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Messages - Ulec

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1
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 19, 2017, 08:44:08 am »
It does work and you can change the locals?

2
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 18, 2017, 10:06:15 pm »
LINK REMOVED

Make sure to run it in an empty folder, it'll delete all in the folder it's placed into.

3
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 17, 2017, 11:43:40 am »
Have you managed to identify which ones, so we may try to find those seperately?

Alternatively, I've been reported that the Valhalla WoD client is working yet it is double the size. How accurate is that? What was the size of the retail WoD folder? ~28 or ~45 GB?

4
Miscellaneous / Re: Client 6.2.4 and 6.2.3
« on: March 17, 2017, 12:13:06 am »
Yea I'm having the same problem actually. Does anyone have an idea as to why?

5
Miscellaneous / Client 6.2.4 and 6.2.3
« on: March 16, 2017, 07:12:16 pm »

Upon heavy request.


6.2.4 (Might be slow sometimes)
Quote
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6.2.3
Quote
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6.2.3 - 6.2.4 patch

Quote
https://mega.nz/#!EEgE0KLJ!_cSJxW1gQBzNjyyVdAKA_kgYzXtdbaxkFnl-24iyOtY

6
Miscellaneous / Re: Finding the Client Issue :(
« on: March 16, 2017, 07:35:01 am »
I can PM you a link.

7
Serverside Modding / Re: [QUESTION] Attachment points in item
« on: December 13, 2014, 09:35:46 am »
Quote from: "kojak488"
Quote from: "Ulec"
So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?

I'm going to respond and hope you're not asking seriously, but as a joke.  The reason it displays a cube in your method is because the display ID for a helmet isn't complete.  For example, item 1280 "Cloaked Hood" has a display ID of 15298.  That display ID has a m2 path of Helm_Cloth_A_01.mdx.

Does that model exist in any WOW patch?  No.  Why?  Helms are race specific.  So that helm actually has 2 versions for each race (male and female).  The fix is easy.  Specify an actual helm, such as Helm_Cloth_A_01_BeM.mdx.  The result:



Now it's not a cube.  The green texture is because of how textures are handled between helms (via the item.dbc) and weapons (hardcoded into the .m2).  If I were to do this, then I'd just make the .m2 helm into an object and convert the object to a new .m2 like a weapon that hardcodes the texture.  Maybe you can edit the .m2 directly from reading the dbc to being hardcoded; I don't know how to do that though.

This is why you shouldn't have sarcastic undertones in your post when you're wrong.  ^_^

I wasn't being sarcastic; I was precisely referring to what you have just stated that you do not know how to do; that last paragraph.

8
Serverside Modding / Re: [QUESTION] Attachment points in item
« on: December 02, 2014, 07:22:52 am »
Quote from: "kojak488"
Quote from: "Corax"
Subject of has a point of attachment on the model, for example helm, how to change this point without changing the coordinates (as above).
What would change the helmet 1 on the point in hand, all the others remain at the head....
Something like this  :roll:

You want to change just 1 helm to the weapon attachment?  Without changing the other helms?  You can't do that.  Just make the helm a weapon instead.  That's the only solution if I've understood your question correctly.

So create a weapon using a helmet's displayID first and then make it render the model instead of a cube how?

9
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 21, 2014, 12:06:46 am »
Quote from: "phantomx"
Quote from: "Ulec"
Quote from: "Laduguer"
Quote from: "Ulec"
Hmm, I might have a problem with my core. It doesn't work with water walking. My vehicle always either submerses or free hangs in water just like a player depending on the flags with and without levitate/water walking, etc...

Any help, anyone?

Are you using Trinity? If so, make sure you're applying the buff through the creature_template_addon database.

Working, yet given how water walking/levitate etc... work properly within my server the moment I aim down while holding right click the whole vehicle submerges into the water, just as the character alone does with the said buffs. So I need to 'break' those buffs' function in a way it never lets you get underwater. If anyone could help me with that I'd be grateful.


Also how to stop the vehicle working on the ground and changing its speed on water? Messed with speedRun, speedWalk, habitat types and all sorts of other things. Any tips?

Just make it when mounted on it to require water and then mark the water as a solid while mounted on it and once you get out of the water since it's not water it should dismount you.

Also since it thinks the water is a solid changing the running speed should work.

You could also instead of making it think the water is solid just make the vehicle only allow forward backward and left to right controls.


Okay I can give the vehicle an addon to apply the druid water form buff (a customised version of it, or at least the attributes it uses). But how to make the water solid?

And I'd also need a vehicleID allowing only forward/backward/left/right movement yet also with the appropriate seats. Or I'll have to edit the seat positions in which is really tedious :c

10
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 20, 2014, 09:40:03 pm »
Quote from: "Laduguer"
Quote from: "Ulec"
Hmm, I might have a problem with my core. It doesn't work with water walking. My vehicle always either submerses or free hangs in water just like a player depending on the flags with and without levitate/water walking, etc...

Any help, anyone?

Are you using Trinity? If so, make sure you're applying the buff through the creature_template_addon database.

Working, yet given how water walking/levitate etc... work properly within my server the moment I aim down while holding right click the whole vehicle submerges into the water, just as the character alone does with the said buffs. So I need to 'break' those buffs' function in a way it never lets you get underwater. If anyone could help me with that I'd be grateful.


Also how to stop the vehicle working on the ground and changing its speed on water? Messed with speedRun, speedWalk, habitat types and all sorts of other things. Any tips?

11
Quote from: "Konattchi"
I guess I didnt post it earlier so ima post it now.
https://www.dropbox.com/s/3mfrayj24qjsy ... h.rar?dl=0
This is all the 7 races I did for 4.3.4 with facial and scalp textures

Would it be simpler to convert these into WotLK rather than starting from scratch on my own?

Barely got the time and the SSD space readily available without some serious file moving so I am trying to minimise the effort if possible.

12
Serverside Modding / Re: [DBC] Creating new "node" for mining
« on: November 20, 2014, 02:45:42 pm »
Quote from: "Ariuss"
Well I wonder if it's possible to create new node which will look like a tree. Which files will need some kind of edit ? GameObjectDisplayInfo.dbc and Gameobject_template ?


Copy the line for a node on your database in Gameobject_template, change the displayID of the new entry after assigning a new ID to it.

You might want to change its loot template as well as respawn time as from what I get you want cuttable trees.

13
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 20, 2014, 02:24:37 am »
Hmm, I might have a problem with my core. It doesn't work with water walking. My vehicle always either submerses or free hangs in water just like a player depending on the flags with and without levitate/water walking, etc...

Any help, anyone?

14
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 18, 2014, 09:17:29 am »
Quote from: "Amaroth"
Quote from: "Ulec"
Which modelID have you used for it?
Search WMV for model, search creaturemodeldata.dbc for creature model ID which is using that model path, search creaturedisplayinfo.dbc for displayID which uses that model ID. If you get stuck - that rowboat doesn't have any blizzlike ID and you will have to create it by yourself.:
1. create new row in creaturemodelinfo.dbc containing path to your boat model
2. create new row in creaturedisplayinfo.dbc containing your new model ID
3. create new row in world.creature_model_info for your new NPC DisplayID
4. done.

I asked it more for the flags, vehicle seats and whatnot used in it for it to be able to float and have you sit on it properly; else the model is pretty standard and easy to find anyway :P

15
Serverside Modding / Re: [SOLVED] [QUESTION] Vehicle Bug on Water
« on: November 17, 2014, 11:06:14 am »
Quote from: "Laduguer"
Sorry Ulec, I didn't see this.

Unfortunately I can't remember the display ID. It might have been a custom one, in which case it should be easy to implement yourself. The rowboat model is already ingame.

The vehicle was a Salvaged Chopper that had been given a permanent water walking buff through the database.

Salvaged Chopper, gotcha. Because the flags and whatnot on those do matter ^^ Thanks a tonne.

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