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Author Topic: Neo - A WoW Development Suite  (Read 99568 times)

Frawar

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Re: Neo - A WoW Development Suite
« Reply #165 on: February 28, 2015, 06:01:39 pm »
if blizzard would do everything the same way as others before, it would not be like today. We can learn from past, but we need to also pursue our own way.

Pretexturing could be a powerful tool together with height maps for non blizzlike locations
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Bravelad

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Re: Neo - A WoW Development Suite
« Reply #166 on: February 28, 2015, 11:01:35 pm »
Texturing is a really cool addition but is broken at the moment. I'm sure you already know but here is a screenshot for reference:

This was tested on a WOD 6.1 client using Neo. Still, really awesome job guys!! I'm looking forward to more fixes and additions soon. :D
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: Neo - A WoW Development Suite
« Reply #167 on: March 01, 2015, 08:23:55 am »
Quote from: "Bravelad"
Texturing is a really cool addition but is broken at the moment. I'm sure you already know but here is a screenshot for reference:

This was tested on a WOD 6.1 client using Neo. Still, really awesome job guys!! I'm looking forward to more fixes and additions soon. :D
I guess it happens because you'r really close to Black Rock zone. This bug also exists in Noggit, but only in 2d texturing mod. There it happens because of the animated tilesets like lava near Black Rock. Maybe it is the same here. Try a different place because texturing worked for me in wotlk fine.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

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Re: Neo - A WoW Development Suite
« Reply #168 on: March 01, 2015, 12:38:31 pm »
I didn't post something the last days, so here is a small video about texturing that i made for you:
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Bravelad

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Re: Neo - A WoW Development Suite
« Reply #169 on: March 01, 2015, 08:35:54 pm »
Quote from: "Skarn"
I guess it happens because you'r really close to Black Rock zone. This bug also exists in Noggit, but only in 2d texturing mod. There it happens because of the animated tilesets like lava near Black Rock. Maybe it is the same here. Try a different place because texturing worked for me in wotlk fine.

It happens everywhere I've tested it: Eastern Plaguelands, Tirisfal, etc. It worked a lot more smoothly when I switched to a different texture but then purple boxes started appearing too.

It worked really well in Duskwood but the boxes are still there (much more minor), I guess it's just something that will be tuned more over time. Can't wait to start adding new textures to chunks!

EDIT: Huge thanks to Cromon who posted a new build with some fixes to the texture algorithm :D
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Kaev

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Re: Neo - A WoW Development Suite
« Reply #170 on: March 02, 2015, 02:20:33 pm »
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

GoldenWulwa

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Re: Neo - A WoW Development Suite
« Reply #171 on: March 07, 2015, 11:46:16 pm »
I'm excited to look into this
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Sprucey

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Re: Neo - A WoW Development Suite
« Reply #172 on: March 08, 2015, 05:36:39 am »
This is absolutely incredible work, really.
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majorcyto

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Re: Neo - A WoW Development Suite
« Reply #173 on: March 10, 2015, 06:23:53 am »
I know you said at some point that when you place a create/object/model in the game, it will update the server database as well (or maybe generate the query for it? Cant remember) but will it also show whats already been spawned then if thats the case? Since it would be able to push to the database to spawn new things, im sure it could be pulled to, to show the locations of creatures and things already in the DB right.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Kaev

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Re: Neo - A WoW Development Suite
« Reply #174 on: March 10, 2015, 07:45:23 am »
Quote from: "majorcyto"
I know you said at some point that when you place a create/object/model in the game, it will update the server database as well (or maybe generate the query for it? Cant remember) but will it also show whats already been spawned then if thats the case? Since it would be able to push to the database to spawn new things, im sure it could be pulled to, to show the locations of creatures and things already in the DB right.
Yup. Loading works already, it just doesn't place the models yet. Had the last ~2 weeks not much time. :/

If you click on debug, you'll see a server configuration. If the connection is succesful, it already loaded every NPC from the creature_template database. Now i just have to load the creatures from the map that the user will open. The code for it is already finished, but not implemented in the correct position yet.. :P And ofcourse after loading the creatures, i need to show the models, no idea how atm.
Gameobjects aren't tested, but should work like the creatures. If there is a bug, then it's only the datatype, which will take like 5 seconds to fix.

Loading itself is pretty fast. 1-2 seconds for the entire creature_template table, ~2 for every spawned creature on map (INSERT NUMBER HERE).
Ofcourse it's a local database, which i tested. Remote databases will probably take longer, depending on your internet connection.

EDIT: Database is newest 3.3.5 TrinityCore structure only atm!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Shelldon

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Re: Neo - A WoW Development Suite
« Reply #175 on: March 10, 2015, 07:05:24 pm »
Fantastic news, fantastic work and thank you for that.
I really hope that it will support old (and most likely different) kinds of trinity core db. I also wanted to suggest you to make creature creator (with texture or using Rochet2's patch). And now about problems I faced before using your tool:
1 - I couldn't run latest ci version until my friend compiled it and sent me the whole folder (the same error as Supora already posted here)
2 - Also, whenever I try to use my custom locale patches (ruRU) I always get that:

20:59:26 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datacommon.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Dataexpansion.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5Datalichking.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-3.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-M.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-N.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-W.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch-Y.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataPatch.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbackup-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUbase-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-locale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUexpansion-speech-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-locale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlichking-speech-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUlocale-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-2.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU-3.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-4.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-H.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-L.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUPatch-ruRU-Z.mpq
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUpatch-ruRU.MPQ
20:59:27 FileManager.cs:189 - Debug: Loaded D:WoWWorld of Warcraft 3.3.5DataruRUspeech-ruRU.MPQ
20:59:30 Program.cs:15 - Debug: System.ArgumentException: Элемент с тем же ключом уже был добавлен.
   в System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
   в System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
   в WoWEditor6.IO.Files.DbcFile.Load(String file) в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFilesDBCFile.cs:строка 121
   в WoWEditor6.Storage.DbcStorage.Initialize() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6StorageDBCStorage.cs:строка 40
   в WoWEditor6.IO.FileManager.<InitMpq>b__2() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOFileManager.cs:строка 150
   в WoWEditor6.IO.MPQ.FileManager.<>c__DisplayClass1.<InitFromPath>b__0() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 53
   в System.Threading.Tasks.Task.InnerInvoke()
   в System.Threading.Tasks.Task.Execute()
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
   в System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   в WoWEditor6.IO.MPQ.FileManager.<InitFromPath>d__3.MoveNext() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6IOMPQFileManager.cs:строка 40
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
   в System.Runtime.CompilerServices.AsyncMethodBuilderCore.<ThrowAsync>b__0(Object state)
   в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
   в System.Windows.Threading.DispatcherOperation.InvokeImpl()
   в System.Windows.Threading.DispatcherOperation.InvokeInSecurityContext(Object state)
   в System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   в System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   в System.Windows.Threading.DispatcherOperation.Invoke()
   в System.Windows.Threading.Dispatcher.ProcessQueue()
   в System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   в MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
   в MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
   в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
   в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)
   в System.Windows.Threading.Dispatcher.LegacyInvokeImpl(DispatcherPriority priority, TimeSpan timeout, Delegate method, Object args, Int32 numArgs)
   в MS.Win32.HwndSubclass.SubclassWndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam)
   в MS.Win32.UnsafeNativeMethods.DispatchMessage(MSG& msg)
   в System.Windows.Threading.Dispatcher.PushFrameImpl(DispatcherFrame frame)
   в System.Windows.Threading.Dispatcher.PushFrame(DispatcherFrame frame)
   в System.Windows.Threading.Dispatcher.Run()
   в System.Windows.Application.RunDispatcher(Object ignore)
   в System.Windows.Application.RunInternal(Window window)
   в System.Windows.Application.Run(Window window)
   в WoWEditor6.Program.Main() в c:UsersAdministratorDownloadswoweditor.gitWoWEditor6Program.cs:строка 36

It doesn't matter if there is only 1 patch or more, I inevitably will get that :C
Anyway, good luck for you guys, I believe that it will be the greatest modding tool at the final version.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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Kaev

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Re: Neo - A WoW Development Suite
« Reply #176 on: March 11, 2015, 07:51:05 am »
Quote from: "Shelldon"
Fantastic news, fantastic work and thank you for that.
I really hope that it will support old (and most likely different) kinds of trinity core db. I also wanted to suggest you to make creature creator (with texture or using Rochet2's patch).

[...]

Anyway, good luck for you guys, I believe that it will be the greatest modding tool at the final version.
Actually i planned to support only the newest database structure, there is no reason to have hundreds of different classes for every version. From my side it's planned to support only the nwest database structure from TrinityCore, MaNGOS and maybe ArcEmu.
But maybe this iwll make you happy: The database classes are very small so you can easily and fast edit them to the version of your choice.
I'll show you how to add a new database field and you'll see how easy it is.
Let's say we add the integer field "TransmogId" to the creature_template table.

ICreature.cs:
- Add "int TransmogId { get; set; }" below "int VerifiedBuild { get; set; }" (line 87)

Creature.cs:
- Add "public int TransmogId { get; set; } below "public int VerifiedBuild { get; set; }" (line 89)
- Update the SQL queries in the functions "GetUpdateSqlQuery()" and "GetInsertSqlQuery()"

CreatureManager.cs
- Add "TransmogId = Int.Parse(dRow[82].ToString())" below "VerifiedBuild = int.Parse(dRow[81].ToString())" (line 103)
- Add , at the end of "VerifiedBuild = int.Parse(dRow[81].ToString())" (line 102)

Finished. The editor will now load your new field.
If you wonder, 82 is the field number. #81 is VerifiedBuild, #82 would be TransmogId, if i add it after VerifiedBuild.

To make it editable via the creature editor you may edit a bit in the creature editor, but it isn't finished yet.
This post gave me the idea to create the GUI of the creature editor at runtime to automatically support new or edited fields. It won't have the best design then, but it would be much easier to support more versions, you would just have to do the steps that i wrote above.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: Neo - A WoW Development Suite
« Reply #177 on: March 11, 2015, 11:46:33 am »
The issue with supporting different formats is never to parse and save it, but to be able to edit it, and to not break with older versions. Do you disable setting transmogid for an emulator not supporting it? do you allow editing it but discard it?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Bravelad

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Re: Neo - A WoW Development Suite
« Reply #178 on: March 14, 2015, 01:38:29 am »
Almost no updates recently :(
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Supora

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Re: Neo - A WoW Development Suite
« Reply #179 on: March 14, 2015, 09:55:19 pm »
Need to say that last build is now working on my PC.
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