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Messages - Morfium

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Just from the top of my head, this might be because of how combat ist handled when you outlevel a mob. It's like how raid bosses are 3 level above max level. It reduces the chance to hit etc.
If you managed to remove the stat decrease from level you also have to remove this behavior for hit, crushing etc.
This can not be seen in you characters stats because it is a combat calculated thing based on the level difference to the mob.
Likely core controlled, not dbc. But I don't know where to look for this.

Did you add the dbc server side and into a patch client side? If you missed the patch something like this would happen.

Development and Presentation / Re: [Project Remastered WoW]
« on: April 22, 2016, 07:41:55 pm »
I like it.
Esp. Stromgarde looks pretty neat.
The harbor is still a little empty though.
Do you still plan on porting it to Unreal Engine?
Because if you did I'd be interessted in it.
Even if it was only a 1:1 port.
Would be amazing to walk through Azeroth with a Vive. :D

Level Design / Re: Just my imagination running wild...
« on: February 02, 2016, 03:22:22 pm »
I think in the case of Stormwind you probably have to decide.
Either replace the adts with catas (which will break texturing as cata uses an unsupported alphamap size for wrath iirc.
Then you'd have to retexture the landscape yourself and fix the seams with the bordering adts if there is any.
But you'd have all wmos/m2 in the correct spots.
I'm not sure if you want to make a precata flyable world. Since sw is partially destroyed by deathwind you might want to "repair" some of that damage by hand. I think there was a resource of a "cut" stormwind from wrath. Where you could place all parts like buildings and walls individually.
The other way would be, load up your wrath stormwind in noggit delete the wmo. And start placing the cata stormwind wmos where they belong. That might still result in fixing some texturing and landscape, especially that new lake area and graveyard I think. I only flew over cata starmwind once.... ages ago so I'm not 100% sure how different it really is.

Either way it's not really hard to do but time consuming.
For example, I added in gilneas some time ago. And it took me only a few minutes to adjust the seams at the adt borders, but then I had to retexture the whole area and I stopped working at it because I hate texturing. XD Maybe there's already a tool that can port big alpha in the old format, then it would probably be significantly faster. Haven't been around for a while so I'm not sure about that.

Good luck with your project, a precata flying azeroth would be cool. :)

Serverside Modding / Re: [QUESTION:WotlK] Changes for custom pets
« on: October 05, 2015, 07:07:03 pm »
I think you can just set the pet to "tameable".
I added exotic taming to 2.4.3 ages ago by just checking for the last beast master talent in the tree and then allowed taming those pets in the core. But the only core changes I did were to prevent every hunter from taming it and only allow beastmasters.
I'm aware there were several changes since 2.4.3 but I'd just try to set your desired pet to tamable. If you get an invalid target error on humanoids I'd look in spell.dbc if your taming spell is limited on targeting those, or in spell.cpp (old Mangos names) check SPELL_EFFECT_TAMECREATURE. Not sure if trinity still uses those names...

Serverside Modding / Re: Best core for 4.3.4
« on: September 22, 2015, 07:18:12 pm »
Nope. Draw distance should be a client side thing. Don't think the worldserver has any control over that setting.
You might mean npc draw distance.

Serverside Modding / Re: Best core for 4.3.4
« on: September 20, 2015, 11:12:48 pm »
Thanks for your infos.
I mainly want ot use cata (or above) because of it's higher draw distance for ground clutter. Also the water looks nicer.
My maps are pretty open and you can generally look way farther than in normal wow.
So it looks stupid when the grass stops in like 60 yards.

Software Development / Re: [RELEASE:WotlK] WoW335Tools
« on: September 19, 2015, 03:56:59 pm »
Great, I'd also love to use them when saving works. :)

Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 10:10:40 pm »
Alright I officially love you now. xD

Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 10:01:08 pm »
Wasn't meant as a reproach. ;)
I'm pretty happy that you do that.
If you are at it anyway, maybe you could make it either configurable. Maybe via xml files etc.
Or allow plugins via dlls to allow people to write their own methods for generation. :D
Either way, looks and sounds very promising!

Random / Re: Swapped: This is it, DynZone, EspalZone, Own3dCraft...
« on: September 13, 2015, 09:52:46 pm »
Quote from: "iMithos"
I said it previously. You want the bitches and the ships out of the box. We don't work like that. We create things that attempt to be perfect, so bitch, please.

I have no problems with missing "bitches" and "ships", but could you at least say what your "thing" is about? :S
What I understand from your posts and trailers thus far is, that you have a minecraft server, with admittedly nice landscape and a website without any content that went offline shortly after. Clarification please.

Quote from: "iMithos"
Is not personal. But people, you seem old and decrepit with that attitude.
Maybe I really am old... Is that something bad now?
Kids these days.... D:

Serverside Modding / Re: Best core for 4.3.4
« on: September 13, 2015, 04:59:09 pm »
Quote from: "MR. Farrare"
the creatures with high number of submesh works in 5.2 and up
That's actually neat. Never really thought about porting creatures down.

Hmm, is Mop better supported then? I expected it to be pretty unfinished.
It wouldn't be a problem if the core itself is not further being developed, as long as it works with the things I wanted from it. :)
I just don't want to start writing core stuff and filling the database with content, just to port it over a few weeks later.^^
Guess I'll try a few out then.

Neo / Re: Neo - A WoW Development Suite
« on: September 13, 2015, 02:09:21 pm »
Quote from: "Cromon"
Map Generator:
Im currently working on a interface that automatically generates terrain with filters like perlin noise, voronoi noise, midpoint displacement, etc. The idea is that you can define "biomes" like in minecraft and connect generators for each biome and then create huge continents within seconds. Then all you have to do is like have a look at it and change the things you dont like.
Haha once you annouce something it gets implemented elsewhere. xD
Neat. Looking forward to that. Especially the voronoi noise, I was looking at that too. :)

Miscellaneous / Re: How to give a tavern (wmo) a custom name ?
« on: September 13, 2015, 02:03:55 pm »
Have you tried removing your zone as a parent? Lion's pride in has no parent zone either, while being in goldshire. But this is more guessing than anything else. ^^;

Serverside Modding / Re: Best core for 4.3.4
« on: September 12, 2015, 10:23:38 pm »
Oh dang, I haven't looked at wow much since tbc. :(
I really thought it was cata. But I looked at mop talents and they are even farther away from tbc than cata is.
So I would prefer cata over mop. Or are there any noticable improvements in mop except pandaren and monks?
The pet battles reminded me of pokemon. xD
Found it kinda cute but not necessarily necessary.

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