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Everything posted by Amaroth
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It seems so. You never know for sure :D. #Wizzard
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Version 1.0
183 downloads
Version 2.0 is under development at the moment. Repo: https://github.com/Amaroth/GobGenerator2 Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include features ensuring avoidance of duplicate display and gameobject creation Extend possibilities of choosing what gets generated and what not Video tutorial: Yet another little tool from me. This one creates gamobject displayIDs and template gameobjects out of listfile, which means that it can create thousands of gameobjects in a few seconds - great for projects making their custom models and retro-porting them from newer expansions. Listfile can be anything containing full paths to files separated by line breaks. It creates gameobjects only for M2 and WMO files, others are ignored. Tool also generates template gameobjects with their model names as names (and optional prefix/postfix), which means that generated models are easily recognisible and that when you find nice-looking model in WMV and want to use it for spawn or for creating some gameobject you need, you can find that gameobject's template generated version just by typing its name into lookup command. This makes this tool viable even for usage on models which already are in WotLK client, as it makes life of spawners much, much easier. - Generate your GameobjectDisplayInfo's CSV file and put it into directory where GobGenerator is. - Get or create a listfile. The easiest way of doing so is simply creating an MPQ with all models you want to have gameobjects made of and just extracting its listfile. Note that you can also use listfiles of blizzlike MPQs, if you want to generate gameobjects for all blizzlike models as well. - Open GobGenerator. Select input listfile (you can also type into model path field, which makes using larger number of listfiles with similiar names in the same path very easy). - Fill in your database credentials. You may want to test a connection before proceeding. - Start displayID is being taken from your GameobjectDisplayInfo.dbc (its 1 higher than the highest ID found in DBC). If you happen to see value 1 here, something is really wrong and check if your CSV is OK and in GobGenerator's directory. - Start entry is by default 400000 and I'd suggest you to keep it that way. There are some gobs on 300000+ entries in blizzlike TC2 DB, thats why I've used 400000. Final entry of generated gameobject will be start entry + gob's displayID. This means that gob with displayID 96835 will have entry 496835 - and that can be sometimes very handy. - Fill in prefixes and postfixes of gob names. Don't forget to add space behind prefix and in front of postfix, if you want to have it there. Gob's name will be prefix + its model name + postfix. So, if you choose "[Gen] " as prefix and " [DO NOT EDIT]" as postfix, result gob name might be something like "[Gen] mymodel.m2 [DO NOT EDIT]". - By default INSERT queries are being used, which means that if any gameobject entry is already taken in DB, it will result in error. You can choose REPLACE, which will overwrite whatever might be on entries where gameobjects are to be put. - Done, click on generate. If you have multiple listfiles, just select the 2nd one and click on generate again and so on. - If anything goes wrong while SQL queries are being executed, those which weren't successful are being held in a backup file. There is also a file which keeps all possible SQL errors. Thats all, C# src is, as always, included, and DBC to CSV convertor DBCUtil I use for this kind of quick tasks as well. If you happen to find any critical bug, let me know, but I don't really have a spare time to make source nicer or something like that, so report really only issues with functionality itself. -
My apologies for not responding earlier. This is for WotLK. It contains only displayIDs for all models in WotLK client, it doesn't contain any retro ported models or similiar kind of stuff. I'm going to release a tool used for creating this release to give you possibility to make something like this on your own and to use this even on retro-ported models.
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Version 1.2
153 downloads
Version 2.0 is under development at the moment. Repo: https://github.com/Amaroth/NPCGenerator2 Upcoming features: Change UI to WPF Provide configuration options via XML (thus extending compatibility) Direct DBC editing (without need of conversions to CSV) Include support of items held in hand A tool for generating CreatureDisplayInfo.dbc, CreatureDisplayInfoExtra.dbc and optionally creature_model_info and creature_template data for a character created in WMV. How to use: - Convert your up to date CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to CSVs and place them into the folder with this tool. - Open a WMV. Create your character, and save it as .chr file (F7 hotkey). Also save its texture (by using File>Export Model>X3D... option you'll get texture you want and some mess you can delete). Repeat this step for each character you want to create creature displayID for. - Open an NPCGenerator. Fill database connection credentials (you need to do so even if you turn off creature_model_info and creature_template generation, because NPCGenerator will need to get item display IDs from your database). - Now just click on Select .chr file, select your .chr file. Click on Select texture, select your character's texture. Check if there's anything else in window you'd like to change (you'll probably find yourself using all other options with their default values). Click on Generate. Repeat for each character. - ?? - Profit. C# src is included. I'm opened to suggestions and feedback, however, I'm quite busy so I'll probably just fix critical bugs if you find any. -
Version 2.0
287 downloads
ItemSync is tool for keeping your Item.dbc up to date with your server's database. It can also insert items which are n DBC, but are missing in database, into database. This can come in very handy for mass-importing NPC-only items (like glaives for sentinels and so on) into database, so players can use them as well. For tutorial how to use this tool, compatibility and other useful info, check README in repository. Repo: https://github.com/Amaroth/ItemSync2 Credits: Barncastle (and people who helped him) - for WDBXLib for DBC/DB2 and code revision&suggestions. Kaev for some small yet very useful tips about WPF. Смердокрыл for DO STUFF(tm) button suggestion. -
Yes. If you get problems with buggy NPC behaviour in combat/when following waypoints in areas above that mine, mine is the thing causing them. Although this mine of yours seems to be (hopefully) far-enough under surface.
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Yup, server side maps do a lot. Btw, if you have any kind of WMO under terrain (like a cave) and its close to terrain surface, its prone to cause buggy NPC behaviour with vmaps.
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Its made for WotLK. I don't know if you can make this work for newer expansions. Maybe you can, maybe you can't, simply try it (I don't even know how Cata, MoP, WoD and Legion modding works). It should definitely work well for Vanilla and TBC though. Launcher just downloads files and folders into changeable local paths, so it should be fairly universal, at least for MPQ-using expansions for sure.
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I've got a litte problem to understand what is your problem (or in fact, what do you actually want to achieve). You have NPCs which sometimes just stop and start going around with spawndist? Do they do so when walking between waypoints, or when they stop at waypoint? Do waypoints have delays (time for NPC standing there idle) set, or are delays 0? Do NPCs actually have spawndist set, or not? Quite a lot of questions... Maybe showing waypoint and creature data in database would be just better.
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Yup, number of version (14, 15...) isn't the same as year (2015, 2016)... Confusing, but it is so.
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I'd expect DK rune cooldowns to be hardcoded in client and in server as well. Lua is just for visualisation of CDs. Or am I wrong?
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I gave up on trying to read and understand Alastor's post, so sorry if anything important was written there. (CZ: Gramatika a hlavně stylistika Alastore, promiň :D. To se nedá číst.) Its again so often forgotten SkillRaceClassInfo.dbc :D. There are 2 settings for this (plate - 293) skill there. The first one says that warriors and paladins can learn this skill, but only after getting level 40. The second one says that DKs can learn this skill with no level restrictions. DBC doesn't allow any other classes to get plate skill, because its not set as learnable in it for those other classes. This was ignored by TC until now, and it seems TC devs have decided to simply fix this as it was, in fact, a bug. To solve your problem, open that DBC, delete line 906 (you probably don't have to, just to keep it clean), change field #2 (ChrRaces) value to -1 (why the actual fuck is it readen as a float in MyDBCEditor??), field #3 (ChrClasses) value to -1 and field #5 (RequLvl) to 0. Field numbers are 0-based. This will mark plate mail skill as learnable for all race/class combinations since level 0. Done. https://wowdev.wiki/DB/SkillRaceClassInfo
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Just to make sure, do you really have Visual Studio with C++ compiler installed? You need to choose C++ compiler by hand when installing Visual Studio, its no longer being installed by default. More at point 2 here: https://trinitycore.atlassian.net/wiki/display/tc/Windows+Requirements
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It seems you haven't readen main post properly spectr. He wants to edit spell power/attack power bonus on spell's effect.
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As far as I know you won't find spell/attack power effects in DBCs. Maybe world.spell_bonus_data table? Hopefully someone better informed than me comes around.
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I doubt you can easily solve this, WoW waterfalls aren't really made to be used in such way. Blizz is always using only one fitting model in appropriate scale, putting more over each other will probably always cause similiar problems. The only other solution than simply using just one well chosen model is using models which are just emitting water splashing particles, but I really doubt such waterfall would look any close to something one would call good. You can also try to use more different models, not just spam of one. And make more sure that waterfalls actually start in rock M2, not next to/under it.
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Due to loss of internet connection I couldn't finish my answer to you, otherwise it would have been here for a few days already. There are 2 orientation systems for gameobjects in gameobject table at the moment. You can do basically two things. Either: Spawn a gameobject. Turn it with .gob turn command (TC admin is great for this). Done. Or you can: Spawn gamobjects. Execute following SQL query on your world database: UPDATE `gameobject` SET `rotation0`=0, `rotation1`=0, `rotation2`=SIN(`orientation`/2), `rotation3`=COS(`orientation`/2); Restart your server. Done. The 2nd method will rotate all your gameobjects to the way they should be oriented (so on-spawn orientation will be used). The biggest issue of the 1st method is that (at least on my a little bit outdated revision of TC) gameobject turn command doesn't change old orientation value which is no longer used, only the 2nd, new orientation values. The biggest issue of the 2nd method is that, apart from need of restarting server and not-seeing results immediately, it collides with the 1st method (objects turned by gameobject turn command will get turned again to orientation spawner was in when he spawned a gamobject). A (partial) solution to this would be: UPDATE `gameobject` SET `rotation0`=0, `rotation1`=0, `rotation2`=SIN(`orientation`/2), `rotation3`=COS(`orientation`/2) WHERE (`rotation2`=0 OR `rotation3`=0); Now, guys, tell me. Anyone. Why the actual FUCK is TrinityCore doing this. Releasing unfinished, malfunctional things. Redoing things which were WORKING. Fixnig things which WERE NOT broken. Its overengineering and utterly stupid in my opinion, and its not for the first time TC has done something similiar.
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[Trinity] Problem with new skills (forbidden race/class combination)
Amaroth replied to Athris's topic in Serverside
Nah, have you even opened SkillRaceClassInfor.dbc and took a look at its 144 row :P? Well, if you did, you likely just missed thats there's a 1st when 0-based, 2nd when 1-based field which contains (on that row 144) value 228. Thats an ID of wands skill (at least as far as I know, my Skill* DBCs are edited and translated and stuff like that a lot). Its even written here as well: https://wowdev.wiki/DB/SkillRaceClassInfo 1 - SkillLine - iRefID - Ref to SkillLine.dbc SkillLine.dbc contains main definitions of skills, and its IDs are used to identify skills in all other DBCs, DB tables, logs... So don't confuse IDs of skills with IDs of rows in DBC which just reffers to skill IDs. Btw, if that DBC was using IDs of skills as IDs of its rows, it wouldn't be able to contain multiple rows for the same skill. -
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[Trinity] Problem with new skills (forbidden race/class combination)
Amaroth replied to Athris's topic in Serverside
It really is in this DBC though.: 3 - ChrClasses - iRefMask - Bitmask to ChrClasses.dbc Field 1 (when 0-based) is an ID of skill. So, find rows which have wand skill skillID. There may be multiple such rows (however, in this case its just a one row - 144). Row 144 says that skill 228 is for all races (-1) and for 256+128+16 classes (5, 8 and 9 - priest, mage and warlock) learnable from level 0. The only one thing you need to do is include warriors into mask of classes which can learn this skill. Warrior's class ID is 1. So his value for mas is 2^0=1. So you need to change mask from 400 to 400+1=401. As simple as that. Thats all you need to do. Note that some skills can have multiple rows in this DBC and some of them can be there to include race/class combinations into list of combinations which can acquire this skill, some can do the opposite - exclude race/class combinations from list of combinations which can acquire this skill, or place some special restrictions to them. -
Version 1.1
210 downloads
About: This Launcher's main purpouse is to be easy, fast and convenient to use for both players and admins. Players get their client updated by clicking on one buttons, and admins don't have to spam news with patch releases, links to new versions of patches and so on. Launcher is nearly fully configurable and src is included, so you can do basically whatever you want with it. You can also fully translate your Launcher to your native language (or correct any posible mistakes I made since english ins't my mature language :D). You can also create multiple versions with different languages - all this without actually changing a src. If you happen to need to change src anyway, its written in C# (WinForms) and hopefully not too messy or too badly documented for you. Please note that this is the first version to ever be released (its actually a configurable remake of already released software, but... well). It is possible there are some unhandled exceptions or even bugs. I have been testing this tool for some time and there shouldn't be any real major issues, but one never really knows for sure. Keep a backup of your game client and don't set KeepBackups in config to 0 unless you are really confident this works correctly. Launcher is capable of following things: Deleting Cache folder. Removing (I use different word because optionally the most recent backups are being kept) outdated (or on web's filelist missing) MPQs in Data folder. Downloading any files specified in web's filelist into any specified local path in WoW's client folder. Unziping zipped folders (sadly, only zip is supported, rar, 7z and others not). Useful for AddOns. Dividing files into two categories - optional, and non-optional. User can choose which optional files are to be downloaded. All files can be organized into LinkedLists. If a file with a LinkedList is optional, it is an optional group. Player can either keep all files from an optional group, or none of them. Optional group can contain both files and zipped folder (AddOns). Self-updating, if a new version is released. Version system is based on one simple double-typed version number. Using different filelists. Which means you can have separated filelist (and files) for GMs/Devs and for players. Launcher also includes Changelog Browser (changelog entries have name, date, description and optionally a picture). There is also a Changelog Editor. To access it, you need to enter FTP login information. This serves for authentization of staff members, and also enables Launcher to upload edited changelog to FTP (so you don't have to put it there by hand). File downloading fully asynchronously, so users can browse changelog while files are being downloaded. Download speed, progress bar, percentage and stuff like that are being shown as well. Displaying of "hello image" which can for example be an image with some breaking news and stuff like that. How to configure: Rename your Launcher to whatever you want. Something like MyProjectsLauncher. Create a folder on your web where web side files will be kept. You can divide multiple things into multiple paths, but I'd recommend you to just have everything at one place. I'll call this a web's root folder (root folder for launcher stuff, not for web as whole, hopefully you understand me). Your web's root folder must contain file with current Launcher's version (I use launcherversion.conf). This file must contain only one double-typed number with . as a separator. Version of Launcher I'm releasing here is 1.0. You can change your Launcher's version in Core/Config.cs. If Launcher finds that value in launcheversion file is higher that its version, it attempts to update itself. Your web's root folder also must contain a zip file with a Launcher, its LauncherConfig.conf and optionally with its LauncherIcon.ico. I've named it Launcher.zip, again, you can rename it. Your web's root folder also should contain changelog.xml. If it is empty or isn't found, a new one will be created when you'll try to create a changelong in Changelog Editor. Add a hello image (in my case hello.jpg) into your web's root folder. This image will be displayed in Launcher's main window and will most likely be used by you for displaying some breaking news. Add a realmlist.wtf file into web's root folder, if you want Launcher to change realmlist of players to your server. Also add the most important file for Launcher to your web's root folder: a filelist. I've called it filelist.conf. You can have multiple filelists on your web and release multiple Launcher versions which use different filelists. By using this technique you can release a Launcher for developers and a Launcher for players, which use different filelists and thus can download different files. Set your filelist. Follow examples in my filelist which you can find in an example web root folder I've added into this release. Read instructions very carefully, as filelist syntax should be strictly followed. Launcher can handle some fooled up entrys, but not all, and if filelist isn't succesfully readen (or if any files mentioned in it are missing/paths to those files in a filelist are incorrect), Launcher will simply refuse to update a game client. Open a ChangelogConfig.xml. You'll need to change all data in Paths element - make really sure that those paths are correct. By doing this you'll connect a Launcher to your website. Pay especially high attention to FTP path to a folder where changelog.xml is, what it should look lile- You may want to change something in Main element. Its not very likely, but take a look there. MainWindow element contains WindowName subelement. You'll most likely want to edit this. ChangelogEditor element contains DateFormat subelement. If you want to change this, DO SO BEFORE YOU CREATE A CHANGELOG. Otherwise you will end up with incompatible changelog and Launcher. The rest of ChangelogConfig.xml contains names for UI elements and various messages Launcher can output. Create your own icon in PNG format, google some online PNG to ICO converter. Done. Test if everything works correctly and release a Launcher. Launcher is to be put into WoW's root directory and thats pretty much all. Making this application took really some time and effort, I had to learn a lot of things to make it work and plan to make more tools and apps for WoW development. If you really like my Launcher and want to give me at least something in return to support me back, my Paypal account is: [email protected] Its ofc up to you. Launcher is here for free, with source included. Do whatever you want with it. You may both keep using just my Launcher (and future releases, it runs on my project ad well, so I'll probably keep releasing bug fixes and so on) or create a new one based on this. I do realize that some parts of an app need improvement, let me know if you have any ideas or if you want to contribute to code of this public version. Contact: Skype: striker159753 Mail: [email protected] Repo on GitHub: https://github.com/Amaroth/WoWMod-Launcher -
Doodad sets are being set by number keys (on keyboard, NOT on numpack) in Noggit when a WMO is selected. You can see wich doodad set is being used by that WMO in F8-toggled detailed info box. Doodad set 0 is a default set. If you want en empty building, simply find a doodad set which is empty (9 is like always completely empty), or use that default 0 one (commonly contains only things like torches, changeliers and such, and no real furniture and mess and stuff, but there ofc are exceptions). If doodads kinda refuse to disappear out of that model in game even when you have clearly set model's doodad set to something empty, it means that model has "hardcoded" which doodad set should is always enforced to be used (so settings in ADT file are basically ignored). In such (luckily rare) cases I can't help you.