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.


Messages - TheBuG

Pages: 1 2 [3] 4 5 ... 30
31
Random / Re: [BUG] Attachments are gone
« on: March 24, 2015, 11:30:40 am »
Quote from: "stoneharry"
Quote from: "schlumpf"
The main issue is that you guys want to go from "hosted by someone we don't know" to "hosted by someone we don't know", which is also why I don't even comment on "I could host it for you".
Quote from: "Skarn"
Yes, you are right. That is exactly what I meant in one of my previous messages.

Which is why I suggest a donation funded one or redoing the OwnedCore sections. A community funded one would not be difficult, webhosting is not that expensive. If nobody donates then we just make the forum db without account info public.

edit: It would still leave a few people managing it I guess, as the danger.

The hardest thing will probably be getting people to switch (back) to another website.

32
Neo / Re: Neo - A WoW Development Suite
« on: February 28, 2015, 03:00:34 pm »
Quote from: "Skarn"
Wow vanilla content is templated if you don't know. That means terrain was made after the alphamap.

The detailed work on the shape is done after the alphamap, but I'm not talking about the finishing touches. I'm talking about conceptualising. If you think Blizzard first did an entire "2D" alphamap before trying out gameplay then you're delusional. If you look at the Betas of the game, you'll see the overall shape and texturing was done before the templated textures.

And yes, we could potentionally use Photoshop for conceptualising as well. But it would simply work better if you could do it in the editor, rather than having to use other software for it.

33
Neo / Re: Neo - A WoW Development Suite
« on: February 25, 2015, 10:29:40 am »
Quote from: "Skarn"
TheBug, why not just use Photoshop for that?

Is that an actual, serious question?

A. Photoshop is a bloody 2D/Image creator/editor. It doesn't allow me to paint texture X on height Y and only on slopes with a fall off of (for example) 20 to 30 degrees.

B. It's middleware, it is an unnecessary step which takes quite some time without being able to see immediate results, which would be possible in the editor.

C. It would require me to shape the terrain after the texture. That's not how it should work, nearly every developer first creates the shape (after numerous concepts on paper and work meetings), then a couple of texture layers and the larger game objects (WMOs). Then after the basics of intended gameplay (which in terms of NPCs is possible in the editor) are working they go into detail with terrain texturing and doodad placement.

34
Neo / Re: Neo - A WoW Development Suite
« on: February 24, 2015, 11:07:38 am »
I was wondering, if somewhere down the line (like, way down) it would be possible to have a feature like height/slope based texturing? This could allow us to easily create the concept for zones, while adding the details later.

As example, paint snow inside the cursor radius but only above a certain height. Or a rock texture on a slope of 30 to 90 degree instead of everywhere.

I suppose it's a bit of a lazy-ass feature, but it would allow us to quickly create a rather large zone layout with only the detailed texture work remaining.

Besides that, I love the progress you're making and it looks incredibly amazing!

35
Noggit / Re:  [RELEASE] [BETA] Noggit SDL 1.4
« on: February 10, 2015, 02:07:47 pm »
Quote from: "Krang Stonehoof"
Really a lovely release. But I'm still standing here waiting for scalable textures, that's something I would really love to see done in Noggit.

Not happening until Noggit supports MOP, since the WoW engine did not support it up until that point.

36
Neo / Re: Neo - A WoW Development Suite
« on: February 10, 2015, 11:12:42 am »
Quote from: "Kaev"
Quote from: "Valkryst"
Just did a quick compile to take a look around.

Everything seems to work fine, there were no issues or lag. It took me a while to figure out how to get into the menu to select whether I wanted to raise/lower terrain, paint on the terrain, etc... and after I found the menu it was no problem to edit with although I still can't figure out how to lower terrain.

Tested using Windows 8.1 x64.

Can't test it right now, but if i remember right, Shift or CTRL will always do the opposite of the normal function, e.g. instead of make the terrain higher, it will lower it.

You don't really point and click with the function, you simply press eithe Shift or CTRL to use the function. The mouse pointer is just to aim at the moment it seems. That said, you can customize your keybinds already!

37
Neo / Re: Neo - A WoW Development Suite
« on: February 09, 2015, 10:51:02 am »
Quote from: "Kaev"
You can compile the software with Visual Studio 2013 now.

Awesome, I tested it a moment ago and it runs really smooth so far! And that's on a 7 year old i7 920 and a 4 year old Radeon HD 6950.

38
Neo / Re: WoWDev - A WoW Development Suite
« on: February 08, 2015, 11:55:35 am »
Quote from: "Hobbilis"
Hey Kaev just a small suggestion in regards to updates (notes).
It would be much better if you posted updates marked with numbers so we know when there is a new update.

For example:
[paragraph:2wpu8vot]Update #20 - We have fixed bad WMO collision

Update #19 - Implemented something

Update #18 - etc etc[/paragraph:2wpu8vot]

You could just take a look at Cromon's Gitlab, you might not understand all of it, but it's pretty self explanatory. You'll see Cromon puts quite some time into it nearly every day.

39
Neo / Re: WoWDev - A WoW Development Suite
« on: January 31, 2015, 02:09:15 pm »
Quote from: "Kaev"
Cromon is working on some MCCV stuff: https://cloud.cromon.ch/f/51574846a577e ... d0b4e9b6a9

Awesome :D. By the looks of it I take it, that reading/editing custom content from the HDD is also implemented?

40
Neo / Re: WoWDev - A WoW Development Suite
« on: January 26, 2015, 11:33:31 am »
Quote from: "Cromon"
So far all your suggestions make sense to me and I couldnt see one thats actually a problem to implement. Still that does not automatically mean that they will be implemented very soon since it depends on both my available time besides regular work as well as how many problems i hit along the path.

For example right now i must have derped somewhere in the WMO code since large WMOs are rendered extremely wrong and drop the framerate to 1 frame every 5 seconds.

As an example:

It does indeed seem slightly malformed... I hope you can find the error ;).

41
Quote from: "xJKz"
Why, did you only work on the 3.3.5a...?

I guess because that's the only version Noggit has been used for in the last couple of years. Besides that, WoWDev will feature support for all versions of WoW. Though, as it might be a bit further down the line, it's nice so see some improvements to Noggit.

42
Neo / Re: WoWDev - A WoW Development Suite
« on: January 25, 2015, 11:43:21 am »
Odd thing in my routine. First thing I do when I get close to an internet browser is check this thread and Cromon's Gitlab :D.

43
Neo / Re: WoWDev - A WoW Development Suite
« on: January 22, 2015, 11:25:16 pm »
Awesome work so far. I really, really hope you make it to a semi-stable working version! And perhaps some support where needed ;).

Quote from: "Kaev"
Ground effects! And an ashenvale ADT in durotar.. CROMON, IT DOESN'T WORK LIKE THIS!

Considering this picture, are ADT-Border automatically clipped together in case there's holes? And I do love how you didn't give a shit and simply logged on to retail (by the looks of it).

I won't do a feature request (yet) :D.

Edit: I do have a question. Considering game-objects, since NPC spawning is a feature I suppose the game-objects will work the same yes? It'd be awesome to place working doors in the editor, rather than having  to do it by manual server-side spawning.

44
Nice to see the work on a WoD editor ;).

45
Tutorials / Re: [TUTORIAL] Custom WMO's Survival Kit
« on: January 10, 2015, 11:04:12 pm »
Awesome tutorial, I might be tempted to start working on something again sometime soon :D.

Quote from: "Pinkhair3d"
Wow, this is a fantastic guide. I'm tempted to try porting in some of my models.

I'd love to see your Lordaeron ingame :D.

Pages: 1 2 [3] 4 5 ... 30