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    Changelog (Patch 830.2b - "Shifting Sorcery") Release date: 17 July 2021 Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Highlights WMO attribute edits You can now change the name, ambience, music and intro sound that plays inside a WMO, both custom spawned & blizzlike versions. Area, Zone, WMO Music Soundkits The area, zone and wmo music commands now support specifying soundkits rather than Blizzard's limited ZoneMusic collection. Water, Vertex Shading Shifting It is now possible to remove water, or vertex shading from a map (or chunks of the map). Examples of vertex shading is the purple blurs beneath Brill; blackened ground underneath campfires and WMOs; and tinted terrain in Mechagon. Preamble WMOId, DoodadSetId & GroupId This update introduces the .phase shift wmo manual commandset. These commands require a rather comprehensive understanding of how WMOs work in World of Warcraft. This section aims to provide some brief details about the matter. A WMOId is a (typically) unique ID assigned to each WMO displayid. For instance, the Goldshire Inn WMO uses the file "goldshireinn.wmo" and has an arbitrarily assigned WMOId of 53. A DoodadSetID or NameID is an ensemble of objects that will only display if the spawned WMO has its DoodadSet set to that ID. So far, this data can only be set in the ADT (and thus is not possible for players to manipulate with their custom spawned WMOs). With the goldshireinn.wmo, there are three DoodadSets associated with it: Deepwater Tavern in Menethil Harbour, Lion's Pride Inn in Goldshire and the unnamed and mostly empty variant when you, the player, spawn it. A GroupID is a section of the WMO, which is sometimes used to provide sub-area names while inside the WMO. For example, inside Ironforge you will have the Great Forge, Hall of Explorers, Military Ward, Hall of Mysteries, etc. If you want to affect the whole WMO, you make changes to the GroupID "-1", whereas if you want to affect a small section of it, you will use its GroupId. New Commands and Features .phase Subcommands added: .phase shift wmo .phase shift wmo list [$search_string] Lists all WMO overrides that are in effect in your phase. If $search_string is used, only show the area overrides with that edited name. .phase shift wmo list next Displays the next 50 results of the previous command. .phase shift wmo root These commands affect the entire blizzard spawned WMO you are in quite like a zone affects an area (Ironforge, Lion's Pride Inn, etc.). .phase shift wmo root name $new_name Replaces the name of the Root WMO you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo root ambience #ambience_id Replaces the ambience that plays in the Root WMO you are in with #ambience_id. .phase shift wmo root music #music_id [#music_id2] Replaces the music that plays in the Root WMO you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo root intro #intro_id Replaces the intro sound that plays in the Root WMO you are in with #intro_id. .phase shift wmo root remove Removes all Root WMO overrides applied to the WMO you are currently in. .phase shift wmo sub These commands change the section of the blizzard spawned WMO you are in rather than the whole WMO (Hall of Explorers in Ironforge, Hall of Arms in Ironforge) .phase shift wmo sub name $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo sub ambience #ambience_id Replaces the ambience that plays in the WMO section you are in with #ambience_id. .phase shift wmo sub music #music_id [#music_id2] Replaces the music that plays in the WMO section you are in with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo sub intro #intro_id Replaces the intro sound that plays in the WMO section you are in with #intro_id. .phase shift wmo sub remove Removes all area overrides applied to the WMO section you are currently in. .phase shift wmo manual These commands change the attributes of a WMO found by the three data points you provide it: The WMO Id (interchangable with "RootId"), DoodadSetID and GroupID. WMOs you spawn will rarely have a DoodadSetID that is used by Blizzard WMOs, so this is the only method to change them. .phase shift wmo manual name #WMOId #DoodadSetId #GroupId $new_name Replaces the name of the WMO section you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift wmo manual ambience #WMOId #DoodadSetId #GroupId #ambience_id Replaces the ambience that plays in the WMO section you specify with #ambience_id. .phase shift wmo manual music #WMOId #DoodadSetId #GroupId #music_id [#music_id2] Replaces the music that plays in the WMO section you specify with #music_id. If #music_id2 is specified then instead creates a new Zone Music entry with #music_id & #music_id2 as sound kits and will play #music_id at day and #music_id2 at night. .phase shift wmo manual intro #WMOId #DoodadSetId #GroupId #intro_id Replaces the intro sound that plays in the WMO section you specify with #intro_id. .phase shift wmo manual remove #WMOId #DoodadSetId #GroupId Removes all area overrides applied to the WMO section you specify. .phase shift water .phase shift water adt $on/$off Removes or restores all water on the current ADT. .phase shift water map $on/$off Removes or restores all water on the entire map. .phase shift water reset $CONFIRM Restores all water shifts on the map. .phase shift mccv .phase shift mccv adt $on/$off Removes or restores all vertex shading on the current ADT. .phase shift mccv map $on/$off Removes or restores all vertex shading on the entire map. .phase shift mccv reset $CONFIRM Restores all vertex shading shifts on the entire map. .lookup Subcommands added: .lookup wmo [$search_string] Lists the WMOId, DoodadSetId and GroupId of all WMOs for use in the phase shift wmo manual commands. If $search_string is used, the list only shows WMOs that match the $search_string in one of three ways: The WMO matches the gameobject name entered in $search_string; the WMO displays the area name text $search_string; or the WMO Subsection displays the area name text $search_string. Command and Feature Changes .phase .phase shift area music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .phase shift zone music #music_id [#music_id2] The #music_id2 is now supported as an optional parameter. If specified, then it will instead create a new ZoneMusic entry using #music_id and #music_id2 as SoundKits and will play #music_id at day and #music_id2 at night. .gps GPS will additionally display the WMOId, DoodadSetId and GroupId of the blizzard spawned WMO you are in. This information can be used in .phase shift wmo manual Bug Fixes Crashes Various efforts have been undertaken to improve server stability and fix causes of crashes. End of Changelog Glossary Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work. Syntax The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed. Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly. How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming. Parameter Parameters in our case are used to structure the specific command it is you wish to perform. Argument Arguments in our case are used to tell the parameters which data type(s) to use when performing the command. Example: Syntax = .phase forge npc displays add #display_id %scale %weight In the case of Epsilon, is the same as: Syntax = .parameter parameter parameter parameter parameter argument argument argument .phase forge npc displays add 100 2 5 The arguments (green) tell the preceding parameters (white) to: "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC. Data types Floating Point - Symbol % A real number, accepts decimals. World of Warcraft does not count more than 6 decimals. .mod scale %scale = .mod scale 1.063523 Integer - Symbol # A natural number, does not accept decimals. .gobject spawn #display_id = .gobject spawn 175490 String - Symbol $ A sequence of characters, typically forming one or multiple words. .summon $name = .summon Bob the Builder Optional - Symbols [ ] When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function. .phase forge npc displays add #display_id [%scale] [%weight] #display_id is required but [%scale] and [%weight] are optional. When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function. .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation] No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.
  2. 1 like
    As the title suggests, there's been an influx of new players joining the server and there's even more coming, potentially. The current start zone can prove a little too demanding and convoluted for those who are still downloading the client and getting used to all the new features. There's many, many objects processing in the background and the zone design makes everything feel very crowded when there's a lot of people online at the same time in start. As such, I suggest something along the lines of flatlands, simple design, not too many objects necessary to process, and enough space for everyone to move around. EDIT: i've been bullied into making a POLL https://www.strawpoll.me/42868422
  3. 1 like
    HELLO IT'S BEEN MONTHS CAN WE PLEASE GET A YES OR NO ESPECIALLY SINCE WE'RE IN A MUCH MORE DIRE NEED OF IT NOW WITH THE INFLUX AND HOW SLOWLY THE START ZONE IS LOADING FOR THE NEWBIES THANK YOU Regardless of reason, I feel like ignoring this is a little counter-productive. We don't want something new, but something that works. Can we please focus on player-friendly accessibilty that doesn't require powerful computers? And can we please focus on the fact that a big portion of the community is asking for this as well? The silence has raised a lot of questions. Hundreds of objects + hundreds of people + rendering + countless TRPs just doesn't work anymore. We don't necessarily require a new build. even an empty infinite flatlands is enough.
  4. 1 like
    Throm’ka, architects! The Horde needs your skills to expand our range of faction-styled blueprints! Ever thought orcs might need accessories for a sauna room? Maybe a lifeguard chair for a troll, a vanity for a forsaken, or a motorcycle for a tauren? Put an aesthetic spin on any item to make it worthy to join the mighty hoard! Blueprints must be styled around one of the aesthetics of the base Horde races (orc, tauren, troll, forsaken, blood elf, goblin). Feel free to make as many as you like. You can even group them to form a set of blueprint props. Rules/conditions: The competition will accept furniture and prop entries, no structures Blueprints need to be newly made Blueprints need to be made public and their ID shared to Aigar on discord Entries can be sent in until August 8 (23:59 CET) Reward: Temporary “Architect” title for the winner. Entered blueprints will be periodically showed off in phase 26000 and may be featured on the Epsilon twitter feed unless you indicate you don't want yours to be displayed there.
  5. 1 like
    Changelog (Patch 830.2a - "Amending Areas") Release date: 03 July 2021 Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Highlights Areas & Zone attribute edits You can now change the name, ambience, music and intro sound that plays upon entry in any area or zone in your phase. Quality of life improvements Various additions to existing commands & small bug fixes designed to improve user experience. New Commands and Features .phase Subcommands added: .phase shift area These commands affect a small area of the zone you are in (Goldshire, Fargodeep Mine). .phase shift area list [$search_string] Lists all area overrides that are in effect in your phase. If $search_string is used, only show the area overrides with that edited name. .phase shift area list next Displays the next 50 resjults of the previous command. .phase shift area name $new_name Replaces the name of the area you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift area ambience #ambience_id Replaces the ambience that plays in the area you are in with #ambience_id. .phase shift area music #music_id Replaces the music that plays in the area you are in with #music_id. .phase shift area intro #intro_id Replaces the intro sound that plays in the area you are in with #intro_id. .phase shift area remove Removes all area overrides applied to the area you are currently in. .phase shift zone These commands the zone rather than the area you are in (Elwynn Forest, Westfall). .phase shift zone list [$search_string] Lists all area overrides that are in effect in your phase. If $search_string is used, only show the area overrides with that edited name. .phase shift zone list next Displays the next 50 resjults of the previous command. .phase shift zone name $new_name Replaces the name of the zone you are in with $new_name. If you enclose a colour code between two $ signs, the text following it until the next $ will be coloured (e.g. $81B558$Coloured Text$ will appear as Coloured Text) .phase shift zone ambience #ambience_id Replaces the ambience that plays in the zone you are in with #ambience_id. .phase shift zone music #music_id Replaces the music that plays in the zone you are in with #music_id. .phase shift zone intro #intro_id Replaces the intro sound that plays in the zone you are in with #intro_id. .phase shift zone remove Removes all area overrides applied to the zone you are currently in. .lookup Subcommands added: .lookup ambience [$search_string] Lists all ambience ids that can be used in phase shift area/zone ambience If $search_string is used, only ambiences that match the $search_string are displayed. .lookup music [$search_string] Lists all music ids that can be used in phase shift area/zone music If $search_string is used, only music names that match the $search_string are displayed. .lookup intromusic [$search_string] Lists all ambience ids that can be used in phase shift area/zone intro If $search_string is used, only intro music names that match the $search_string are displayed. .toggle Subcommands added: .toggle splitlookupobject Disables or enables the removal of tiles and plane objects from .lookup object. The tiles can always be found in .lookup tile, and planes in .lookup plane. .phase forge npc Subcommands added: .phase forge npc gossip option icon #option_id #icon_id Sets the icon for given #option_id to #icon_id. As always, #option_ids can be easily determined with .phase forge npc gossip debug mode enabled. .character Subcommands added: .character pandaren $faction Only usable as a neutral pandaren. Sets your faction to alliance or horde. The popup frame will not work yet (but we will make it default to using these commands soon. Hopefully). Command and Feature Changes .gobject .gobject mass scale %scale #entry %range The %scale argument now supports a * character at the beginning to multiply all objects encompassed by #entry and %range by that factor. I.e. with an object of scale 1 and an object of scale 2, a %scale of *2 will make them scaled 2 and 4 respectively. .doodad .doodad mass import #range M2 objects that are imported will no longer be set to supervisible status. WMOs will continue to spawn in as supervisible objects. This will also instantly take effect rather than only being applied on the next server session following their import. .lookup .lookup emote [$search_string] An additional batch of OneShot (2000->3485) and Loop (4000->5485) emotes to be used by players & NPCs. This batch encompasses all basic animations that can be played. Bug Fixes Imported Icons Icons categorised underneath Kori's patch have been fixed and should no longer display as green icons. .phase forge npc .phase forge npc outfit feature 2 1 Now correctly applied straight back orc attributes to male orc NPCs. .phase forge npc aura #aura_id Auras set by the above command will always be added to the individual NPCs existing auras rather than ignored should the individual NPC have defined additional data with empty or different auras. .phase .phase enter #phase [$here] Phase entry now correctly removes any skybox overrides you may have incurred from the phase you are currently in. .cheat .cheat fly Flying no longer behaves irregularly. .refresh Refresh once again affects players but only to you. The players being refreshed will continue to enjoy a snapback-free experience. This also triggers upon phase entry. End of Changelog Glossary Below is a list of common terms you will encounter when reading changelogs and using commands on Epsilon, to help you understand how a command might work. Syntax The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed. Think of it as the grammar of programming, where all computers are grammar nazis who won't do what you ask if you don't write perfectly. How you see Epsilon's changelog and in-game use of syntax is not what it tends to look like in actual programming. Parameter Parameters in our case are used to structure the specific command it is you wish to perform. Argument Arguments in our case are used to tell the parameters which data type(s) to use when performing the command. Example: Syntax = .phase forge npc displays add #display_id %scale %weight In the case of Epsilon, is the same as: Syntax = .parameter parameter parameter parameter parameter argument argument argument .phase forge npc displays add 100 2 5 The arguments (green) tell the preceding parameters (white) to: "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC. Data types Floating Point - Symbol % A real number, accepts decimals. World of Warcraft does not count more than 6 decimals. .mod scale %scale = .mod scale 1.063523 Integer - Symbol # A natural number, does not accept decimals. .gobject spawn #display_id = .gobject spawn 175490 String - Symbol $ A sequence of characters, typically forming one or multiple words. .summon $name = .summon Bob the Builder Optional - Symbols [ ] When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function. .phase forge npc displays add #display_id [%scale] [%weight] #display_id is required but [%scale] and [%weight] are optional. When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function. .gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation] No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.
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