This is a read only copy without any forum functionality of the old Modcraft forum.
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Big thanks to Alastor for making this copy!

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Topics - Synric

Pages: [1]
1
Miscellaneous / Server functionality
« on: March 16, 2017, 10:27:58 pm »
I was just curious, last time I checked (a VERY long time ago), due to the opcode change bullshit they started in Cata, post-WOTLK servers were extremely lacking in capability/features compared to their WOTLK counterparts. Has this improved on the Warlords branch?

2
General / Shoutout to Steff and the Rest
« on: March 07, 2017, 04:34:29 pm »
The new site looks great, feels much improved. Thanks to you guys for keeping all this stuff running, it's much appreciated yall!

3
Noggit / [Question] File list for current Noggit build
« on: February 27, 2017, 04:20:44 pm »
Hey yall, just compiled the newest version of Noggit off the repo, was wondering if anyone could tell me what all the DLLs needed to run it are. When I tried to start it I got alternating errors between error 0007b and missing DLL files when starting noggit. I went and copied all the DLLs from my lib builds, and I'm down to just the error.

I built each library and noggit itself for x64 and everything in terms of builds went off perfectly, so I don't think its anything from the builds themselves with MSVC14.0. I set up the noggit conf and all that, so I'm down to wondering if I missed a DLL to copy.

4
Random / Wiki Formatting
« on: July 14, 2016, 05:44:25 pm »
Hey everyone,

As some of you may have noticed, over the last few days I've kinda taken it upon myself to reformat the pages on the wiki. I'm not making any content deletions (for the most part, more on that later), I'm simply changing the presentation of the pages to be more standardized. As of writing this I am around 100 out of 427 DBC pages in.

Obviously I am not in sole control of the wiki, and a lot of people contribute to it. Therefor I'm writing this post to try and explain my thoughts behind my changes and, more importantly, to get feedback about what I could do better, other users thoughts, and anything else you may have to say about the wiki.

Tables of Contents


I've been adding a Table of Contents to each page in the DB section. I know this may seem superfluous on pages with one entry, but for most pages, to me at least, it's about quick and easy navigation, and for the pages with one entry it's about standardization and presentation.

DBC Information


Directly under the TOC I like to include any short information that would relate to the DBC regardless of the version. This is information such as when it was added or removed, and a short explanation of the function of the DBC if necessary.

Version Sections


One of my major problems with the wiki is the randomness of a specific builds information within a page. I've begun to rearrange into a new setup. It goes something like this: Expansion (Oldest first) - Build - Table/Struct. Specifically formatted as follows

==Version==
Version number and build number, i.e., 3.3.5.12340

===Type of information===
Depending on who wrote it it's either ===Struct=== or ===Table===. Sometimes we have both.

Addendum: On this note, this will probably be the most controversial statement to some people in this thread: I prefer both. The wiki, in my opinion, should not be able helping one type of person versus another. Programmers would prefer it in struct form, content developers probably prefer it in table form. I prefer to have both types of information, it takes nothing away from the page. I'm not a programmer, I'm a content developer, and it helps me far more to have the table for quick referencing. On the flip side, the guy who writes the tools my server uses is able to easily copy/paste the struct. Everyone has their way and need of presenting information. I say let the users decide how they need it, it really isn't about us.

Extraneous Information


I try to keep extraneous information at the bottom of the page. This type of information includes any information that explains the information contained above. Usually this is information like Flags and what they do. I try to separate them based on version, usually by placing some sort of stop notice between expansions. Whenever something is added that takes up a value in a previous list (for example, in Wrath only values 1-25 work, then in Cata add 26-30, but also go and add value #3) simply note it for that value.

Categories


There seems to have been some different ideas of how the category section at the bottom should be handled. It looks like the prevailing theory ended up being listing the DBC category, then the specific expansion DBC category we have information on that table for, and specific version category. So, we're going with that. The style I'm using is Expansion - Build, so for example a page with information for 3.3.5.12340 and 6.0.1.18179 looks like this:

Category: DBC | DBC WOTLK | 3.3.5.12340 | DBC WoD | 6.0.1.18179

Other Information


Schlumpf prefers DBC information added in a structure style, I add information in Table form. Each one serves  a purpose. Feel free to add either, only Schlumpf will judge ;)
This post is for discussion about my changes, your ideas, things we can do in the future, and anything about these changes. Thank you for reading.

Edit: Removed expansion headings. Back to just by version

5
Mix-And-Match: Spell.dbc

As I made the other post, I decided that I am actually going to release the full spell.dbc and the related DBCs from Legion to WOTLK, but I do require some assistance. As I mentioned in the Spell post, I haven't nailed down the full column headings for SpellEffect.DB2, so I'm going to attach an SQL table here with the data from SpellEffect.db2, plus the columns I've worked out for sure so far. If y'all can help me nail this table down, I will go ahead and release everything as soon as I'm done writing it all.

Code: [Select]
unk1 = EffectMultipleValue
unk2 = EffectBonusMultiplier
unk3 = EffectChainAmplitude
unk4 =
unk5 = EffectRealPointsPerLevel
unk6 = EffectSpellClassMaskA
unk7 = EffectSpellClassMaskB
unk8 = EffectSpellClassMaskC
unk9 = EffectSpellClassMaskD
unk10 =
unk11 =
unk12 =
unk13 = EffectApplyAuraName? - Either this value or unk22
unk14 = EffectAmplitude
unk15 = EffectBasePoints
unk16 =
unk17 = EffectDieSides
unk18 = EffectItemType
unk19 =
unk20 = EffectMiscValue
unk21 = EffMiscValueB
unk22 = EffectApplyAuraName? - Either this value or unk13
unk23 = EffectRadiusIndex
unk24 = EffectTriggerSpell
unk25 = EffectImplicitTargetA
unk26 = EffectImplicitTargetB
unk27 = SpellIdentifier (Used to be columns Effect1, Effect2, Effect3, now seperate entries, and this where it matches up)
unk28 =

From here it's literally just a case of playing mix and match with WOTLK's spell.dbc.

This link contains spell.dbc for both WOTLK and Legion, as well as spelleffect.db2 and spellmisc.db2 in SQL format.

Note: In WOTLKs spell.dbc there are 3 columns for each of these (effect1, effect2, effect3). In spelleffect these are split into seperate rows. SpellIDIdentifier is the column which tells you where it goes in the list of 3. It looks like at some point they also added a 4th effect, but obviously we wont handle that.

6
"Retro-Porting" / Lets play a game of mix-and-match: Spell.dbc
« on: July 11, 2016, 04:31:26 pm »
So, I played some mix and match. I located all the data that used to be in spell.dbc from WOTLK, and matched it to its cooresponding legion db2. Here are the locations!

*All but 3 columns are still contained in the DB2s
* unk_320_2 and unk_320_3 are, for obvious reasons, no longer contained within the DB2s
* SpellRuneCost was removed in Legion, therefor column RuneCostID does not exist
* All types of spell costs were merged into the Manacost column in SpellPower.db2. (Energy, Runes, Mana, Rage, Runic Power, etc.)
* The singlle hardest DBC to determine the correct column IDs for is spelleffect.db2. Almost all of the rest contain VERY similar data, and was just a case of double checking enough data to be sure you had the correct column, but spelleffect contains all the dmg modifiers and whatnot, which have almost entirely been changed since WOTLK for almost every spell. That was not fun, and is one of the reasons I am hesitant to actually supply the columns within the DB2s. Every other DB2 I'm 100% confident in my definitions, but I am only about 75% with my defintions of SpellEffect. I AM, however, 100% confident that every column I listed in the table below is correctly connected to its DB2 counterpart.

Code: [Select]
ID - Spell
SpellCategory - SpellCategories
DispelType - SpellCategories
SpellMechanic - SpellCategories
Attributes           - SpellMisc
AttributesEx         - SpellMisc
AttributesEx2         - SpellMisc
AttributesEx3         - SpellMisc
AttributesEx4         - SpellMisc
AttributesEx5         - SpellMisc
AttributesEx6         - SpellMisc
AttributesEx7         - SpellMisc
Stances         - SpellShapeShift
unk_320_2 - Always 0
ExcludedStances         - SpellShapeShift
unk_320_3 - Always 0
Targets               - SpellTargetRestrictions
TargetCreatureType           - SpellTargetRestrictions
SpellFocusObject           - SpellCastingRequirements
FacingCasterFlags           - SpellCastingRequirements
CasterAuraState           - spellaurarestrictions
TargetAuraState         - spellaurarestrictions
CasterAuraStateNot         - spellaurarestrictions
TargetAuraStateNot           - spellaurarestrictions
CasterAuraSpell         - spellaurarestrictions
TargetAuraSpell           - spellaurarestrictions
ExcludeCasterAuraSpell          - spellaurarestrictions
ExcludeTargetAuraSpell          - spellaurarestrictions
CastingTimeIndex         - SpellMisc
RecoveryTime - SpellCooldowns
CategoryRecoveryTime - SpellCooldowns
InterruptFlags         - SpellInterrupts
AuraInterruptFlags         - SpellInterrupts
ChannelInterruptFlags         - SpellInterrupts
ProcFlags         - SpellAuraOptions
ProcChance         - SpellAuraOptions
ProcCharges       - SpellAuraOptions
maxLevel         - SpellLevels
BaseLevel         - SpellLevels
SpellLevel         - SpellLevels
DurationIndex         - SpellMisc
PowerType - SpellPower
ManaCost - SpellPower
ManaCostPerLevel - SpellPower
ManaPerSecond - SpellPower
ManaPerSecondPerLevel - SpellPower
RangeIndex         - SpellMisc
Speed         - SpellMisc
ModalNextSpell         - SpellClassOptions
StackAmount         - SpellAuraOptions
Totem1 - SpellTotems
Totem2 - SpellTotems
Reagent1         - SpellReagents
Reagent2         - SpellReagents
Reagent3         - SpellReagents
Reagent4         - SpellReagents
Reagent5         - SpellReagents
Reagent6         - SpellReagents
Reagent7         - SpellReagents
Reagent8         - SpellReagents
ReagentCount1         - SpellReagents
ReagentCount2         - SpellReagents
ReagentCount3         - SpellReagents
ReagentCount4         - SpellReagents
ReagentCount5         - SpellReagents
ReagentCount6         - SpellReagents
ReagentCount7         - SpellReagents
ReagentCount8         - SpellReagents
EquippedItemClass - SpellEquippedItems
EquippedItemSubClassMask - SpellEquippedItems
EquippedItemInventoryTypeMask - SpellEquippedItems
Effect1 - SpellEffect
Effect2 - SpellEffect
Effect3 - SpellEffect
EffectDieSides1 - SpellEffect
EffectDieSides2 - SpellEffect
EffectDieSides3 - SpellEffect
EffectRealPointsPerLevel1 - SpellEffect
EffectRealPointsPerLevel2 - SpellEffect
EffectRealPointsPerLevel3 - SpellEffect
EffectBasePoints1 - SpellEffect
EffectBasePoints2 - SpellEffect
EffectBasePoints3 - SpellEffect
EffectMechanic1 - SpellEffect
EffectMechanic2 - SpellEffect
EffectMechanic3 - SpellEffect
EffectImplicitTargetA1 - SpellEffect
EffectImplicitTargetA2 - SpellEffect
EffectImplicitTargetA3 - SpellEffect
EffectImplicitTargetB1 - SpellEffect
EffectImplicitTargetB2 - SpellEffect
EffectImplicitTargetB3 - SpellEffect
EffectRadiusIndex1 - SpellEffect
EffectRadiusIndex2 - SpellEffect
EffectRadiusIndex3 - SpellEffect
EffectApplyAuraName1 - SpellEffect
EffectApplyAuraName2 - SpellEffect
EffectApplyAuraName3 - SpellEffect
EffectAmplitude1 - SpellEffect
EffectAmplitude2 - SpellEffect
EffectAmplitude3 - SpellEffect
EffectMultipleValue1 - SpellEffect
EffectMultipleValue2 - SpellEffect
EffectMultipleValue3 - SpellEffect
EffectChainTarget1 - SpellEffect
EffectChainTarget2 - SpellEffect
EffectChainTarget3 - SpellEffect
EffectItemType1 - SpellEffect
EffectItemType2 - SpellEffect
EffectItemType3 - SpellEffect
EffectMiscValue1 - SpellEffect
EffectMiscValue2 - SpellEffect
EffectMiscValue3 - SpellEffect
EffectMiscValueB1 - SpellEffect
EffectMiscValueB2 - SpellEffect
EffectMiscValueB3 - SpellEffect
EffectTriggerSpell1 - SpellEffect
EffectTriggerSpell2 - SpellEffect
EffectTriggerSpell3 - SpellEffect
EffectPointsPerComboPoint1 - SpellEffect
EffectPointsPerComboPoint2 - SpellEffect
EffectPointsPerComboPoint3 - SpellEffect
EffectSpellClassMaskA1 - SpellEffect
EffectSpellClassMaskA2 - SpellEffect
EffectSpellClassMaskA3 - SpellEffect
EffectSpellClassMaskB1 - SpellEffect
EffectSpellClassMaskB2 - SpellEffect
EffectSpellClassMaskB3 - SpellEffect
EffectSpellClassMaskC1 - SpellEffect
EffectSpellClassMaskC2 - SpellEffect
EffectSpellClassMaskC3 - SpellEffect
SpellVisual1       - SpellxSpellvisual
SpellVisual2       - SpellxSpellVisual
SpellIconID         - SpellMisc
ActiveIconID         - SpellMisc
SpellPriority - Set to 0
SpellName0 - Spell
SpellName1 - Always Empty
SpellName2 - Always Empty
SpellName3 - Always Empty
SpellName4 - Always Empty
SpellName5 - Always Empty
SpellName6 - Always Empty
SpellName7 - Always Empty
SpellName8 - Always Empty
SpellNameFlag0 - Always 0
SpellNameFlag1 - Always 0
SpellNameFlag2 - Always 0
SpellNameFlag3 - Always 0
SpellNameFlag4 - Always 0
SpellNameFlag5 - Always 0
SpellNameFlag6 - Always 0
SpellNameFlag7 - 16712190
SpellRank0 - Spell
SpellRank1 - Always Empty
SpellRank2 - Always Empty
SpellRank3 - Always Empty
SpellRank4 - Always Empty
SpellRank5 - Always Empty
SpellRank6 - Always Empty
SpellRank7 - Always Empty
SpellRank8 - Always Empty
SpellRankFlags0 - Always 0
SpellRankFlags1 - Always 0
SpellRankFlags2 - Always 0
SpellRankFlags3 - Always 0
SpellRankFlags4 - Always 0
SpellRankFlags5 - Always 0
SpellRankFlags6 - Always 0
SpellRankFlags7 - 16712188
SpellDescription0 - Spell
SpellDescription1 - Always Empty
SpellDescription2 - Always Empty
SpellDescription3 - Always Empty
SpellDescription4 - Always Empty
SpellDescription5 - Always Empty
SpellDescription6 - Always Empty
SpellDescription7 - Always Empty
SpellDescription8 - Always Empty
SpellDescriptionFlags0 - Always 0
SpellDescriptionFlags1 - Always 0
SpellDescriptionFlags2 - Always 0
SpellDescriptionFlags3 - Always 0
SpellDescriptionFlags4 - Always 0
SpellDescriptionFlags5 - Always 0
SpellDescriptionFlags6 - Always 0
SpellDescriptionFlags7 - 16712188
SpellToolTip0 - Spell
SpellToolTip1 - Always Empty
SpellToolTip2 - Always Empty
SpellToolTip3 - Always Empty
SpellToolTip4 - Always Empty
SpellToolTip5 - Always Empty
SpellToolTip6 - Always Empty
SpellToolTip7 - Always Empty
SpellToolTip8 - Always Empty
SpellToolTipFlags0 - Always 0
SpellToolTipFlags1 - Always 0
SpellToolTipFlags2 - Always 0
SpellToolTipFlags3 - Always 0
SpellToolTipFlags4 - Always 0
SpellToolTipFlags5 - Always 0
SpellToolTipFlags6 - Always 0
SpellToolTipFlags7 - 16712188
ManaCostPercentage - SpellPower
StartRecoveryCategory - SpellCategories
StartRecoveryTime - SpellCooldowns
MaxTargetLevel           - SpellTargetRestrictions
SpellClassSet         - SpellClassOptions
SpellClassMask1_1         - SpellClassOptions
SpellClassMask1_2         - SpellClassOptions
SpellClassMask2 - SpellClassOptions
MaxAffectedTargets           - SpellTargetRestrictions
DefenseType - SpellCategories
PreventionType - SpellCategories
StanceBarOrder - SpellShapeShift
EffectChainAmplitude1 - SpellEffect
EffectChainAmplitude2 - SpellEffect
EffectChainAmplitude3 - SpellEffect
MinFactionID               - SpellCastingRequirements
MinReputation               - SpellCastingRequirements
RequiredAuraVision              - SpellCastingRequirements
TotemCategory1 - SpellTotems
TotemCategory2 - SpellTotems
RequiredAreaGroupId             - SpellCastingRequirements
SchoolMask         - SpellMisc
RuneCostID - Doesnt Exist
SpellMissileID - SpellVisualMissile
PowerDisplayId - SpellPower
EffectBonusMultiplier1 - SpellEffect
EffectBonusMultiplier2 - SpellEffect
EffectBonusMultiplier3 - SpellEffect
SpellDescriptionVariableID - Spell
SpellDifficultyID - SpellCategories

I haven't finished all the auxiliary DBCs, and to be perfectly honest I know with the amount of changes, additional animations, etc. etc. etc. it probably is entirely impossible to get the new data running, but this is the type of thing that keeps me busy when I'm really bored, so I'm going to write the DBCs anyway and see what happens. I'm currently working on the related DBCs to spell.dbc, but those are more a case of rearranging values.

7
Noggit / [QUESTION] Noggit not compiling
« on: July 02, 2016, 12:13:02 am »
Hello,

I'm currently trying to compile the QT branch of Noggit. I have everything checked out and all that. Everything goes fine until Visual Studio attempts to finish compiling, when it spits out this error:

Quote
LNK1104   cannot open file 'Boost::system.lib'   noggit   C:Users*****DesktopNoggitnoggit3WinLINK

When I run cmake it says it found both libraries, but later spits out these warnings:

Code: [Select]
 Target "noggit" links to target "Boost::system" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?
This warning is for project developers.  Use -Wno-dev to suppress it.


  Target "noggit" links to target "Boost::filesystem" but the target was not
  found.  Perhaps a find_package() call is missing for an IMPORTED target, or
  an ALIAS target is missing?
This warning is for project developers.  Use -Wno-dev to suppress it.

The most logical explanation is obviously that it the system and filesystem libs don't exist, but cmake is has them listed as:



Next stop was to make sure the files listed there exist, and they do. I then went, read how to compile those two libraries from scratch and I basically compiled them in every mode possible (debug, release, dynamic, static, etc.), made there they all ended up together in the lib folder, but still nothing worked. Googled it, which said system had to come before filesystem, changed that, nothing.

I've been trying to figure this out myself for two days now, and I'm out of ideas at this point. Anyone have something I may have missed or overlooked?

8
Here is itemdisplayinfo.dbc, current as of 21737. Im not sure it'll be possible to do this again, because AFAIK Blizz removed filedatacomplete which contained every one of the paths we needed here.

A few notes:

- It's not perfect. I had to recreate it from a combination of itemdisplayinfomaterialres, dbc_itemappearance, dbc_texturefiledata and dbc_modelfiledata. It took me around 80 separate queries to get all the data together, in the correct format, and modified for use in 3.3.5. Each one was done by hand. There is bound to be some errors left over.

- I deleted any item displays that contained no data (Basically when it was in my DB I ran a search for all the records that contained no models or textures and only contained default values for the different columns, and deleted those. Roughly... 500 or so? I think it was.)

- If you want the actual models you'll have to convert them yourself. Its not hard, and all the tools you need are somewhere on either this site or model-changing.net.

- I'm not going to recreate the item.dbc file. I am using these for art assets for my built-from-the-ground-up server so I had no need for WoW's items. But if someone does so feel free to send me a link or upload it here, I'll add it to this post.

- I may do this, time permitting, for creaturedisplayinfo as well. On the same note I won't be doing creaturedisplayinfoextra for the same reasons as above.

- If you stumble across an item that doesn't work go into the DBC and find the item display ID. There are some that had racial endings. I think I got them all, but there are a lot of items. (I.e.: if the helms model reads Helm_Circlet_C_01_bef.mdx it should be Helm_Circlet_C_01.mdx.

As a courtesy to myself who took the time to do this and to anyone else who may be interested in this file, if you find an error please either report it to me or fix it and reupload it.

9
Miscellaneous / [Leagion] Filedata.db2 gone?
« on: June 02, 2016, 04:30:24 am »
I may just be missing something, but filedata.db2 is still included in my listfile, but it is not being found in cascexplorer. Did Blizzard drop it? If not, can anyone upload the DB2s from the latest legion client so I can see what all I'm missing? I'd appreciate it!

10
Noggit / [QUESTION] Noggit not compiling
« on: October 20, 2014, 07:15:36 am »
Hello,

I've followed the instructions in Noggit's readme, and I can't seem to get it to compile. I've compiled the storm lib, but for the life of me cant get it to find the stormlib directory. I tried manually setting it, that didnt work.

It found STORM_LIBRARY_DIRECTORY (C:Program Files (x86)StormLibstorm_dll), but wont find StormLib_DIR, and therefor wont compile.

CMake Error at CMakeLists.txt:417 (FIND_PACKAGE):
  By not providing "FindStormLib.cmake" in CMAKE_MODULE_PATH this project has
  asked CMake to find a package configuration file provided by "StormLib",
  but CMake did not find one.

  Could not find a package configuration file provided by "StormLib" with any
  of the following names:

    StormLibConfig.cmake
    stormlib-config.cmake

  Add the installation prefix of "StormLib" to CMAKE_PREFIX_PATH or set
  "StormLib_DIR" to a directory containing one of the above files.  If
  "StormLib" provides a separate development package or SDK, be sure it has
  been installed.


CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
STORM_LIBRARYDAD (ADVANCED)
    linked by target "noggit" in directory F:/Emulator Software/Noggit Source
STORM_LIBRARYRAD (ADVANCED)
    linked by target "noggit" in directory F:/Emulator Software/Noggit Source

Configuring incomplete, errors occurred!
See also "F:/Emulator Software/Noggit Source/win/CMakeFiles/CMakeOutput.log".
See also "F:/Emulator Software/Noggit Source/win/CMakeFiles/CMakeError.log".

I've also checked through the directories, and neither StormLibConfig.cmake nor stormlib-config.cmake seem to be real files. Am I missing something?

11
Noggit / [QUESTION] Search function
« on: December 20, 2013, 10:24:27 pm »
Would it be possible to add a search function, or a collapse list into the import? Maybe read the m2 directory(worldgenerichumanpassive doodadsstormwind) and collapse it based on that? At times if you are working on a new zone with alot of doodads the import list could get long. Just something to make finding the doodad you were looking for a bit faster.

Just a friendly suggestion! :)

12
Texturing and 2D Art / [QUESTION] Blending zone-type changes
« on: December 20, 2013, 10:19:36 pm »
Hello,
I was wondering how everyone else blends their zone changes. I'm building an area that is an oasis in a desert, I've built the desert and the oasis well(in my opinion), but I can't quite get the borders to look good/realistic/wow-like. I was just wondering if anyone had any ideas on blending them.

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