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Topics - Synric
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« 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?
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« 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!
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« 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.
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« 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 ContentsI'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 InformationDirectly 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 SectionsOne 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 InformationI 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. CategoriesThere 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 InformationSchlumpf 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
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« on: July 11, 2016, 05:16:28 pm »
Mix-And-Match: Spell.dbcAs 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. 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.
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« 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.
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.
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« 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: 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: 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?
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« on: June 28, 2016, 05:34:22 pm »
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.
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« 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!
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« 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?
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« 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!
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« 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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