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Messages - Magnus

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31
Miscellaneous / Re: How to change 'fatigue' in ADT ?
« on: October 19, 2015, 11:00:03 am »
It's in the map extractor.

system.cpp
Code: [Select]
               liquid_entry[i][j] = h->liquidType;
                switch (LiqType[h->liquidType])
                {
                    case LIQUID_TYPE_WATER: liquid_flags[i][j] |= MAP_LIQUID_TYPE_WATER; break;
                    case LIQUID_TYPE_OCEAN: liquid_flags[i][j] |= MAP_LIQUID_TYPE_OCEAN; break;
                    case LIQUID_TYPE_MAGMA: liquid_flags[i][j] |= MAP_LIQUID_TYPE_MAGMA; break;
                    case LIQUID_TYPE_SLIME: liquid_flags[i][j] |= MAP_LIQUID_TYPE_SLIME; break;
                    default:
                        printf("nCan't find Liquid type %u for map %snchunk %d,%dn", h->liquidType, filename, i, j);
                        break;
                }
                // Dark water detect
                if (LiqType[h->liquidType] == LIQUID_TYPE_OCEAN)
                {
                    uint8 *lm = h2o->getLiquidLightMap(h);
                    if (!lm)
                        liquid_flags[i][j] |= MAP_LIQUID_TYPE_DARK_WATER;
                }

But I stuck in the analysis of the MH2O chunk. Mainly because there is not enough time to study it.
Header, attribute and instances are clear. But than follows some more (optional)  data.

The extractor is checking of the existence of LiquidLightMap. If exists, a Dark_water flag is added. But what is LiquidLightMap ?

32
Miscellaneous / Re: How to change 'fatigue' in ADT ?
« on: October 18, 2015, 03:05:03 pm »
Funny, that's exactly the place where I stucked with my own ADT program.

But for WotLK ... it's only the depth or what is the extractor looking for ?

33
Miscellaneous / How to change 'fatigue' in ADT ?
« on: October 18, 2015, 01:00:52 pm »
I wanted to remove on some places the fatigue from the ocean. But I was not successful at all.

As I have seen in the Trinity core fatige is handled if a player is in dark water

Player.h
Code: [Select]
enum PlayerUnderwaterState
{
    UNDERWATER_NONE                     = 0x00,
    UNDERWATER_INWATER                  = 0x01,          // terrain type is water and player is afflicted by it
    UNDERWATER_INLAVA                   = 0x02,             // terrain type is lava and player is afflicted by it
    UNDERWATER_INSLIME                  = 0x04,             // terrain type is lava and player is afflicted by it
    UNDERWARER_INDARKWATER              = 0x08,     // terrain type is dark water and player is afflicted by it

    UNDERWATER_EXIST_TIMERS             = 0x10
};

Player.cpp
Code: [Select]
   // In dark water
    if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
    {
        // Fatigue timer not activated - activate it
        if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
        {
            m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
            SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
        }
        else


But I couldn't find out how to set dark water.

Guess it's either something in MCNK chunk or in the MH2O chunk.

Any ideas ?

34
Works ! That middle mouse click makes it !

Thank you for your patience :)

35
I have selected another object (a tree) and rotated it a little bit.

I thought that's good enough for recalculating this adt and save it.

Do I need to select the wmo ?

36
I just found the project folder when I was testing it with Noggit 1.3.

But I will do it once more. May I made a mistake. I have now so a lot of copies of folders for testing purposes.



EDIT:
Tested once more with Noggit 1.3 and 1.4 by recreating vmaps. Still doesn't work.

37
I use 1.2

With 1.3 and 1.4 I have only tons of problems and they save things in a very strange manner.

BTW: THIS issue I have tested with all 3 versions of Noggit already ;-)

38
Hi,
mmaps may solve a different problem but not this one in my case.

I can proof that. As for TC the mmaps are optional. I had just switched them off (be renaming the mmaps folder and may changing the config file ? I have forgotten ^^) so the core is using the vmaps only.

After that I checked the dock.wmo in Ratched. The original one by Blizz is still working while the copied one by Noggit is not.

In the meantime I found out that I also don't need to test this issue with NPCs. The GM command .gps shows all relevant information about this issue. Walk over the original dock and make .gps. It will show something like that: ground level -20, floor level +5. That is when the vmaps are extracted fine. The core recognizes that I'm walking on the dock on a level of about 5 meter. On the Noggit placed dock wmo you have always ground and floor level at f.e.x -20m, means the dock wmo is not recognized well.

By examining the adt file in detail I have seen this:
The original dock is referenced in all MCRF sub-chunks it is in like these coordinates of sub-chunks:
12/0 13/0
12/1 13/1
12/2 13/2 14/2

As you can see these chunks are exactly the L-shape of the Ratched dock.

Noggit does not save the dock wmo in the same way. I believe that's may why the extractor isn't working well after.

Amaroth's hint with MPQ didn't helped me in this case. I put my ADT in different MPQ, also patch, patch-2, 3 wherever it makes senses. But no change.

39
Serverside Modding / Re: Trinitycore Achievements!
« on: October 12, 2015, 05:37:30 pm »
The DBC looks fine as far as I can see. Only in achievement I think you have to replace the value 81 with the amount of points you want to give.

You must copy the modified dbc to your server.
And you have to add this criteria to achievement_criteria_data into TC world database.

Than check in character_achievement_progress at the character db what's going on there. Is there this criteria counting ? May you want to increase for testing the no. of killing mobs from 1 to f.ex. 10. Than you should see if it is counting up there.

But in general if you make everything correct the core can handle that.

40
The exploreflag is a unique ID for each area. The server is setting this ID as a flag (1 bit) when a player has explored a zone. TC can save 4096 bits, so the ID can be 0-4095.

The language columns are fine, not used languages are empty (0). Mostly you will find a strange column with a kind of flags. I don't know for what it is. I just copy the value f.ex. 0xFF01FE also into my own rows.

If you are using myDbcEditor you can change/add in Profile.ini the column names into something better.

Find more infos here:
http://www.wowdev.wiki/index.php ... aTable.dbc

41
Serverside Modding / Re: [QUESTION] Ports for a wow server
« on: October 03, 2015, 10:23:04 am »
The database you have to import into your mysql server. Read in TC wiki how to install a mysql server and to import the database file and updates.

http://collab.kpsn.org/display/tc/Requirements
http://collab.kpsn.org/display/tc/Datab ... stallation

42
Serverside Modding / Re: [QUESTION] Ports for a wow server
« on: October 02, 2015, 03:23:36 pm »
The last one means that the TDB (Trinity Database) is part of the linked repository because they are not able to offer it as a direct download.

But I don't know what's the difference between these both repositories. You may can ask in Trinity forum.

43
Serverside Modding / Re: [QUESTION] Ports for a wow server
« on: October 01, 2015, 09:31:10 am »
The official Trinity Wiki:
http://collab.kpsn.org/display/tc/TrinityCore+Home

The official Trinity Forum:
http://community.trinitycore.org/

The link above I gave you is a fork ! This means it is not the official Trinity repository. But it seems 4.x branch is anyway not any more supported, so that this user was made an archive.

Go to the forum and search about the postings for 4.x. May you get some more information there.

44
Level Design / Re: [QUESTION] Ingame error: npcs falling to ground from WMO
« on: September 30, 2015, 12:30:10 pm »
Thank you for the interesting explanation.

I have to think a little bit about how to put all the stuff in one MPQ only. At least it would be worthy to give a try.
But just wanted to remember that some of the extractors never was able to read a file like patch-6.mpq f.ex. That was maybe also a reason for some confusion.

Before I do the MPQ compression stuff I would like to do another simple test:

I will copy the original dock.wmo in Ratchet and will put it a copy of it beside the other in the same adt. Than I will recreate the maps and check what's happening.
Possible results are: Both dock are not working, both are working or only one of it. ^^

The result may could proof if it is really a timedate based issue of reading different MPQs. Because than both docks would be in the same adt and than in the same new mpq file.

Do you agree ?

45
Serverside Modding / Re: [QUESTION] Ports for a wow server
« on: September 29, 2015, 04:53:49 pm »
https://github.com/TrinityCoreArchive/TrinityCore434

But as I told, 4.3.4 is not supported any more. And questions about installing Trinity Core you should ask better in the Trinity forum. But they never will support any repack. Even better never telling the word 'repack' there.


Edit: Just have seen, the link is a fork of TrinityCore branch.

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