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Messages - Big Bad Bot

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1
Miscellaneous / Add new cinematics - WLK
« on: March 03, 2019, 03:02:48 am »
Hello everyone. I'm replacing the old cinematics of WLK (Data>EnUS>Interface>Cinematics) but the new videos aren't opened when I click the cinematic button when I'm inside of the game.

I see there's a lot of people with this issue and some of them point there's a not-released-codec, but most point there wasn't such a thing before Cataclysm. Is that true? If it isn't, there's a way to play a custom video in WLK?

2
I would assume that your server doesn't send the character appearance bytes to the client for whatever reason.

That sounds reasonable... Do you have any suggestions on how to debug what could be causing it?

3
Hi,

I have an issue with my server, a TrinityCore 3.3.5a with custom races. Almost all of my custom races seem to have a weird issue. This is how I reproduce it:

1) Open a client and log in with an account
2) Create a character (a Goblin, for example)
3) Log with it
4) Open a second client and log into another account
5) Teleport to the Goblin I created in step 2.
6) The Goblin looks fine in the first client but the texture data is all wrong on the second client.

See the attachment for more details: On the left, what I see from the first client (the one logged into the goblin). On the right, what I see from other clients (and what other players see as well). Both instances are running the same installation with the same patches.

Does anyone have any idea what could be causing this? I tried taking a look at the core but I can't find what could be wrong...

Note: I posted this question on the server-side modding subforum because I assume it has to be something server-side if it works on one client but looks bad on others. If it's wrong, please feel free to move the thread to wherever is appropriate!

4
Serverside Modding / Replicate mail letters
« on: December 13, 2017, 10:12:36 pm »
Hello to everyone. I'm looking for a spell or any in-game way to take a letter and create an exact copy of it: that means content and author. I'm talking about the item with the ID 8383 called "Plain Letter"  ( http://www.wowhead.com/item=8383/plain-letter ).

5
Resources and Tools / Re: [TOOL] Wmo Editor - All versions
« on: December 01, 2017, 03:20:55 am »
Quote from: Dragow
Hi guys, prob the old problem, but i cant fix it on my own, so
Error looks like this:
<!-- m -->https://i.gyazo.com/9f94d73fe40cb839d05 ... 3f8fb8.png<!-- m -->
My regedit looks like this:
<!-- m -->https://i.gyazo.com/43c451e116fb5721cf7 ... ccd0bb.png<!-- m -->
(And i v tried to add  in the end of the address (C:WoWModdingClient335aNoggit) - also doesnt work)
Have a directx 11 version.r

Having the same problem. Nothing helps


Same problem here, Win10 64bits, DirectX 12

6
Hi everyone,

I'm trying to make it so in my server, all races & classes would either know all languages or they all know the same language. I have plenty custom races and I'm having issues with recently created characters having all the language skills...

I think it's related to racials and DBCs but I couldn't figure out how to set it right. In fact, by trying to set it so all races and classes know all languages, newly created characters appear with no languages at all... Which is, of course, not exactly what I was hoping for.

Does anyone know what steps I should take to accomplish what I'm setting out for? I'm running last month's release of the 3.3.5a TrinityCore fork that supports Eluna.

7
I was just about to comment about having found that the culprit was in `item_template`, but I swear I would've never been able to find this bug.
After removing an item with entry 0, everything went back to normal.

Thank you kindly, Amaroth!

8
Serverside Modding / [Fixed] [3.3.5] [TrinityCore] "Forced" outfits
« on: April 22, 2017, 12:19:17 am »
Hi,

An heavily modded 3.3.5 project I worked on hadn't had a single update to its core or DB in a long, long time. Recently, there came the need to apply some adjustments so I fetched and compiled a new fresh core from the TrinityCore GIT, set up a new MySQL database and then proceeded to port over tons of tables (creatures, gameobjects, items, there were a lot of customisations to take into account)!

When I first created the core, I tested it and everything worked just fine.
After porting over the database, everything works fine except that ALL characters are wearing some robe that I cannot unequip for the life of me.
The problem appears to be somewhere in the SQL database because that's the only thing that changed but I don't have the slightest clue of what's causing it.

As I stated above, I'm using the latest Core & SQL from TrinityCore and this bug wasn't there before migrating the old "World" database (The bug disappears if I replace the World database by a vanilla one, keeping the characters/accounts intact), although it also happens on newly created characters, but only after the creation is completed (so in the "Character Creation" screen they look fine but in the "Character Select" screen they're wearing the tunic).

If anyone has some clue of what's going on here, I'd love to hear it!
I'll keep trying to find a fix myself on the meantime.

9
Serverside Modding / Custom SQL table + Quest Script
« on: November 24, 2016, 10:59:00 pm »
Hello everyone. I want to create a script wich only activates itself when someone completes a quest, sending a new entry to a SQL custom table with the name of the quest, the character who completes it and nothing more than that.

How this could be possible?

10
Hello everyone. I create a custom model in Blender and I import to OBJ using . The model works pretty well, looks good, have collisions, it's everything allright but...when I make a GObject with a WLK displayID works pretty good; but when I use a custom DisplayID I can't intertact with it no more.

I need to add the new Gobject DisplayID in a SQL table to make it work?

I have to use another app to import a model from blender to WoW if I want to make interactive (no animated) models?

11
Yeah, I was dealing with that, but "70 m_equippedItemInvTypes " show no use in my experience. Attributes had a more protagonic role than I though...

The basic "shoot" spell have:

SPELL_ATTR0_REQ_AMMO         = 0x00000002
SPELL_ATTR0_ABILITY            = 0x00000010
SPELL_ATTR0_CAST_TRACK_TARGET                = 0x00400000


wich, combined as a bitmask, looks like this:  0x400012



So, i remove the first one (0x2) (because that was using the ammo sheet and forcing to loot at the ranged weapon slot) and I have this one:

SPELL_ATTR0_DONT_AFFECT_SHEATH_STATE         = 0x00040000

Now the spell looks good, but it's still a little buggy: if you doesn't have the weapon in your hands, your character will do the shoot animation without it.

So I try to add this:
   SPELL_ATTR0_ON_NEXT_SWING_2                  = 0x00000400

Works pretty well with the bow animation, but the swing interrupts it in the bow and crossbow, so I made a dummy spell with this only attribute in solitary, go to spell_linked_spell in World's SQL folder and associate the dummy spell with the new shoot.

Now the only issues are:

- There's not auto attack
- The proyectile of the shoot borns from a almost random place than from the tip of the gun.
- Some combinations of gender/race have more visual issues than others.




PS: Of course, I merge all double handed weapons (mace, axe, sword) as a single subtype and I use the other two as Shoot Weapon (crossbow/rifle) and Bow.
PS2:

Bitmask for bow (with 0x400): 0x440410
Bitmask for crossbow and rifle (without 0x400): 0x440010

12
I think I have an idea...wich field in the Spell.dbc says "You need a dagger to cast this" or "you need a melee weapon"?

13
Well, I want to put ranged weapons out of the ranged slot, but creating one as a ranged-two handed weapon I can't use the "shoot" spell or the other ranged weapons ones. Before start to mess with spellvisualkit.dbc and the visual of the related spells...


Someone knows wich fields of the shoot spell I must change to use an specific kind of weapon (or, in this case, weapon slot)?

14
Serverside Modding / Re: Trinity WLK - Limits on Factions?
« on: May 31, 2016, 04:32:17 pm »
You're right. I try to add more lines in the faction.dbc but now with the -1 value in that field and works perfectly. It isn't what I looking for, but is totally usefull; from 104 to 127 it's possibly to create factions without delete or overwrite anything, so is 23 factions for free!

15
Serverside Modding / Re: Trinity WLK - Limits on Factions?
« on: May 31, 2016, 12:24:45 pm »
Here's the two versions: The one wich works having a few new factions and the one with one line more wich doesn't work:

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