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Messages - TheBuG

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1
Random / Re: R.I.P. Zim4ik
« on: July 30, 2016, 03:17:04 pm »
Damn...

2
Maruum / Re: Maruum is back!
« on: December 15, 2015, 05:48:32 pm »
Quote from: "Skarn"
Quote from: "TheBuG"
Troubleshooting clientside stuff will be rather annoying on WoD to be honest. As you cannot take a direct look at things in Noggit. But should Neo development continue (soon), this might a non-issue.

However, it's good to hear that the project is still going.
That sucks but still not an issue at all. Just develop and test your zone on wrath, then convert to WoD.

There's plenty of things that could go wrong in between WotLK and WoD.

3
Maruum / Re: Maruum is back!
« on: December 15, 2015, 05:07:48 pm »
Troubleshooting clientside stuff will be rather annoying on WoD to be honest. As you cannot take a direct look at things in Noggit. But should Neo development continue (soon), this might a non-issue.

However, it's good to hear that the project is still going.

4
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: December 15, 2015, 05:05:57 pm »
Quote from: "Marlamin"
Just released a very basic OBJ exporter. WMOs work best, but even then there's a lot of alpha issues on textures. ADTs use Legion client. Definitely not a full fledged release yet, but slowly working towards that!

Clicky

Awesome work man. I love the WMO to OBJ export, currently kind of working on tearing down the Legion Night Elf buildings into modular parts. As it's my first time doing so it will take some time, but oh well.

I was wondering if you could possibly add the option to export the selected ADT only, rather than the area surrounding it included.

Also nice to see there's still work being done to Neo.

5
Quote from: "schlumpf"
load local files, 7.0.1, osx64, last tested with 20773 and 20788

  • "c7 00 02 00 00 00 41 f6 c4 01 0f 84 ?? ?? ?? ??" "?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 90 90 90 90 90 90"
  • "8B 4D 9C F6 C1 01 0F 84 ?? ?? ?? ??" "?? ?? ?? ?? ?? ?? 90 90 90 90 90 90"
  • "c7 00 02 00 00 00 41 f6 ?? 01 74 ??" "?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 90 90" (twice)
  • "49 89 C6 f6 c3 01 0f 84 ?? ?? ?? ??" "49 89 C6 f6 c3 01 90 90 90 90 90 90"

Awesome! Thanks for sharing ;D

6
Neo / Re: Neo - A WoW Development Suite
« on: September 12, 2015, 05:35:04 pm »
Quote from: "Hobbilis"
The project is not dead?

It's a hobby project, people have jobs, sometimes it'll be on hold, but not dead.

7
Workboard / Re: DONT TRANSLATE :)
« on: September 12, 2015, 01:09:41 pm »
You could just lock the forums until it's done ;).

8
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 12, 2015, 11:09:20 am »
Quote from: "Kaev"


I'm programming a library for reading adt files, and later also for saving, in case you want to modify them ;). At this moment it's only for 3.3.5, but hopefully it will cover all your needs when you want to create some awesome adt related tools in .Net.
When i'm finished i'll probably create another libary to handle wdt files. After that maybe mpq and dbc files, but i'm not sure yet.
Of course the libraries will be open source so you can learn and modify them. :)

Nice, I used to use CryectTools (The Fileinfo/Loadinfo), but for some reason I stopped using them :p. Would be nice to have an updated/newer tool with similar (or more) features).

9
Showoff - what you are working on / Re: [SHOWOFF] What Are You Working On
« on: September 08, 2015, 09:32:07 am »
Pff, I hate doodadplacement, I love texturing ;p.

10
Random / Re: Best MMO & Movie Map Designs
« on: August 29, 2015, 07:24:46 am »
Age of Conan had some really, really amazing design for it's starting zone. It wasn't really an open world, but the game looked and felt very realistic in terms of scale (And looks, at the time). It was more of a multi-region open world (Think Witcher 3). Too bad everything that followed after the starting zone was plain bad in terms of gameplay. Everything apart from the starting zone felt as if it was still in alpha testing. Nowadays it's fixed from what I've heard and free to play, but I haven't bothered.

Also the soundtrack was the absolute best I've ever heard in MMOs.

For reference screenshots, check this and this.

11
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 29, 2015, 02:14:27 am »
Quote from: "axel0099"


you also made a varangian guard as I see, is there any special lore about that because in history those were scandinavian warriors.


The fact is that I would not understand the barbarisation of the arathi empire because there are no real migrators like the roman empire had, well anyway that's up to you :P

Lorewise they could have more remaining Vrykul dna to justify scandinavian/viking resemblance, I suppose.

Will there be auxillaries resembling local areas (Southshore/Strom etc) to add variation as well? Or are you going for a more unified, professional army?

12
Development and Presentation / Re: [Project-RP] Wake: Fall of Arathor
« on: August 28, 2015, 02:29:50 pm »
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.

13
Quote from: "stoneharry"
Quote from: "TheBuG"
Quote from: "stoneharry"
Quote from: "Method"
@Stoneharry

Your work is always awesome bro, that looks amazing.

How could others do that? want to try out some stuff!

What do you mean? If you know how to program and spend 10minutes familiarising yourself with the basic API then you can easily do most of the scripting I do.

If you mean play it, it's not an open server yet. Status can be found on the website: http://www.lightsdawn.net

What do you need done in terms of worldbuilding? Just out of curiousity.

A lot. If you want to help out throw me a PM, it would be appreciated.

I'm getting some more spare time in a week or two, I'll contact you in that time period. Currently there's not much I can do.

14
General / Re: Modcraft community
« on: August 24, 2015, 04:33:29 pm »
Quote from: "zax"
Guys, with the red names we looked much more communist before! :P

We haven't seen you around for a vey, very long time for sure. Welcome back.

15
General / Re: Modcraft community
« on: August 24, 2015, 11:46:36 am »
Quote from: "Steff"
Ups. Stupid me locked topic :)

Open again. And Showoff boards merged to on on top.

Where do we post things we release though? It might get lost in the Showoff topic and it might not be actual resources/tools.

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