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Author Topic: Best core for 4.3.4  (Read 2856 times)

Morfium

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Best core for 4.3.4
« on: September 12, 2015, 09:52:33 pm »
Hiho,

I wanted to change to cata in near future and searched for a core supporting it. Mainly I'm doing this to be able to use the better graphics cata supports. Especially water and increased groundeffects draw distance.
I expected tc or cmangos to do so, while they apparently both did at some time it doesn't look like they really want to do it now. I also couldn't find a list of things that worked. Now I'm unsure on what to use.
I don't need a core that supports everything blizzlike, since I'm going to remove most of the game world anyway.
What I want is mainly working classes, spells and the cool pet battle system. :)
Phasing would be very neat too. And ideally the core should read most of the stuff from dbc files, so I don't have to do things twice.
Looking forward to your suggestions. :)
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Milly

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Re: Best core for 4.3.4
« Reply #1 on: September 12, 2015, 10:11:51 pm »
I've wondered this as well. However pet battles are not Cata, they're MoP.

And they're far far from cool, in my opinion.
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Morfium

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Re: Best core for 4.3.4
« Reply #2 on: September 12, 2015, 10:23:38 pm »
Oh dang, I haven't looked at wow much since tbc. :(
I really thought it was cata. But I looked at mop talents and they are even farther away from tbc than cata is.
So I would prefer cata over mop. Or are there any noticable improvements in mop except pandaren and monks?
The pet battles reminded me of pokemon. xD
Found it kinda cute but not necessarily necessary.
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MR. Farrare

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Re: Best core for 4.3.4
« Reply #3 on: September 13, 2015, 04:35:16 pm »
the creatures with high number of submesh works in 5.2 and up
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Ascathos

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Re: Best core for 4.3.4
« Reply #4 on: September 13, 2015, 04:47:07 pm »
TC 4.3.4. is a pet project now that a few devs still have. However, I can not tell you the current development status.
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Morfium

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Re: Best core for 4.3.4
« Reply #5 on: September 13, 2015, 04:59:09 pm »
Quote from: "MR. Farrare"
the creatures with high number of submesh works in 5.2 and up
That's actually neat. Never really thought about porting creatures down.

Hmm, is Mop better supported then? I expected it to be pretty unfinished.
It wouldn't be a problem if the core itself is not further being developed, as long as it works with the things I wanted from it. :)
I just don't want to start writing core stuff and filling the database with content, just to port it over a few weeks later.^^
Guess I'll try a few out then.
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MR. Farrare

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Re: Best core for 4.3.4
« Reply #6 on: September 13, 2015, 05:57:16 pm »
Quote from: "Morfium"
Quote from: "MR. Farrare"
the creatures with high number of submesh works in 5.2 and up
That's actually neat. Never really thought about porting creatures down.

Hmm, is Mop better supported then? I expected it to be pretty unfinished.
It wouldn't be a problem if the core itself is not further being developed, as long as it works with the things I wanted from it. :)
I just don't want to start writing core stuff and filling the database with content, just to port it over a few weeks later.^^
Guess I'll try a few out then.
my friend I dont know how further the core is being developed becuase I use 335 and good luck for your works
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Смердокрыл

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Re: Best core for 4.3.4
« Reply #7 on: September 20, 2015, 10:40:53 am »
I use trinity 4.3.4 and I am more than satisfied with it. And all that "oh it's absolutely impossible to mod on Cata, so u better stick to 335, despite it being old and ugly as fuck" is just bullshit.
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or no.
At least I tried.

Milly

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Re: Best core for 4.3.4
« Reply #8 on: September 20, 2015, 03:22:25 pm »
Quote from: "Смердокрыл"
I use trinity 4.3.4 and I am more than satisfied with it. And all that "oh it's absolutely impossible to mod on Cata, so u better stick to 335, despite it being old and ugly as fuck" is just bullshit.
Who ever said that it's absolutely impossible to mod? Cata has the same exact modding potential as Wrath does. Only difference is server software and DB2 files.
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Смердокрыл

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Re: Best core for 4.3.4
« Reply #9 on: September 20, 2015, 08:50:10 pm »
Quote from: "Milly"
Who ever said that it's absolutely impossible to mod?
That was more of a hyperbole.
[quore-"Milly"]Only difference is server software and DB2 files.[/quote]
There are more differences, like new content, and generally better looks.
Also, it is easier to downport stuff from WoD and MoP (this one is basically drag and drop).
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
or no.
At least I tried.

Morfium

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Re: Best core for 4.3.4
« Reply #10 on: September 20, 2015, 11:12:48 pm »
Thanks for your infos.
I mainly want ot use cata (or above) because of it's higher draw distance for ground clutter. Also the water looks nicer.
My maps are pretty open and you can generally look way farther than in normal wow.
So it looks stupid when the grass stops in like 60 yards.
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Смердокрыл

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Re: Best core for 4.3.4
« Reply #11 on: September 22, 2015, 04:10:34 pm »
Quote from: "Morfium"
Thanks for your infos.
I mainly want ot use cata (or above) because of it's higher draw distance for ground clutter. Also the water looks nicer.
My maps are pretty open and you can generally look way farther than in normal wow.
So it looks stupid when the grass stops in like 60 yards.

Im sure you can tweak this in worldserver.conf
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or no.
At least I tried.

Morfium

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Re: Best core for 4.3.4
« Reply #12 on: September 22, 2015, 07:18:12 pm »
Nope. Draw distance should be a client side thing. Don't think the worldserver has any control over that setting.
You might mean npc draw distance.
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Смердокрыл

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Re: Best core for 4.3.4
« Reply #13 on: September 22, 2015, 09:06:27 pm »
Quote from: "Morfium"
Nope. Draw distance should be a client side thing. Don't think the worldserver has any control over that setting.
You might mean npc draw distance.
The VISIBILITY AND DISTANCES block of worldserver.conf
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or no.
At least I tried.

schlumpf

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Re: Best core for 4.3.4
« Reply #14 on: September 22, 2015, 10:06:09 pm »
Quote from: "Смердокрыл"
Quote from: "Morfium"
Nope. Draw distance should be a client side thing. Don't think the worldserver has any control over that setting.
You might mean npc draw distance.
The VISIBILITY AND DISTANCES block of worldserver.conf
Don't apply for detail doodads. That block is only for units sent by the server. Nothing at all to do with anything referenced in an ADT.
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