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Topics - Ulec

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1
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)
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6.2.3
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6.2.3 - 6.2.4 patch

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

2
Serverside Modding / [Trinity 3.3.5a] [Database] Realmlist Table Issue
« on: April 08, 2014, 06:29:30 pm »
...yet that is the only Auth database available. I have made sure that no other users, databases, tables, MySQL installations, etc... are there, so it cannot possibly be that it is reading and retrieving data from elsewhere. Dropped the database in order to put that to test and it no longer worked, so I guess that part is clear.

As for my issue: no matter which string I change on the realmlist table, the changes do not appear.

I have changed the port to something else, it defaults to 8085 and continues working despite the clash between itself and the world config. Changed the realm name, always displays the default 'Trinity' nevertheless. Even changed the gamebuild yet it still seems to ignore all of these changes. I have made sure that I have saved the table, and I have quit my SQL program countless times and restarted to see whether the changes were applied; they were very much so present.

I am clueless as to what the issue might be. Any assistance would be much appreciated; thanks in advance.

3
Serverside Modding / [QUESTION] File Removal and Hiding Names
« on: March 27, 2014, 03:47:27 pm »
Greetings,

1) To keep it brief, I am currently working on a project where an abundance of the assets for 4.3.4 Cataclysm are not needed for it. I aim at removing especially the larger sized ones, yet eventually all of them that will not be used; all the models, textures, maps, etc...

I was wondering whether there was a way to remove the file check from the game rather than removing each dependency on those files manually one by one wherever they may be used so that the game will not crash upon launch while searching for the said files. If the question is not elaborate enough, please do let me know and I will try to expand on it then.


2) I would also like to know which file within the core contains the code for displaying player name and guild tags. My intention is to hide them both, which I have already done on the who list.

Bear in mind that any client-side modification to lock in hiding player and NPC names and then removing the option from the interface menu, or essentially creating a spell which functions the same as stealth bar the animation and the invisibility whereas the name tags remain hidden which is then taught as a passive to every character upon creation and every NPC on the server are also possibilities worth considering should you deem those alternatives to be easier to work on.

Let me know if you would like to have further elaboration on the matter.

Regards,

4
Noggit / [SOLVED] Unable to Import WMOs
« on: January 12, 2013, 10:27:09 pm »
Once again a problem that I have started encountering out of nowhere, with nothing different having been done.

I have been editing a few ADTs with much joy for the past couple of days, having saved them numerous times and such...

Then all of a sudden it no longer allows me to import WMOs from the import.txt file, whereas still letting me spawn the M2 objects.

So once that started happening I searched through the forums and realised that all you need to do is to copy/paste a WMO and then select a chunk and then try to import a new one.

That worked for a while as well, yet earlier today even that ceased being a solution to the issue.

I have 'reinstalled' Noggit, removed all my edits from the project folder, restored everything to default. I have changed the permissions of my WoW folder too so that I no longer need to run Noggit as administrator; so the issue is caused neither one of those.

I am still able to spawn M2s, copy/paste WMOs and everything else. I simply cannot import WMOs anymore; would appreciate assistance.

5
Noggit / [SOLVED] Unable to Launch Noggit
« on: January 11, 2013, 05:37:29 pm »
SOLVED: I've run it as administrator; apparently that was the issue for the first time it did not even occur to me.




I have managed to launch the program successfully for the first four times and I was rather amazed by its speed and new capabilities; since I hadn't used Noggit for a while now.

Yet now whenever I try to launch it, it gives me a white screen then terminates itself after a second or two.


Below is the log;
[spoiler:1i67squa]2 - (Noggit.cpp:130): Noggit Studio - SDL 1.2
991 - (Video.cpp:204): [Debug] GL: Version: 4.2.11762 Compatibility Profile Context
991 - (Video.cpp:205): [Debug] GL: Vendor: ATI Technologies Inc.
991 - (Video.cpp:206): [Debug] GL: Renderer: AMD Radeon HD 6500M/5600/5700 Series
991 - (Noggit.cpp:87): Using config file.
992 - (Noggit.cpp:257): Game path: C:OyunlarWorld of Warcraft
992 - (Noggit.cpp:261): Project path: C:UsersCanDocumentstoolsNoggitSDL1.2Edits
992 - (Noggit.cpp:302): Locale: enUS
992 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/common.MPQ
993 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/common-2.MPQ
993 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/expansion.MPQ
993 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/lichking.MPQ
994 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch.MPQ
994 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-2.MPQ
994 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-3.MPQ
994 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-4.MPQ
995 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-5.MPQ
995 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-6.MPQ
995 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-7.MPQ
995 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-8.MPQ
996 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-f.MPQ
996 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-m.MPQ
997 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-p.MPQ
997 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-u.MPQ
997 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/patch-z.MPQ
998 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/locale-enUS.MPQ
998 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/expansion-locale-enUS.MPQ
998 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/lichking-locale-enUS.MPQ
998 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/patch-enUS.MPQ
999 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/patch-enUS-2.MPQ
999 - (MPQ.cpp:42): [Error] Error opening archive: C:OyunlarWorld of WarcraftData/enUS/patch-enUS-3.MPQ
1000 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientAreaTable.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1000 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientMap.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1000 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLoadingScreens.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1000 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLight.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1000 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightParams.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightSkybox.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightIntBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLightFloatBand.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectDoodad.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientGroundEffectTexture.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1001 - (DBCFile.cpp:19): [Error] The DBC file "DBFilesClientLiquidType.dbc" could not be opened. This application may crash soon as the file is most likely needed.
1002 - (MPQ.cpp:89): [Debug] Completed listfile loading.
1002 - (FreeType.cpp:133): [Error] FT_New_Face failed (there is probably a problem with your font file)
1002 - (errorHandling.h:64): [Error] There was an exception of type "SIGABRT"
"Abnormal termination, such as instigated by the abort function. (Abort.)".
Please excuse the inconvenience. You may want to report this error including the log to the developers.

1003 - (StackWalker.cpp:1133): [Error] OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
1173 - (StackWalker.cpp:1133): [Error] 0135721C (noggit): (filename not available): (function-name not available)
1173 - (StackWalker.cpp:1133): [Error] 01328CA7 (noggit): (filename not available): (function-name not available)
1174 - (StackWalker.cpp:1133): [Error] 73E6B4EE (MSVCR100): (filename not available): raise
1174 - (StackWalker.cpp:1133): [Error] 73E6D6E5 (MSVCR100): (filename not available): abort
1174 - (StackWalker.cpp:1133): [Error] 01389020 (noggit): (filename not available): (function-name not available)
1174 - (StackWalker.cpp:1133): [Error] 7614003F (KERNEL32): (filename not available): GetProfileStringW
1174 - (StackWalker.cpp:1133): [Error] 772574DF (ntdll): (filename not available): RtlKnownExceptionFilter
1174 - (StackWalker.cpp:1133): [Error] 77219EC5 (ntdll): (filename not available): RtlInitializeExceptionChain[/spoiler:1i67squa]

6
Might be a tad broad of a question yet as the title suggests, I need to create brand new animations for the upper body; torso and arms.

Then I thought to myself "Why not simply 'rip' parts of other animations off from the existing ones and mold them together?

How would I be able to literally 'cut' from other animations and 'paste' it into a new one?

Also if anyone has an idea regarding which database handles assigning animations to specific actions, it would be appreciated if they could share it here so that I won't have to fiddle with the whole file and have it figured out in advance.

Kind Regards,
Can(Ulec)

7
1) Pretty self-explanatory. All I want is to be able to create a spell whose sole function is to play a soundfile uncut regardless of any interruptions and whatnot.

What I've done so far was to edit the SpellVisual.dbc, SoundEtnries.dbc and Spell.dbc to make this happen. However upon launching WoW it gave me an error which indicated that SoundEntries.dbc lacked a column (was 29 columns there, however the game expected there to be a total of 30 columns).

I have spotted which column corresponds to the spell visual (already knew) in the Spell.dbc, changed it to the ID of the spell visual that I have created. And I've figured out which column sets the sound effect for the spell visual and changed it to the Id of the entry that I've created in SoundEntries.dbc.

The spell has no global or normal cooldown, has no attributes and no mechs. It only has an effect, a visual, an icon and a name. The visual is also plain simple. No visual effects - ironically - yet just a sound effect.


2) If this does not work I'll resort to lua and create something resembling an addon to do accomplish what I need. However then I'll need to figure out how to make the said sound get heard by anyone within range.


If anyone could help me with either of those, I'd totally appreciate it.

Best Regards,
Can (Ulec)

8
Noggit / [QUESTION] A few requests
« on: January 26, 2011, 10:04:28 pm »
Is it possible to;

  • Edit one of the child wmos so that they become standalone wmos, all spawnable. (No exteriors required)
  • Add new doodads into an existing doodad set/default doodad set and make them look proper (Issue with the exactness of the coordnates here)
  • Display the doodad sets other than default in Rev 104 Noggit3 with all the doodads included.
  • Create a river and a pond with the current versions of any of the software without raising the whole water to a fix level, flooding other stuff which are on lower ground
  • Replace both the ambience sounds and the music of a specific area either defined by me or by the default game boundaries
  • Change area/zone names displayed above the minimap and announced on the screen momentarily without messing with anything complex, such as the .wmo files when editing the wmo area names (Since editing wmo files requires absolute carefulness) (I still have no clue how to edit area names though) (Also some doodadsets tend to change the wmo interior names, how to fix that?)

Also, as en extra question; could anyone hand over the spawnflags which determine the doodad sets of a wmo to me? I know the ones for the first two sets coming after default, but I have no clue regarding the rest since I've never run into a wmo in an adt which uses its third doodad set and it would be a tedious task to try to search for that while one of you might know the answer. Because you know, the DDset column in Taliis does not operate without the spawnflags filled properly, or doesn't do anything at all according to my practices.

Thanks in advance,
Ulec (from Prologue)

9
Noggit / [SOLVED] [BUG] WotLK WMO Issue
« on: January 26, 2011, 09:55:30 pm »
I have been using Noggit 3 rev 104 for quite some time and this is the first time that I cannot overcome an issue with some self-figured tricks.

Recently I've been working on a Northshire edit, transforming the whole area into a cozy town with a marketplace and pretty much anything varying from the smallest details to huge wmos.

The problem is that whenever I try to load wmos (F6) Noggit crashes instantly. Started to happen after I added the Northrend Human structures;

WorldWmonorthrendbuildingshumannd_human_house01nd_human_house01.wmo

WorldWmonorthrendbuildingshumannd_human_house01nd_human_house02.wmo

WorldWmonorthrendbuildingshumannd_human_house01nd_human_house03.wmo

WorldWmonorthrendbuildingshumannd_human_innnd_human_inn.wmo

It'd be much appreciated if you could inform me regarding the complexity there.


Best Regards,
Ulec

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