wungasaurus

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About wungasaurus

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    DBC Editing
    Serverside
    Interface
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  1. The game server and casc server are completely independent. You do not need to set up an emulator to modify the files.
  2. I see that for #1 and #3, but #2 sounds like a hack with potential of breaking stuff rather than a fix. Also, #4 and #5 shouldn’t really matter at all for the advertised purpose as the client sure doesnt put anything map related into those files. In fact id claim that if the advertised purpose works with that client, it will do so with any unmodified one as the patches all feel unrelated. Care to elaborate more as to why they are needed?
  3. Patches in this binary: Interface/GlueXML and FrameXML are not renamed to .old ever. old: 001F 41B0: 8B 74 BD F4 56 E8 76 CD E6 FF 83 C4 04 85 C0 74 new: 001F 41B0: 8B 74 BD F4 56 E8 76 CD E6 FF 83 C4 04 85 C0 EB The GameTables BarberShopCostBase, CombatRatings, ChanceToMeleeCrit, ChanceToMeleeCritBase, …, RegenMPPerSpt (NOT OCTClassCombatRatingScalar) are ignoring the rowIndex when looked up into??? (sub_7F69B0) old: 003F 5DC0: 45 0C 03 45 08 8B 51 18 8B 52 04 83 C1 18 50 FF new: 003F 5DC0: 45 0C 90 90 90 8B 51 18 8B 52 04 83 C1 18 50 FF .sig check is ignored. Result of the check function is always 3. (sub_8165E0) old: 0041 5A20: E8 C0 FF 85 C0 75 05 5E 8B E5 5D C3 81 7D F8 14 new: 0041 5A20: E8 C0 FF 85 C0 EB 05 5E 8B E5 5D C3 81 7D F8 14 old: 0041 5A30: 01 00 00 74 13 8B 4D FC 51 E8 62 B6 C0 FF B8 01 new: 0041 5A30: 01 00 00 74 13 8B 4D FC 51 E8 62 B6 C0 FF B8 03 old: 0041 5A90: B6 C0 FF 5F B8 01 00 00 00 5E 8B E5 5D C3 8B 45 new: 0041 5A90: B6 C0 FF 5F B8 03 00 00 00 5E 8B E5 5D C3 8B 45 old: 0041 5B40: F6 B8 01 00 00 00 7F 12 83 C8 FF F7 D8 1B C0 5F new: 0041 5B40: F6 B8 01 00 00 00 EB 12 83 C8 FF F7 D8 1B C0 5F old: 0041 5B50: 83 C0 03 5E 8B E5 5D C3 33 C0 F7 D8 1B C0 5F 83 old: 0041 5B60: C0 03 5E 8B E5 5D C3 CC CC CC CC CC CC CC CC CC new: 0041 5B50: 83 C0 03 5E 8B E5 5D C3 33 C0 F7 D8 1B C0 5F B8 new: 0041 5B60: 03 00 00 00 EB ED C3 CC CC CC CC CC CC CC CC CC Cache directory (WDBs) is changed from Cache/ to Testr/ old: 0061 BE50: E9 80 09 98 EC F8 42 7E 43 61 63 68 65 2F 25 73 new: 0061 BE50: E9 80 09 98 EC F8 42 7E 54 65 73 74 72 2F 25 73 WDB names are changed to be all xxxxxxxxxxxx. old: 0062 5720: 3F 00 00 00 63 72 65 61 74 75 72 65 63 61 63 68 ?...crea turecach old: 0062 5730: 65 2E 77 64 62 00 00 00 67 61 6D 65 6F 62 6A 65 e.wdb... gameobje old: ... old: 0062 5830: 64 62 00 00 72 75 52 55 00 00 00 00 6B 6F 4B 52 new: 0062 5720: 3F 00 00 00 78 78 78 78 78 78 78 78 78 78 78 78 ?...xxxx xxxxxxxx new: 0062 5730: 78 78 78 78 78 00 00 00 78 78 78 78 78 78 78 78 xxxxx... xxxxxxxx new: 0062 5830: 78 78 00 00 72 75 52 55 00 00 00 00 6B 6F 4B 52 I am not sure how any of those patches would help with live-reloading ADTs. Or where the patch is for loading the on-disk files. I'm confused.
  4. Lines 8-12 of the example template you have there are the information for the first and only the first texture. Those four variables repeat for every texture entry, texcount times. You may want to define a struct, as given on the wiki, with those four variables and tell 010 to have a array at ofstex with texcount entries. Then, change ofsfname and corresponding count for all of the entries rather than just the first. Please note that the video is not supposed to give a general purpose template but rather show what information on the wiki has to be interpreted in what way inside the file.
  5. Yes, you already said that you tried to replace orcs with humans. That doesn’t say what *exactly* you did. The basic idea is right, but there likely is a tiny mistake somewhere. That’s why I said that without knowing what *exactly* you changed nobody can help. A list of files copied/removed/renamed. DBCs touched. MPQs created/modified, .… otherwise the only answer you can get is „replace everything orc with human“.
  6. That method can be used for as many textures as there are. TXID has all of them.
  7. Without knowing what exactly you changed, nobody will be able to tell what’s wrong and thus not be able to help you.
  8. There are multiple animations with the same ID and a probability to play inside the models. It is not different IDs.
  9. From their code. Deps/jemalloc/cmakelists.txt
  10. Define NOJEM to work around and report a bug on trinitycore‘s issue tracker rather than here. It is missing a -fpic, as the error says.
  11. That code seems to be doing MPQ and filename stuff. Based on the function inputs one could actually say but probably either - your MPQ is corrupt - a filename in some ADT is utter bogus and thus breaking name lookup in the MPQ and my intuition says the latter. I‘d check the doodad related chunks in that ADT.
  12. Maybe find out what the extractor crashes on. Otherwise nobody can help. Running it in a debugger and looking at the backtracks of the crash should help.
  13. The client does automatically do some batching for static models. Detail doodads is a special and hardcoded thing. Without modifying the client itself a lot, adding more batching won’t be possible, it surely is nothing a designer could toggle.
  14. Regardless of the size - which is given in the header! - you can do such a button. Just move all stringblock bytes a bit to the back? Pre db2, these files are utterly simple. It is just three blocks of fixed, header given, header given size, and the most complex part is that records can point into the string block. It is just completely dumb arrays.
  15. The developer has no interest in this project anymore. There is a second tool that cares only about textures, so that this tool works again. I do not know the name, sorry.