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"Retro-Porting" / Re: (Possible RELEASE) - BROKEN ISLES
« Last post by polliakove on August 23, 2019, 07:36:47 pm »

I too have the same problem of texture is shadow. This is probably related to the use of scaleable textures which are not supported by 3.3.5a.

But I still have not figured out how to solve this problem  :(

If anyone has answers

Uploaded 7th of January 2017
Update 3rd of March 2018: added lots of new stuff
Update 9th of June 2018: added and fixed some sounds and music
Update 16th of August 2018: added over 30 sounds from Pinball 3D: Space Cadet
Update 28th of August 2018: updated the post, changed few old sounds, added over 30 sounds from Hearthstone: The Boomsday Project
Update 29th of August 2018: the mod is now downloadable from Google Drive and the file is compressed in RAR, weighting 5GB instead of 8GB
Update 26th of September 2018: maxed the quality of some musics, replaced a couple of sounds and also added some new ones as usual
Update 11th of November 2018: ordinary update: changed some sounds, added the "gnomed" meme and other stuff...
Update 20th of November 2018: the mod is now called MEMEMIZER. Updated the post. Might start working soon on making it compatible for Classic WoW.
Update 29th of November 2018: music update: restored some of the old music by fusing the tracks, also upgraded the quality.
Update 19th of January 2019: minor update, possibly the last one... Im getting lazy and have no idea what else to add or change
Update 15th of April 2019: music quality improved (use headphones!)
Update 21st of August 2019: Mememizer for Classic WoW is now in development and might be available before the release!
Showoff - what you are working on / Re: [Showoff] Dark Age of Warcraft
« Last post by zzeff on August 14, 2019, 07:13:56 am »
here are the new classes
Showoff - what you are working on / Re: [Showoff] Dark Age of Warcraft
« Last post by zzeff on August 14, 2019, 07:12:55 am »
Here are some screenshots
Showoff - what you are working on / [Showoff] Dark Age of Warcraft
« Last post by zzeff on August 14, 2019, 07:09:36 am »
Hi, I'm new to this community but have utilized some of the tutorials and information here to create my first server.

I am calling it Dark Age of Warcraft. It is intended to bring together two great MMORPGs - Dark Age of Camelot and World of Warcraft Classic.

Dark Age of Camelot SI has great class and RvR design, but did not run smoothly.
World of Warcraft classic has great class and game engine design, but PvP design was poor.(early phases of PvP are good)
So why not merge them?

My Goals
-3 Realms (Implemented)
Alliance(Paladin Only Realm), Horde (Shaman only realm), & Northrend (Melee focused realm - similar to Midguard)
-Realm Uniqueness (Realm specific classes - Partially Implemented)
Currently 2 New Classes and 1 altered class for the Northrend Realm
  • Healer - Similar to DAoC Healer. Pure support class that provides crowd control, heals, and buffs.
  • Berserker - Similar to DAoC Berserker/Mercenary
  • Beastmaster (altered hunter) - Melee and pet based hunter similar to WoW Rexxar
-Realm Ranks (not implemented yet)
Similar to DAoC realm ranks, where each rank provides a skill point and potential new abilities.
-Open world RvR (not implemented yet)
Objectives that players compete for that provide buffs for the realm (Similar to DAoC relics)

I have been working on this as a solo project and was wondering if anyone was interested in doing some testing and editing.  I would like to test if the 3 realm game design is fun to play. I'm also trying to gauge peoples interest to determine if I should continue working the project.

Please send me a PM to link up on Discord. Please no Russians...
Showoff - what you are working on / My custom Azshara's Temple
« Last post by Orontes on August 10, 2019, 09:53:51 pm »
Hi modcraft. After time of no posting i want to show one of my new custom creations. The Azshara's Temple. This custom wmo its a bit simple, but great for quest and scripts. I've learned how to put lights on the objects, in the walls and many more things using blender. I can't compare this with the work on my rol map Veliria. No one borns learned so...
Lets see?

On Modelviewer

In game

Edited outdoor entrance

indoor entrance (shit xd)

Big interior


2nd floor

But well, probably i change many things. Enjoy it bye!

Random / Vanilla: Adding New Class/Race Combos
« Last post by The_Tauren on August 10, 2019, 01:23:02 am »
I'm trying to add dwarf mages to my server. Looking in charbaseinfo.dbc, the combo is already in the file. why arnt they showing up in character creation?
Hey everyone!
is it possible to add solo player dungeon queues by removing the 5 player requirements?  I am trying to get it to work but this is what I have so far.  Any idea on what I could do to make this possible?  Thank you!

This is what my LFG.h code looks like:

Code: [Select]
 * Copyright (C) 2008-2014 TrinityCore <>
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <>.

#ifndef _LFG_H
#define _LFG_H

#include "Common.h"

namespace lfg

enum LFGEnum
    LFG_TANKS_NEEDED                             = 0,
    LFG_HEALERS_NEEDED                           = 0,
    LFG_DPS_NEEDED                               = 1

enum LfgRoles
    PLAYER_ROLE_NONE                             = 0x00,
    PLAYER_ROLE_LEADER                           = 0x01,
    PLAYER_ROLE_TANK                             = 0x02,
    PLAYER_ROLE_HEALER                           = 0x04,
    PLAYER_ROLE_DAMAGE                           = 0x08

enum LfgUpdateType
    LFG_UPDATETYPE_DEFAULT                       = 0,      // Internal Use
    LFG_UPDATETYPE_LEADER_UNK1                   = 1,      // FIXME: At group leave
    LFG_UPDATETYPE_JOIN_QUEUE                    = 5,
    LFG_UPDATETYPE_GROUP_FOUND                   = 10,
    LFG_UPDATETYPE_ADDED_TO_QUEUE                = 12,
    LFG_UPDATETYPE_PROPOSAL_BEGIN                = 13,
    LFG_UPDATETYPE_UPDATE_STATUS                 = 14,
    LFG_UPDATETYPE_GROUP_DISBAND_UNK16           = 16,     // FIXME: Sometimes at group disband

enum LfgState
    LFG_STATE_NONE,                                        // Not using LFG / LFR
    LFG_STATE_ROLECHECK,                                   // Rolecheck active
    LFG_STATE_QUEUED,                                      // Queued
    LFG_STATE_PROPOSAL,                                    // Proposal active
    LFG_STATE_BOOT,                                        // Vote kick active
    LFG_STATE_DUNGEON,                                     // In LFG Group, in a Dungeon
    LFG_STATE_FINISHED_DUNGEON,                            // In LFG Group, in a finished Dungeon
    LFG_STATE_RAIDBROWSER                                  // Using Raid finder

/// Instance lock types
enum LfgLockStatusType
    LFG_LOCKSTATUS_TOO_LOW_LEVEL                 = 2,
    LFG_LOCKSTATUS_TOO_HIGH_LEVEL                = 3,
    LFG_LOCKSTATUS_RAID_LOCKED                   = 6,
    LFG_LOCKSTATUS_MISSING_ITEM                  = 1025,
    LFG_LOCKSTATUS_NOT_IN_SEASON                 = 1031,

/// Answer state (Also used to check compatibilites)
enum LfgAnswer
    LFG_ANSWER_PENDING                           = -1,
    LFG_ANSWER_DENY                              = 0,
    LFG_ANSWER_AGREE                             = 1

typedef std::set<uint32> LfgDungeonSet;
typedef std::map<uint32, uint32> LfgLockMap;
typedef std::map<uint64, LfgLockMap> LfgLockPartyMap;
typedef std::set<uint64> LfgGuidSet;
typedef std::list<uint64> LfgGuidList;
typedef std::map<uint64, uint8> LfgRolesMap;
typedef std::map<uint64, uint64> LfgGroupsMap;

std::string ConcatenateDungeons(LfgDungeonSet const& dungeons);
std::string GetRolesString(uint8 roles);
std::string GetStateString(LfgState state);

} // namespace lfg

I have tried setting all roles to 0 as well, and no dice.

Thank you!
"Retro-Porting" / Re: [RELEASE] [WotLk] Creature Models for Wotlk
« Last post by Finsternis on August 03, 2019, 04:17:04 pm »
First the Fire elementar, i look at it but i have at moment no idea how to rotate the particle.

With warmen stuff idk .
If u want new char models with npc´s download Leevi´s models and delete the x and w stuff. And put all in data folder.

I plan and work on nothing at moment. So no new drake or horse.^^
"Retro-Porting" / Re: [RELEASE] [WotLk] Creature Models for Wotlk
« Last post by eschavalon on August 03, 2019, 03:05:46 pm »
But i updated Patch-G and Patch-K(if you use my charactermod) for the naxx horse problem and the Ulduar trees ( i use old trees, to lazy).

thanks for the ulduar tree fix :D

btw is there any plan to update the onyxian drake model? since your other drake models are much cooler than it haha

same goes with the argent warhorse, where your pala horse model looks much cooler.

thanks in advance, love your works :D
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