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Topics - 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
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!

3
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 ).

4
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.

5
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.

6
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?

7
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?

8
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)?

9
Serverside Modding / Trinity WLK - Limits on Factions?
« on: May 29, 2016, 07:18:14 pm »
Hello everyone. I need to create a lot of new factions (like 60 new ones) without delete the old ones. I haven't any issue creating the first ten editing Faction.dbc and FactionTemplate.dbc but after the IDs 1170 and 1192 of the first DBC and 2245 and 2267 from the second one, the server start to crash.

Do you know if there's a limit of factions?
it's possible to "break" this limit messing with the core or adding more entries in a SQL table?]


PS: All the factions are the same with a few fields changed.

10
Resources and Tools / Fail to import model to M2i
« on: April 19, 2016, 07:40:56 pm »
Greetings.

I try to convert a perfect functional m2 from WLK with M2mod in almost ANY version (from 4.6 to beta, wich works with Blender 2.49) and in all situations, it doesn't work. With anyone but the beta, it crashes when I try to convert it to m2i; but in the beta, it works pretty good converting it to m2i, but when I try to convert it back to m2 (WITHOUT open it in blender o do any changes) the tool crashes.

If someone can explain me why this doesn't work or how I can make it happen, please tell me. Anyways, the model is EpicDruidFlightAlliance.m2, if someone want to rush and upload it as a m2i ready to turn it back to .m2

11
Miscellaneous / Timestamp in SQL?
« on: March 10, 2016, 11:33:12 pm »
Hello there. In the SQL of the WLK server, all the dates are expressed with numbers like this one:

1459872570

How can I see wich time actually is?

12
"Retro-Porting" / Issue converting 6.x models to 3.5
« on: February 29, 2016, 06:17:53 am »
Hello everyone. I extract a creature model from a 6.4 wow with M2ModRedux 4.6.1 and turn it into a M2i file. WITHOUT open it with Blender, when I try to convert it again to M2 with the same application, this one crashes and the program stops to work.

can someone explain why is this happening?

13
Level Design / [Issue] Duplicated Capital Cities
« on: February 10, 2016, 05:16:14 pm »
Hello everyone. I'm trying to replace the LK Stormwind with the Cataclysm one,  I try to overwrite the old ADTs of the city with the new one and I get the old and the new city mixed and merged together.

Can anyone help?

14
Miscellaneous / How works the multiple-creatures spawn? (WLK)
« on: November 26, 2015, 10:39:57 am »
Hello everyone again.

There's some creatures what just take anotherone with them when they spawn.


Examples:


Wintergasp siege engine always spawn with a Wintergasp siege turret attached. Same situation goes on with the Hover Disk wich always spawns with a Scion of Eternity mounted on him.

Now, the question is: how these creatures works? how can I made by myself a creture who spawns another creature attached or mounted on him?

15
Miscellaneous / Addon included in MPQ?
« on: September 17, 2015, 02:10:47 am »
Hello again to everyone. I found an addon that I want to make included in a patch and force the users to have it activated. There's a way to integrate that bunch of folders, LUA and XML files in a MPQ?

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