This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - XxXGenesisXxX

Pages: [1] 2 3 ... 14
1
General / Re: Should get our support
« on: May 25, 2016, 12:43:52 pm »
This would actually get me back into WoW. And even potentially try modern WoW.

Runescape did it, and now I play both the modern and Old School versions. Hopefully they come to an agreement.

Although that solution server they offered in that thread, sounds like an effort by them, but completely different to Vanilla.

2
Have you done "Step 3. Fixing the client crash when checking stats bug!" in my guide? That step is universal, not just for ArceEmu. Double check it too, it's a tedious set of DBC's.

[TUTORIAL] Creating a shell of a class!

3
Serverside Modding / Re: [QUESTION:WotlK] Some trouble with resources
« on: September 04, 2015, 04:49:51 pm »
You need to add a new case to the forms and make it change to whatever resource you would prefer. You would also have to edit it in the handler and probably as a shared define as well.

Code: [Select]
   switch (form)
    {
        case FORM_GHOUL:
        case FORM_CAT:
        {
            if (getPowerType() != POWER_ENERGY)
                setPowerType(POWER_ENERGY);
            break;
        }
        case FORM_BEAR:
        {
            if (getPowerType() != POWER_RAGE)
                setPowerType(POWER_RAGE);
            break;
        }
        default:                                            // 0, for example
        {
            ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
            if (cEntry && cEntry->PowerType < MAX_POWERS && uint32(getPowerType()) != cEntry->PowerType)
                setPowerType(Powers(cEntry->PowerType));
            break;
        }
    }

Player.cpp - Line 21210

4
Random / Re: Slowing down a connection
« on: August 25, 2015, 12:48:40 am »
Incoming angry housemate. :o

5
Miscellaneous / Re: [TrinityCore] Max Level over 255?
« on: August 24, 2015, 06:16:37 am »
If you really want to stretch the term "work around" you could always do a method such as using two integers in conjunction with each other then manually adding the math elsewhere in the code:

For the level 1 it would be 0, 1.
For level 255 it would be 0, 255.
For level 256 it would be 1, 1.
For level 510 it would be 1, 255.
For level 511 it would be 2, 1.
For level 555 like you want it would be 2, 45.

Etc.. Etc...

This would involve a lot of screwing around, but you could more or less create a pseudo-leveling system and attempt to work it into the other calculations.

6
Miscellaneous / Re: [TrinityCore] Max Level over 255?
« on: August 23, 2015, 02:20:59 pm »
Quote from: "saifi0102"
WoW crashed when I pressed "C" for the character window... Although I doubt the server will crash

The character pane crash that you get for having too high of a level is due to these files not having enough entries for that class:

    gtChanceToSpellCrit.dbc
    gtOCTRegenHP.dbc
    gtOCTRegenMP.dbc
    gtRegenHPPerSpt.dbc
    gtRegenMPPerSpt.dbc
    gtChanceToMeleeCritBase.dbc
    gtChanceToSpellCritBase.dbc

As for it being possible overall, of course it is. Sure as hell it would be buggy though. If I recall correctly however you also need to up a buffer size as well, I did a quick look online at the ArcEmu repository (I no longer have WoW installed, so forgive me if my memory is wrong) and it was a line similar to line 372: https://github.com/arcemu/arcemu/blob/master/src/arcemu-shared/ByteBuffer.h

That said, it is accompanied by the exact thing it lists, you should find another way to do it.

7
General / Re: Color name poll
« on: August 23, 2015, 09:10:30 am »
Quote from: "schlumpf"
Quote from: "Milly"
Do you want 5 good hearted people who share and expect nothing meaningful in return for their hardwork? Or do you want an army of people who do it for colors and the chance of this community thriving?

As this is in the end what we have been doing for the last five years: yes

This is my only problem with this whole situation (minus the ugliness of the current blue): I have no idea wtf direction Modcraft is trying to go in?

One minute there is a post about encouraging people to write guides to attract audience and help out the new guys. The next you make it harder to distinguish between new and old or even if new people are around and active. Nor is there context about how this is integrated positively in the future, as if there was a plan more so than just lowering arrogance.

As far as I can tell, no one has commented on the index page, no one has mentioned that despite it being the most viewed page on the website (presumably), it is presented with a bunch of people replying to people. There are no badges, there are no titles, there is nothing but an average Joe, replying to an average Joe. Some new people will see that as less threatening, but a good deal more who have looked at numerous modding sites will assume it's leeches sucking on a dead corpse.

There is no context for a new person, they see what they see and their retention is generally based off that alone. They are not going to see a topic announcing everyone is equal here. They are going to see a board index, with what they will assume is filled with leeches.

Again, I would be fine with this whole thing if I knew that there was purpose behind it besides reducing dick tugging and morality. If I knew this would be integrated in some form of positive manner.

To top it off, everyone is so fucking negative. Stop replying to "The badges show skill" with "No they don't, they are too inaccurate for that". You are still discussing a topic being beaten to death, yet you in your negative response just opened and refused to humor the more positive approach written. If you have a problem with their accuracy why are you not striving to make more accurate and less arbitrary titles? Or for the love of god at least discussing it.

Why are we not discussing the future of this (on both fronts), I could write a program tonight that deletes system32 and release it in a week under a new account, new people would be none the wiser. What is the solution to that? Is there a plan to how tools will be regulated (and how newbies will know to trust it) and if not, why aren't we discussing that instead of this bullshit ego/no ego battle.

What I am trying to say is, there is no out-liner for this particular change, nor does it make any sense to be released pre-website change. Or at the very least, when the websites changes addressed in "Modcraft community" thread start occurring, how will issues like these be addressed then. I don't give two shits about whether "such and such" does or does not like peoples names having colors, I want to talk about whether the colors are good for Modcraft as a website, or better yet Modcraft as a future iteration of a website.

All of this for the sake of ego, be it the perspective of not liking the ego the titles bring, or the perspective of comfort of the ego in the titles. When realistically we are using screen names which are by nature a personification anyway...

As mentioned, I hate negative replies with 0 constructive input, so here is a suggestion:

I am unsure as to how many people came up with and discussed this change before it was put in place. But it clearly has flaws that were not discussed and planned for. Nor was the manner in which it was released and brought to everyone handled very well either.

What I propose is a small hidden forum (consisting of staff and a few more people) in which these can be discussed and fleshed out before being released including how to handle this publicly (A.K.A adding context to the future of this). Blizzard doesn't just have 3 management members go: Here's the patch changes, release it. They have a board of people discuss it after a series of specific people come up with the idea.

8
General / Re: Color name poll
« on: August 21, 2015, 05:51:08 pm »
I don't really care that much, I mean, the distinction in what peoples credibility towards skill is nice, but really; I just think the current blue is really gross lol...

Edit: I am bored so let's actually approach this from a different angle to draw out some ideas.

I think the fundamental problem with the action taken was more that it was somewhat of a punishment for those who had done something or at least anything for the community. You don't punish someone who gives, because they stop giving. In my opinion the correct idea would of been to encourage those that give, to give more.

When you think about it, at Modcraft we have 3 classes to define input to the community:

1. Guests
2. Members
3. Contributors

That seems way to vague and broad. I have done very little in comparison to stoneharry yet our title is the same. This then applies backwards for myself as someone who has contributed a little bit, compared to someone who has contributed nothing. Effectively your approach was an act of regression rather than progression in any sense of it. It would make more sense to encourage the Member to reach Contributor and the Contributor to reach something even higher.

You are right that it shouldn't be a motive, but removing motive altogether helps no one.

9
General / Re: Modcraft community
« on: August 17, 2015, 09:26:53 am »
Quote from: "spik96"
Quote from: "MountainLion"
Bottom line, content is 3.3.5 and WoD. Period. If you want support for these, you will guaranteed find it. No need for further detail on this one.

Yes, yes, there is.
I get most used versions should be 3.3.5 and WoD, perfect. But do you have in mind to forbid every question about other versions ? What's the problem with non "guaranteed" answers ?

I wouldn't mind them if I knew before I was clicking on the thread. If it was titled "[4.xx] Insert keyword summary here" , then I would know not to click on it as I would most likely have no idea.

10
Miscellaneous / Re: [QUESTION] Random item appearing on character
« on: August 13, 2015, 05:22:27 am »
Much better description, ty :)

It still sounds like a caching problem, however, have you checked to make sure that you have added the updated DBC to both the client AND the server. Cause it could be, the process is given different results based on the server query compared to the client-side query. Same goes for the database.

The other reason I think this, is that I am pretty sure the unsheath state is merely an integer on the client side and the model itself is completely handled client-side, while the model simply equipped is actually checked through the server (hence displayID in database as well as the DBC's).

11
Currently working on this for uni: http://pastebin.com/kiaFdVXQ

We were tasked with programming a match the pairs tile game while using the assets they give us.

12
Miscellaneous / Re: [QUESTION] Custom Race
« on: August 12, 2015, 05:16:13 pm »
It's not the coords that are the problem, it's the number of races. The coords grab the number of races, then grab the icon coordinates, then set the icon textures accordingly. Problem is, you have 16 coordinates but max races set to 14.

Coordinates that you have 16 different races of:
Code: [Select]
["HUMAN_MALE"]          = {0, 0.125, 0, 0.25},
Max races you have set:
Code: [Select]
MAX_RACES = 14;
Change the number of max races and let us know how it goes.

13
Miscellaneous / Re: [QUESTION] Random item appearing on character
« on: August 12, 2015, 05:10:09 pm »
Quote from: "Смердокрыл"
And I noticed that if I unequip the weapon and restart wow, the dagger does not appear.

What do you mean not appear? If it's unequipped, do you mean it doesn't appear in your inventory? Cause it shouldn't be on the model. Or do you mean when you re-equip it the model doesn't appear? Confused by that what you mean by does not appear.

14
The workaround I can think of (and assume could work) would be somewhat re-creating the pages in the client. Rather than having the entire page in the client, you could have a panel with the relevant buttons needed to get the same functionality you would get from the desired page. Then have it send messages to and from the actual webpage to the the results you are after from the page.

For example: In the client you could have a panel/pane and in that panel a donate button, when the player clicks that donate button, the next part pops up with an enter-able or selectable quantity to donate, then the player hits some kind of submit button and it sends that quantity, the character name the username and so forth to the webpage. The webpage then sends back a message whatever results you want from that information and in turn the client would then have perhaps another panel to continue further.

It would be rather finicky and more effort than value, but I guess it could work...

15
Not exactly something I worked on recently, but I am happy with it:

[media:399r6tih]https://www.youtube.com/watch?v=5emmCadv5Ew[/media:399r6tih]

Pages: [1] 2 3 ... 14