it seems to be possible modding this client.

Now - I am at startline right now, testing some tools and ... found, taht it does not work, so I am looking for a help here.

I have found some Noggit in version of 0.5.X(something), which is sadly only like a map view tool. It has some basic terain edit tools, but it has not any tools for manipulationg with game models.

So - I got an idea - knowing noggit for wotlk works pretty well, I tried simply editing WotLK ADT - simple building removal - and I have added this modified ADT into vanilla client in hope that the adt are the same from beginning of vanilla. - It crashed the client.

So - Try number 2 - Now after editing, I had that modified ADT in work directory. A deleted it and replaced with ADT freshly extracted from VANILLA client - so at next noggit startup, it loaded an onl vanilla ADT. I removed that bulding for testing purposes and again, I have added it to a separate patch into vanilla game .... and it crashed again...

So as a result, I believe, that the ADT are not the same and the coding of old adts are different from vanilla client....

So, my question is simple - are there any fully working noggit versions for vanilla?
Are there any alternative ways, how to actually mod vanilla client?
Are there any other way, how to use wotlk client and newest noggit for modifying a vanilla client? (rather will be moving vanilla map files into wotlk than building map in old noggit, because it is ... I dont know, like trying to build termonuclear power plant with stone hammer)
Is there actually ANY way, how to do that?

Thaks a lot :)

4
Serverside Modding / [QUESTION] Help with character screen (lua)
« on: March 06, 2014, 01:23:24 am »
Hello,

I am trying to create some "special" screens for my small wotlk project.

Now I am stucked with Character create screen. I have found some patch with Pandaria character screen for wotlk client. It is great for me, and it is working well too ...  almost.

Where is the problem? I cannot create female orc. This is the only thing, which is not working, but I need to get it usable.

I tried to go through the code myself, but I didnt find any mistakes, or missings (everything is written in general, nothing leads only to orcs - except some icons)

So once again .. swaping other races/genders is working. But only orc icon wont chage anytime (even if other icons are female), and clicking on or icon will automaticaly swap all to male. And as orc, Female gender button doesnt work.

So, is anybody here, who knows theese lua scripts in general and who could help me?
Here is the whole patch (I was unable to load only the lua file, modcraft is blocking it, cause some forbidden words are included in code :( )  https://mega.co.nz/#!yFElEIJR!-Fnb5p...REjkJ0jBMupl6k


Thanks a lot :)

5
Serverside Modding / [QUESTION] Opening/Closing door system
« on: September 07, 2013, 01:01:48 pm »
Hi there,

I would like to ask, if someone has some experience with creating door system. I saw (on another server) doors, which were able to just open on one click, and on second click close itself, no matter who clicked on them (one player opens it, another closes).

I tried to go through the code, but even if I am able to understand the code in general, I am not able edit it.
Now, there is a timer, which closes the door in time (which is load from object's record in DB).
After the timer comes to zero, it resets the door (closes).

Maybe, I would be able to edit it myself, but I cannot find any click function.

now it is something like

case GO_activated (but it says only IS activated, not HOW)
> if door with the right activate state
>set timer
>reset door

but I need something like

if activated
onclick deactivate
if deactivated
onclick activated



So, is here somebody, who is willing to help me?

I am uploading the source file now. If you go CTRL+F "door" (od "DOOR" if your editor need exact letter), you will find any functions attacched to this problem.



Thanks a lot :)

[attachment=0:1s0flh33]GameObject.cpp[/attachment:1s0flh33]

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