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Messages - tharo

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1
Miscellaneous / [QUESTION] [WotLk] Sandboxes
« on: October 05, 2016, 12:44:07 pm »
Hi.

Due I plan to continue development on some things im looking for wow-sandboxes. I dont care if source or just binary nor the WoW Version.

So if you own a Sandbox. Know a sandbox Project or Repro or someone that knows someone: Please let me know. In return I would let you access the next things im comming up with.

Thanks!


Sandbox: Application that pushes an client ingame to a given map (config file, db, whatever). Nothing more is needed just: I can connect. I get pushed to the map. No Stats, no Skills, no chat is necessary.

2
Project Y.H.O.O.L. / Re: Y.H.O.O.L.'s presentation
« on: October 05, 2016, 12:36:33 pm »
I still agree with what you are doing there. I cant wait to try playing at a place like this.
But:
I also think that balance have to be found. Just about your WL/W sample. In reality Mages would have one huge flaw calles "surprise". If I jump from behind a Tree and "smite him with my mighty blade" its game over for the warlock. Same situation with an bow since, normaly, an bow can shoot unbeliveable far.

And of course nothing is done over night. I was just currious about your doing :)

3
Noggit / Re: Noggit 3 read first! HOW TO POST HERE AND FAQ
« on: October 03, 2016, 10:12:01 pm »
Hello. As you can see the FAQ (many parts of it) are really outdated.

Thats why I decided to open this post and let everyone ask an question. We will bundle them and do an new FAQ with it. So please dont expect direct responses and please DONT give responses by yourself!

Thanks

-tharo

4
Project Y.H.O.O.L. / Re: Y.H.O.O.L.'s presentation
« on: October 03, 2016, 07:01:38 pm »
Hi. I just noticed this subforum (yes, im SO active, i know) and wanted to say some lines about yhool.

First of all: I like it. You seems to go another way than blizz with "make it more simple" to "make it more realtistc/harder". Thats the flavor of game I like.

But I also got an question about the perma-death thing. In WoW we had, thanks to the lore, always some issues with beeing dead.

1.) There rez spells. It seems somewhat not logic they arent there anymore. So how about make an corpse to be revived by this spells for. Well. One hour? One day? Of course only as long until the player loggs out.

2.) Arent self healing classes "allmighty" by this rule? As rouge the struggle could become unbeliveable harsh because you cant heal yourself but others can. I see some balance issues there.

3.) What about all the undead-relations? If my human dies (maybe unter certain crstates), can I continue as "fallen"? If my troll falls, cann I start as mojo-corpse? My n11 as Banshee? Anyone as Deadknight?


But overall: like it. give us some hope that this will be an project that will last longer than some screenshots!

5
"Retro-Porting" / Re: [RELEASE] some WoD m2s wmos "converted"to 3.3.5a
« on: August 14, 2014, 10:17:50 pm »
To make it short: dont got it working.
I just downloaded the file from the 1. post in this thread, renamed it properly and started. - no changes after all. not in the character creation, not in the game. nothing.

6
Noggit / Re: Development progress
« on: July 29, 2013, 11:18:20 pm »
Quote from: "schlumpf"
There is _no_ reason to be private.

Agree. Open source dont means "free for beeing fucked by everyone that want to contribute".

7
Modelling and Animation / Re: [QUESTION] BSP Tree usage in .WMO
« on: July 15, 2013, 11:42:49 am »
Okay after debugging some files with this new. amazing but never gonna to be released bsp viewer of ours, i came to some conclusions that might help everyone doing a correct bsp rendering:

- calculate a global bounding box by taking the minimums and maximums of xyz your model donates. maybe add 0.001 to it .. just to make sure
- Do a 'one point of the surface is in a bounding box' checkup
- Split your boxes until you have not more than remaining 45 faces in it.
- dont hesistate to have the same surface in many boxes. its better than leaving unhandled spaces! if your surface is quite big an bend over many boxes each of them need to handle this surface!
- take care to handle each surface as least once
- dont care about f-dist too much. of course you can use it to adjust the proportions of your bsp-boxes but if you leave it buy 0 nobody will die

8
Modelling and Animation / Re: [QUESTION] BSP Tree usage in .WMO
« on: July 14, 2013, 10:21:37 pm »
Gamh and my humble self also tryed a bit around and thought this might looks more usefull:


[attachment=0:15wjh3yb]house.gif[/attachment:15wjh3yb]

9
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: July 08, 2013, 09:30:05 am »
Nice thing. Good Work!

10
Resources and Tools / Re: [TOOL] [MISC] MAP to OBJECT
« on: August 04, 2012, 10:57:19 pm »
Just call me on skype/irc and give me an exact feature list ... and I will deliver.

11
Resources and Tools / Re: [TOOL] [MISC] Taliis
« on: July 31, 2012, 10:29:49 am »
Since Taliis ist open source you could simply fix the errors yourself :P

12
Resources and Tools / Re: Doodadset creation
« on: July 31, 2012, 10:27:38 am »
It seems that Tigus tool aims for you to pass an ADT File (Map file, you know) to it and it will create you a wmo that includes all of them together.

So far the good Message. Now the bad one: I had a look at the source. I dont know any Phyton but what I saw so far this tool isn't rlly "done" right now. It seems that you have to change the input file AND the export files inside of the source-code ..

MapToObject.py
Line: 30
Line: 71
Line: 72

The whole thing looks more like leaked, not like an release .. But after changing those lines it might work. Dunno. I dont even have a python lib installed so I cannot test it.

13
FuTa / Re: [REQUEST] Can some one create an Icon for FuTa
« on: July 26, 2012, 09:44:15 am »
How about a SD (super deformet) picture of a Draenei riding a rocket? ;)

14
If you want we could do a short tool that is simply changing the area ID of your models

15
Development and Presentation / Re: Tîntai
« on: June 21, 2012, 02:42:45 pm »
No. Tintai got disconinued. But thoose days it seems that there will be an C++ restart of the "wmo" project.

This time it will be open source from the very beginning. Everyone that want to join is welcome.

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