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 - mferrill

Pages: [1] 2 3
1
Here ya go... Vyrkul patch is in that repo somewhere...and warg, goblin, Naga, maybe a few others. I can't remember.

https://bitbucket.org/molrune/uc4-patches/downloads

You still need to mod the Core and DB though.  I didn't know what one you use to offer help there.

2
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 25, 2013, 07:37:17 pm »
Got a new problem... This time with Dungeon Finder.
[attachment=0:3818cb4k]Capture.PNG[/attachment:3818cb4k]

Anyone know what to edit to allow a new class to select a Role...?

I looked in srcservergameDungeonFinding
Found lots of references to Roles TANK HEALER and DAMAGE ... Nothing really specific though...

Also looked in LFG*.dbc  But it doesn't seem to be in those...

Feel like I"m missing something...

3
Quote from: "Soldan"
Lol, that will be why it failed then...

You can add a camera at the end of the m2, but then you'll have to readjust the camera offset :P

Good to know.

4
Quote from: "Ascathos"
Quote from: "mferrill"
Quote from: "Ascathos"
Quote from: "mferrill"
kronixusa is probably much better at this than me...(Actually I know they are :D)  Without the other files...hard to test and see (for me) if this actually will work for ya.

I just took the values from my custom race Ogre.  Seemed about the same size/shape, etc... (originally Tauren)

Worth a try ... hope it helps... Sorry if it does not.

http://www.mediafire.com/?b771sutbb5p5ypk
Rest assured, you broke the model by just adding some offset, but not adding any data (or even linking it properly).

Most definitely seem so, yes.
How did you add the camera ? Did you simply place it at the end of the model, or did you add the offset that your ogre/tauren model had ?

I just edited the values with 010editor/M2 template to match the values of the Ogre.

5
Quote from: "Sin"
Hello modcraft community! I have been working with WoW modding for about a year now, and up until this point I hadn't encountered an issue that I couldn't resolve with my own resources. Hopefully someone on this board can provide me some insight to my problem.

I am having an issue where every time I mount or use a flight point on my custom race Tuskarr, Skeleton, and Ogre it crashes my server. I am running on Trinitycore, the latest rev. I can provide any of the code if someone would be willing to review my work, but I'll refrain from posting excess junk in case someone knows what might cause this.

Oddly enough, I have 4 other races High Elf, Broken, Naga, and Forest troll whom are able to mount and use flight points without issue.

I suppose my question is what would cause this to happen?


Any guidance would be appreciated!

Not sure about mounting, but I've had this issue with Flightpaths, and custom Flightpaths with new races...

Did you remember to edit Player.cpp and add in Taxiepaths?
Search for....
// race specific initial known nodes: capital and taxi hub masks

You'll find something similar to this...

switch (race)
    {
        case RACE_HUMAN:    SetTaximaskNode(2);  break;     // Human
        case RACE_ORC:      SetTaximaskNode(23); break;     // Orc
        case RACE_DWARF:    SetTaximaskNode(6);  break;     // Dwarf
        case RACE_NIGHTELF: SetTaximaskNode(26);
                            SetTaximaskNode(27); break;     // Night Elf
        case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
        case RACE_TAUREN:   SetTaximaskNode(22); break;     // Tauren
        case RACE_GNOME:    SetTaximaskNode(6);  break;     // Gnome
        case RACE_TROLL:    SetTaximaskNode(23); break;     // Troll
        case RACE_GOBLIN:   SetTaximaskNode(23); break;      // Naga
        case RACE_BLOODELF: SetTaximaskNode(82); break;     // Blood Elf
        case RACE_DRAENEI:  SetTaximaskNode(94); break;     // Draenei
        case RACE_NAGA:     SetTaximaskNode(2);  break;     // Nagal
        case RACE_BROKEN:   SetTaximaskNode(94); break;     // Broken
        case RACE_VRYKUL:   SetTaximaskNode(2);  break;     // Vrykul
    }

    // new continent starting masks (It will be accessible only at new map)
    switch (Player::TeamForRace(race))
    {
        case ALLIANCE: SetTaximaskNode(100); break;
        case HORDE:    SetTaximaskNode(99);  break;
    }

6
Quote from: "Ascathos"
Quote from: "mferrill"
kronixusa is probably much better at this than me...(Actually I know they are :D)  Without the other files...hard to test and see (for me) if this actually will work for ya.

I just took the values from my custom race Ogre.  Seemed about the same size/shape, etc... (originally Tauren)

Worth a try ... hope it helps... Sorry if it does not.

http://www.mediafire.com/?b771sutbb5p5ypk
Rest assured, you broke the model by just adding some offset, but not adding any data (or even linking it properly).

Most definitely seem so, yes.

7
:'(  oof that's not good.  I'll look and make sure I extracted the right one... I'm pretty sure I did....but that doesn't mean much.

Edit -> Ya it was the right file.  Sorry it didn't work for ya.  Might have to wait for one of the more experienced ppl here to lend a hand then.

I'm still pretty noob at all this.

8
kronixusa is probably much better at this than me...(Actually I know they are :D)  Without the other files...hard to test and see (for me) if this actually will work for ya.

I just took the values from my custom race Ogre.  Seemed about the same size/shape, etc... (originally Tauren)

Worth a try ... hope it helps... Sorry if it does not.

http://www.mediafire.com/?b771sutbb5p5ypk

9
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 11, 2013, 08:33:03 pm »
Quote from: "kingarturr"
Quote from: "Ascathos"
Quote from: "kingarturr"
I'm very noob in C++ but

You released in first post a code for trinity Core to use this class
How i can add it in my trinity core? D:
By adding it into the core ?! Write/copy the code into your source ?! Compile after that ?!

If you don't even know how to approach programming, do some crash courses. That are basics that we shouldn't have to explain, at all.

Already done that, i posted it because the .patch file don't worked...


Quote from: "mferrill"
Quote from: "kingarturr"
I'm very noob in C++ but

You released in first post a code for trinity Core to use this class
How i can add it in my trinity core? D:

It's not hard.  It is a patch.

Copy/Paste from pastebin to a notepad, and save as Necromancer.patch.  Drop it into your source folder, and patch with Git.

Git Bash....
Patch -p1 > Necromancer.patch

If any rejects -> apply manually. (There should be none).
If ya get really really lost in that process, hit me up on Skype, I"m always willing to help, time permitting.
MFerrill1

Ty, already done it applying manually, because .patch file don't work :)
i'm trying do add things like languages, spells etc.

Find the spell you want in ...
SkillLine.dbc

Place into ...
SkillRaceClassInfo.dbc for each race/class you want to have the spell

Race and Class need to be Bitmask (there is a link on page one to a converter)

http://www.wowdev.wiki/index.php ... :DBC_WotLK
^ for reference

10
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 08, 2013, 02:53:12 pm »
Quote from: "kingarturr"
I'm very noob in C++ but

You released in first post a code for trinity Core to use this class
How i can add it in my trinity core? D:

It's not hard.  It is a patch.

Copy/Paste from pastebin to a notepad, and save as Necromancer.patch.  Drop it into your source folder, and patch with Git.

Git Bash....
Patch -p1 > Necromancer.patch

If any rejects -> apply manually. (There should be none).
If ya get really really lost in that process, hit me up on Skype, I"m always willing to help, time permitting.
MFerrill1

11
Attach what you have so people don't have to PM you just to see what may be wrong.

12
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 03, 2013, 08:54:10 pm »
Quote from: "XxXGenesisXxX"
CharacterHandler.cpp

Code: [Select]
   if (class_ == CLASS_DEATH_KNIGHT && !HasPermission(RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_HEROIC_CHARACTER))
    {
        // speedup check for heroic class disabled case
        uint32 heroic_free_slots = sWorld->getIntConfig(CONFIG_HEROIC_CHARACTERS_PER_REALM);
        if (heroic_free_slots == 0)
        {
            data << uint8(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
            SendPacket(&data);
            return;
        }

        // speedup check for heroic class disabled case
        uint32 req_level_for_heroic = sWorld->getIntConfig(CONFIG_CHARACTER_CREATING_MIN_LEVEL_FOR_HEROIC_CHARACTER);
        if (req_level_for_heroic > sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
        {
            data << uint8(CHAR_CREATE_LEVEL_REQUIREMENT);
            SendPacket(&data);
            return;
        }
    }


o.O  didn't even think to check in Handlers.

13
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 03, 2013, 07:27:03 pm »
Quote from: "schlumpf"
That's because you seem not to know how programming C++ works:
 

This is true. I'm just learning.  Google + a few books. C++ for Dummies (Sounded appropriate) and Jumping into C++ (Really good so far)

I have a Long way to go though. Ty for the helpful correction.

14
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 03, 2013, 07:13:57 pm »
I thought a Logical OR operator would work by setting it....

Code: [Select]
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT || CLASS_BATTLEMAGE    
? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
        : sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);

    if (m_session->HasPermission(RBAC_PERM_USE_START_GM_LEVEL))
    {
        uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
        if (gm_level > start_level)
            start_level = gm_level;
    }

But it just breaks things :D

15
Miscellaneous / Re: [QUESTION]  About Custom Classes
« on: May 03, 2013, 07:10:59 pm »
Quote from: "schlumpf"
What do you even mean by "heroic"? Deathknights are completely like all others.

Right, with the exception of the Start Level settings....

Setup in Worldserver.conf


Code: [Select]
#    StartHeroicPlayerLevel
#        Description: Staring level for heroic class characters after creation.
#        Range:       1-MaxPlayerLevel
#        Default:     55

StartHeroicPlayerLevel = 200

and Player.cpp

Code: [Select]
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT  
? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
        : sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);

    if (m_session->HasPermission(RBAC_PERM_USE_START_GM_LEVEL))
    {
        uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
        if (gm_level > start_level)
            start_level = gm_level;
    }

I think... Could be wrong...

Pages: [1] 2 3