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Messages - Garthog

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31
Noggit / Re: [SOLVED] Some objects disappear
« on: January 06, 2013, 01:52:38 pm »
Ok, thanks for that answer =D ! I'll test that.

32
Noggit / Re: [SOLVED] Some objects disappear
« on: January 06, 2013, 01:21:28 pm »
Hello ! I'm facing the same problem, so, could you please explain the solution you found for that problem ?

Thanks.

33
Will it be able to connect to 3.3.5 WoW Emulator ?

34
FuTa / Re: [BUG] Alphamap export [Rev 41]
« on: April 04, 2012, 08:26:16 pm »
Strange. I wonder what's causing this. I'm on 64bit, windows seven.

35
FuTa / [BUG] Alphamap export [Rev 41]
« on: April 04, 2012, 01:09:12 pm »
Here's what I get when I do export alphamaps from Azeroth_28_41.adt

[spoiler:3gngmc9y]Layer 1


Layer 2


Layer 3
[/spoiler:3gngmc9y]

Here's noggit 2D view of the ADT :



Here's a link to the ADT :

http://localhostr.com/files/4pSTpE5/Azeroth_28_41.adt

36
Really impressive, what a work !

37
Development and Presentation / Re: [PROJECT] [WIP] Community Launcher
« on: February 24, 2012, 01:59:01 pm »
It's a good Idea, but then it would need a lot of extra work, especially when there is exe modification etc.. :p
Also, when it will be released, (i hope) spreading custom content will be easier, but we still need a tool to create patches ( for big patches / patch sequence ) and eventually some world editor ( like Blizzard one :p ), but that's for long term !

38
Development and Presentation / [PROJECT] [WIP] Community Launcher
« on: February 23, 2012, 07:18:21 pm »
Hello,

I'm here to present my project of a Community Launcher. First, what is it ? It's basically a launcher, with two important features that were missing in a lot of launcher I saw : Patching / Autoupdate.

I think that it's the only use for a launcher. Spread your custom modifications / eventually add some repair | check functions. And this is what I expect my launcher to do. Spread your patches, without having to worry about versionning etc..

It will get a patchlist to download from a Host you specify, at a URL you specify ( for now, and for test purpose, url is http://localhost/update/getlist.php, and it send two parameters : Launcher version, Patch version ). And it'll download every patch you provide in this page.

How does the patching works ?

First, it creates a file inside your Data folder, ( which is - for now - names patch-R.MPQ ), which contains your data. When created, it's empty. Then, you just have to add some updates.

Updates are in .rvp format ( It's MPQ but I needed to find a name, to make a difference ). It has a patching sequence inside, which - for now - has three command :

a [FileName] : it replace or add FileName in the patch-R from the .RVP update
d [FileName] : it deletes FileName from the patch-R
e [FileName] [Destination] : it extracts the FileName, from .RVP, to Destination, on the local filesystem

For exemple, if you have a .rvp archive, which contains 3 files :

- patch_sequence
- Test.rar
- WORLD/test.dbc

and if the patch_sequence is

Quote
a WORLD/test.dbc
d WORLD/Map.exemple
e Test.rar C:/sometest.rar

It will update / add WORLD/test.dbc in patch-R, delete WORLD/Map.exemple from patch-R, and extract Test.rar to that location.

This system is simple, but it permits ( with a good versionning ) to send a lot of update, and keep a trace of each. For exemple, if you have a patch which weight 300mo, and you have to delete or update one file, your update will only contain that file, and that patch_sequence. It will increment the patch-R version, etc.. etc..

It's coded in C++, and use StormLib and Qt. I develope it with QtCreator.

Working features :

- Logging ( For debug purposes )
- All MPQ manipulations ( create / add file / update file / remove file / apply patch file etc.. )
- Versionning ( For now it's still very basic, but you can set the version of your launcher, and of a patch )
- Queuing / Downloading files, and apply all the patches when downloaded.
- Versionning is done
- Webpart has been done

TODO List before release :

- Auto-update of the Launcher. ( Quite done, but I have to modify the .pro, in order to auto-increment version, auto-generate the update, and then you just have to upload it to some host )
- Translate it with QtLinguist ( and put all these tr() )
- Code basic GUI functions ( Menu, Clear cache, Launch game etc.. :p )
- Make the GUI beautiful
- Compile with static version of qt
- Test it

TODO List which is not needed before release ( and which won't be worked before ) :

- StormLib is loaded with a QLibrary hack. It should be static, like that, no StormLib.dll
- Improve patching ( Adding some command, like Exe modification etc.. )
- Support for Changelog, for patch
- Adding some asynchronous cryptography ( for exemple, if you want to download only signed patch etc.. etc.. )

When it will be fully working and when it'll be easy to do autoupdate, I'll release source code.
Feel free to ask if you didn't understand something, or if you have a suggestion / question !

Garthog.

39
Serverside Modding / Re: [QUESTION] Static Xp for Creatures
« on: February 08, 2012, 06:26:09 pm »
You have to assign a value to Exp. Check where are creature_info loaded from DB, and then assign the value to Exp.

40
Miscellaneous / Re: add addons in MPQ file, possible?
« on: August 30, 2011, 12:05:08 am »
Schlumpf made a mac client without protection, i don't remember where the link is.

41
LOD means level of detail yep. It's the file that the object looks better when you get closed !

42
Resources and Tools / Re: [C++] LightAdder
« on: August 04, 2011, 02:55:48 am »
DBCUtil works perfectly to get csv from dbc files, and it's pretty simple to change. Then you get your dbc back with dbcutil too.

43
Resources and Tools / Re: [C++] LightAdder
« on: August 04, 2011, 01:43:36 am »
It's different as it mess with dbc. I never touched to dbc. I could make something with the CSV generated by DBCUtil, but not by this. Someone of my team did something like that to make some dark night everywhere. When he's back i'll post it. ( in Pascal )

44
Resources and Tools / [C++] LightAdder
« on: August 04, 2011, 12:57:21 am »
It's a tool which is used to add lights to M2. As a screen talk much than writing :



Download : Windows / Source / OSX / Linux

How to use : Drag a M2 file on the LightAdder, and then follow the menu. It's still a work in progress, so some things don't work, like deletion.

Create light : AR = Ambiant Red | AG = Ambiant Green | AB = Ambiant Blue | AI = Ambiant Intensity
DR, DG, DB, DI ( Same thing as ambiant ).

Modify : ID => Number of the light with the i command on the menu ( start from 0 )
And the rest work as intended. Be careful some things are integers, others are float ( eg : 1.24 ).

Author : Me, and help from Schlumpf / Tigurius / pxr.dk !

Thanks ! Don't hesitate to post me some improvements !

45
PyModelEditor / Re: [TOOL] PyModelEditor
« on: July 19, 2011, 09:00:04 pm »
Quote
C:Python32>python.exe C:UsersAymericDocumentsWorld of Warcraftpymodeledito
rpymodeleditorstartme.py
python.exe: can't open file 'C:UsersAymericDocumentsWorld': [Errno 2] No suc
h file or directory

C:Python32>python.exe "C:UsersAymericDocumentsWorld of Warcraftpymodeledit
orpymodeleditorstartme.py"
Traceback (most recent call last):
  File "C:UsersAymericDocumentsWorld of Warcraftpymodeleditorpymodeleditor
startme.py", line 4, in <module>
    from pymodeleditor import PyModelEditor as Editor
  File "C:UsersAymericDocumentsWorld of Warcraftpymodeleditorpymodeleditor
pymodeleditor.py", line 16, in <module>
    from glView import *
  File "C:UsersAymericDocumentsWorld of Warcraftpymodeleditorpymodeleditor
glView.py", line 74
    print "oO"
             ^
SyntaxError: invalid syntax

This is what i'm getting when I run it via startme.py.
I have Python32.

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