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Posts posted by Azarchius
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I wasn't even aware of the existence of this thread until DavidTwo posted it in the Patreon lounge a few minutes ago. I've been teetering on outright deleting the forums entirely, but we've decided against it for now. The reason is that long-form discussion such as this thread can not really be undertaken anywhere else, but on the other hand, we don't want the forums to just be an infinite list of grievances, so we're looking for a way to bridge that gap. We won't take down the forums until we're sure you're satisfied with the alternative--we might never come up with one and the forums would go nowhere. Really low priority, to be honest.
Anyway, probably the single most respectful piece of critique whose criticisms hit from head to toe things that have bothered me, and the team, during the years. The NPE zone for example was intended to help cope with onboarding, we've sought to help bridge some of the things you've brought up but as you're bringing them up it's another reminder that we have clearly not done enough.
2023 was a tumultuous year. We began development on Shadowlands circa October 2022, and shut down public CDN and all updates to the 830 live realm at the beginning of 2023, resulting in the most stagnant year we've had as a community since the timespan between when we started working on 830 BFA and releasing it, similarly a year later. Unfortunately, until Shadowlands is done--and we are unspeakably close--we are completely incapable of introducing any update. So, I can't do much about that, but I can promise that things will look a lot better once SL releases.
Literally every single one of your points is something we've talked about multiple times internally throughout the years, and they've been recurring, consistent issues, that we've had slow improvement on but nowhere near enough. I can't address them all, but if there was something I disagreed with, I'd have made it in this post.
At this point in time we are incapable of implementing your desired feedback. If I could tick all those Vs on your critiques list tomorrow, I would. This is something that should be referenced and reminded about after SL releases and we've started cruising.
P.S: The comments about 'deletion' are bizarre and rather unfunny.
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Implemented in the Shadowlands patch
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On 5/3/2023 at 7:30 AM, panictown said:Hey, all. Thanks for reading. I've been roleplaying for about 17 years now, mostly in WoW. I've been out of it since BFA-era, looking to get back into it.
I'm looking for any advice on how to get involved in the server.
In the past, I'd start with a guild or open world, and work my way from there. How might I go about joining a guild that's looking for new members to the server? I saw three or four on the Discord, but I'm looking for some more options.
Is most 'open-world' RP done in open phases? Or should I be looking elsewhere? The phases I saw didn't seem to have anyone looking to be initiated, so hopefully someone can point me in the right direction.
Thanks for reading!
Welcome! Sorry, but better head to the Discord to say hi and ask questions. the forums are dead.
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On 6/15/2023 at 2:43 AM, J3loodT4lon said:Hello! Been wanting to get back into the RP, so figured I would pop in and say hello. Some of y'all might know me from Paragon. My most well-known character was James Brenden Griffith III, or just Griffith. I have to rummage through my hard drive and make some space for game files and whatnot, which might take my lazy ass some time to actually do, but hopefully I'll make my way in game soon(TM). If any of y'all from Paragon wouldn't mind dropping a comment and letting me know who ya are so I know who I know, that would be swell.
HI RAZ!
Welcome! Sorry but the forums are dead. Better head off to the Discord.
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On 7/10/2023 at 5:44 PM, BrokenCake said:Hi, I've been RPing for 4 years. 2 - during Lich King and 2 - years quite recently in Conan exiles.
Just was looking to hop back into it for a few months.
Wellcome me!Welcome, you! Better head off to the Discord. The forums are dead.
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ReeeeeeeeeeeeeeeeeeeeeeI'll take a look when we generate items for 927. I hopefully won't forget.
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On 6/10/2022 at 4:02 AM, Tourjen said:I posted a thread there although your response here has been the only one I've gotten. Do you think addons could interfere?
No. It's some kind of overlay that interferes with the Gx Device. So Overwolf, ReShade, GShade, Discord overlay, anything that can draw images on WoW.
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On 6/6/2022 at 1:40 AM, Tourjen said:I switched to DirectX 11 and I'm still getting crashes. Can anyone help me find a solution to this? I really want to use the editor.
Better head to #tech-support. But in general this usually happens becuase of ReShade/GShade/other applications that interfere / show custom stuff on the WoW interface.
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@Razmataz I guess it can be solved by making sure to remove the player from the transport before deletion or something.
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@Razmataz that's the intention, haven't yet moved us to display names, the idea is to migrate the table to be account based and not character based, hence no choice but to show display names instead of character.
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Changelog (Patch 830.2h - "Who knows at this point")
Release date: 26-02-2022
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
Azarchius
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Character-based permissions have been completely abandoned in favour of BattleNet Account permissions, as maintaining the facade of character-based perms while giving account-wide access resulted in confusion about who is an officer as well as maintaining the list on renames and so on.
Permissions are now fully account based and at some point soon the list of characters granted access will become a list of display names granted access, so please be advised on this matter, and make a separate account if you truly wish to be anonymous on a character.
Razmataz
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A variety of QoL improvements and bug fixes as a result of going through a couple of the bugs & suggestions you have provided!
- Also playing around with lightning storms - an effect you would have seen very occasionally in Kul Tiras BfA zones when it was raining.
Content Devs
- Seven new packs of assets, totaling 884 new spawnable gobjects, with prefixes eps_kultirasalliance, eps_curbwood_01, eps_curbwood_02, eps_curbwood_03, eps_curbtitan, eps_curbstone_01 and eps_curbstone_02
Preamble
Hi guys!
A lot of updates pushed to the server without a proper changelog, but we're doing a big rollout at the end and it now constitutes the size of a beefy release, so here's everything that has gone out since November 2021.
New Commands and Features
.gobject
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Subcommands added:
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.gobject overlay [#guid] #red #green #blue #saturation #transparency
- Applies a colour mask of red, green and blue with the given saturation and transparency onto the selected or guid specified object.
- By colour mask, all colours on the object are washed with the specified colour.
- By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.
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.gobject overlay [#guid] #red #green #blue #saturation #transparency
.gobject group
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Subcommands added:
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.gobject group merge #leaderGUID
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Merges all objects in the selected gobject group into the group owned by the specified #leaderGUID
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Merges all objects in the selected gobject group into the group owned by the specified #leaderGUID
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.gobject group overlay [#guid] #red #green #blue #saturation #transparency
- Applies a colour mask of red, green and blue with the given saturation and transparency onto the selected or guid specified gobject group.
- By colour mask, all colours on the object are washed with the specified colour.
- By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.
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.gobject group merge #leaderGUID
.gobject mass
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Subcommands added:
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.gobject mass groupclear %distance
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For all gobject group leader objects within the specified %distance, uses .gob group clear on them.
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For all gobject group leader objects within the specified %distance, uses .gob group clear on them.
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.gobject mass overlay #red #green #blue #saturation #transparency %radius #entry
- Applies a colour mask of red, green and blue with the given saturation and transparency onto all objects within the radius and/or matching the given entry id. An entry of -1 means all objects are affected.
- By colour mask, all colours on the object are washed with the specified colour.
- By saturation, this means how strong the effect should be. At 0 saturation, no colour is applied. At 100 saturation, every colour is replaced with the specified red, green and blue colour combination.
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.gobject mass groupclear %distance
.phase set
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Subcommands added:
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.phase set lightning #lightningStormId [$area/zone] [$permanent]
- Applies the lightningStormID as designed by .phase shift lightning to the current zone (or area if the second argument is "area"), and saves across server restarts if permanent is specified.
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.phase set lightning #lightningStormId [$area/zone] [$permanent]
.phase shift
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Subcommands added:
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.phase shift lightning new
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Creates a new lightning storm ID for use in your phase with default parameters. Starts from id 1,000.
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Creates a new lightning storm ID for use in your phase with default parameters. Starts from id 1,000.
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.phase shift lightning set
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.phase shift lightning set boltcolour #lightningStormId [$pct/dec] %red %green %blue
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Controls the colour of the lightning bolt, input defaults to percentage (0 -> 100) but 'dec' can be used to use values 0 to 255.
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Controls the colour of the lightning bolt, input defaults to percentage (0 -> 100) but 'dec' can be used to use values 0 to 255.
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.phase shift lightning set brightness #lightningStormId %overall [%ground] [%bolt] [%cloud]
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Controls how bright the lightning strike properties are. %ground, %bolt and %cloud are scale factors of the %overall amount (e.g. 5 * 1.2 = 6)
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Controls how bright the lightning strike properties are. %ground, %bolt and %cloud are scale factors of the %overall amount (e.g. 5 * 1.2 = 6)
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.phase shift lightning set clouddepth #lightningStormId %min %max
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If you can tell me what changing this does, I'll be happy to hear.
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If you can tell me what changing this does, I'll be happy to hear.
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.phase shift lightning set convergence #lightningStormId %min %max
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Controls how strongly drawn to the ground the lightning bolt is.
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Controls how strongly drawn to the ground the lightning bolt is.
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.phase shift lightning set direction #lightningStormId %northsouth %eastwest %variance
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Controls where the lightning bolts will originate from. Northsouth & Eastwest will determine where they will originate from, while variance will vary how far away they can spawn from it.
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Controls where the lightning bolts will originate from. Northsouth & Eastwest will determine where they will originate from, while variance will vary how far away they can spawn from it.
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.phase shift lightning set dischargetime #lightningStormId %min %max
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Controls how long it takes for the lightning bolt to complete the discharge phase.
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Controls how long it takes for the lightning bolt to complete the discharge phase.
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.phase shift lightning set divergence #lightningStormId %min %max
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Controls how likely the lightning bolt is to branch off.
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Controls how likely the lightning bolt is to branch off.
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.phase shift lightning set fadeintensity #lightningStormId %min %max
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Controls how rapidly the sky brightens when the discharge phase commences.
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Controls how rapidly the sky brightens when the discharge phase commences.
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.phase shift lightning set fadeouttime #lightningStormId %min %max
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Controls how long the effects of the formation and the discharge phases persist for.
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Controls how long the effects of the formation and the discharge phases persist for.
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.phase shift lightning set flashcolour #lightningStormId [$hex/dec] %red %green %blue
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Controls what colour the sky and reflective ground is illuminated by during the discharge phase.
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Controls what colour the sky and reflective ground is illuminated by during the discharge phase.
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.phase shift lightning set formationtime #lightningStormId %min %max
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Controls how long the lightning bolt takes to complete the formation phase
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Controls how long the lightning bolt takes to complete the formation phase
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.phase shift lightning set height #lightningStormId %min %max
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Controls where the bolt of lightning originates above the horizon.
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Controls where the bolt of lightning originates above the horizon.
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.phase shift lightning set segment #lightningStormId %size #max
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Controls how large the branching segments the lightning bolt can make during formation, and how many there can be.
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Controls how large the branching segments the lightning bolt can make during formation, and how many there can be.
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.phase shift lightning set sounds #lightningStormId %overall #soundkit1 #soundkit2 #soundkit3 [%distance]
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Controls the sounds that play when the lightning bolt strikes. You might need to experiment. Also, soundkit2 and soundkit3 are available to set, but I haven't understood their uses.
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Controls the sounds that play when the lightning bolt strikes. You might need to experiment. Also, soundkit2 and soundkit3 are available to set, but I haven't understood their uses.
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.phase shift lightning set strength #lightningStormId %min %max
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Controls how much strength the lightning bolt has during the discharge event.
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Controls how much strength the lightning bolt has during the discharge event.
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.phase shift lightning set width #lightningStormId %min %max
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Controls how wide the lightning bolt is, during formation and discharge phase.
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Controls how wide the lightning bolt is, during formation and discharge phase.
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.phase shift lightning set intervaltime #lightningStormId %min %max
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Controls an additional offset of how frequently the lightning bolts occur.
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Controls an additional offset of how frequently the lightning bolts occur.
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.phase shift lightning set notes #lightningStormId $notes
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Sets internal notes for your own use when you use .phase shift lightning list, given that you might want to know what purpose the lightning storm id seres.
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Sets internal notes for your own use when you use .phase shift lightning list, given that you might want to know what purpose the lightning storm id seres.
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.phase shift lightning set boltcolour #lightningStormId [$pct/dec] %red %green %blue
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.phase shift lightning list
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Displays the lightning storm the phase has configured, brief notes (if any) for each of them and where they are used..
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Displays the lightning storm the phase has configured, brief notes (if any) for each of them and where they are used..
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.phase shift lightning list next
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Displays the next 50 results.
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Displays the next 50 results.
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phase shift lightning delete #lightningStormId
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Deletes all data about the given Lightning Storm and removes its effects in any zone in which it is applied to.
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Deletes all data about the given Lightning Storm and removes its effects in any zone in which it is applied to.
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.phase shift lightning info #lightningStormId
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Displays details about all of the properties of the specified Lightning Storm that can be managed through the set subcommand.
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Displays details about all of the properties of the specified Lightning Storm that can be managed through the set subcommand.
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.phase shift weather wind #weatherId #windId
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Changes a wind setting on a particular weather id. Weather ids can be rain ( light = 3, medium = 4, heavy = 5 ), snow ( light = 6, medium = 7, heavy = 8 ) or sandstorms ( light = 22, medium = 41, heavy = 42 ). Wind ids can be pulled from the WindSettings table: available IDs are 0, 1, 6, 11, 12, 13, 14, 17, 18, 20, 23 & 124. (I like 124, it's most prominent)
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Changes a wind setting on a particular weather id. Weather ids can be rain ( light = 3, medium = 4, heavy = 5 ), snow ( light = 6, medium = 7, heavy = 8 ) or sandstorms ( light = 22, medium = 41, heavy = 42 ). Wind ids can be pulled from the WindSettings table: available IDs are 0, 1, 6, 11, 12, 13, 14, 17, 18, 20, 23 & 124. (I like 124, it's most prominent)
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.phase shift lightning new
.waypoints
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Subcommands added:
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.waypoints random %distance
- Sets the target NPC to randomly wander around up to the given distance in yards from their spawn point.
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.waypoints random %distance
Command and Feature Changes
.additem
- Now respects bonus ids in the shift-clicked item link.
.announce
- Moderators were given their own title in .announce.
.appear
- Officers and above can .appear to anyone in the same phase, regardless of if .toggle appear is set to restrict players appearing at you.
.gobject
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.gobject near [%dist] [$name]
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Gobject near now supports a name to search for nearby objects for. The name is case sensitive.
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Gobject near now supports a name to search for nearby objects for. The name is case sensitive.
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.gobject move [#guid] {$direction %amount} ...
- New syntax: .gobject move now supports multiple directions & amounts in the same input, e.g. .gobject move forwards 5 left 3 down 2.
- Additional directions are now available: "x", "y" and "z", which move the object according to the world grid, and "here", which moves it to your position.
- No arguments result in the "here" behaviour.
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Attempting to move an object with .gobject move #guid now requires you to specify a direction of here to reduce fat finger errors.
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.gobject group move [#guid] {$direction %amount} ...
- New syntax: .gobject group move now supports multiple directions & amounts in the same input, e.g. .gobject move forwards 5 left 3 down 2.
- Additional directions are now available: "x", "y" and "z", which move the gobject group according to the world grid, and "here", which moves it to your position.
- No arguments result in the "here" behaviour.
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Attempting to move an object with .gobject move #guid now requires you to specify a direction of here to reduce fat finger errors.
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gobject teleporter add [#guid@#phase] [#icon "text"] [%x %y %z] [%o]
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Gobject teleporter add no longer requires #guid to be specified, as long as the object is targeted. If an object is targeted, then you should avoid specifying the #guid. If you are across phases, you can use #guid@#phaseid to still identify the correct object to add a teleporter to your current location & phase.
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Gobject teleporter add no longer requires #guid to be specified, as long as the object is targeted. If an object is targeted, then you should avoid specifying the #guid. If you are across phases, you can use #guid@#phaseid to still identify the correct object to add a teleporter to your current location & phase.
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gobject teleporter remove #id
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No longer completely disables the teleporter's dialog window after use.
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No longer completely disables the teleporter's dialog window after use.
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.gobject tint [#guid] #red #green #blue #transparency
- Gobject tint now supports increments of 5, instead of 20. You can now make 9261 unique colours instead of 216 colours.
.gps
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gps {$direction %amount} ...
- New syntax: .gps now supports multiple directions & amounts in the same input, e.g. .gps forwards 5 left 3 down 2.
- Additional directions are now available: "x", "y" and "z", which move you according to the world grid.
.npc
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npc emote #emoteid
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No longer validates if the given emoteid is valid.
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No longer validates if the given emoteid is valid.
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npc set weapon #item_id #slot [#bonus_id]
- Now respects bonus ids in the shift-clicked item link.
.phase
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phase forge npc weapon#item_id #slot [#bonus_id]
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Now respects bonus ids in the shift-clicked item link.
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Now respects bonus ids in the shift-clicked item link.
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phase forge npc outfit equip #item_id [#bonus_id]
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Now respects bonus ids in the shift-clicked item link.
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Now respects bonus ids in the shift-clicked item link.
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phase set weather $type $density [$permanent]
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Phase set weather can now be applied permanently to a zone in a phase.
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Phase set weather can now be applied permanently to a zone in a phase.
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phase shift doodad
- Now warns you if you are over the safe number of terrain swaps.
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Additionally, doodad and map swaps are now loaded in priority of when they were applied, to prevent issues where two shifts are applying over the same ADT and apply differently following a server restart.
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phase shift map
- Now warns you if you are over the safe number of terrain swaps.
- Additionally, doodad and map swaps are now loaded in priority of when they were applied, to prevent issues where two shifts are applying over the same ADT and apply differently following a server restart.
.unaura
- Two forms is no longer affected by .unaura all, but is still affected by .unaura #spell or .unaura force
.unpossess
- No longer requires original possession target to be selected to unpossess.
.waypoints
- NPC Formations are now compatible with waypoints that have no delay. Note that the npcs in the formation will come to adrupt stops, while the leader of the formation won't if the nodes have no delay.
Bug Fixes
Crashes
- Fixed a crash that occurred when an object was replaced at the same time as someone else requesting data about it.
Performance
- Process behind backing up phases has been rehauled and results in reduced degradation of server performance during backups.
- Reduce the number of queries performed when adding gobjects to a group with the addnear command.
- Phase forge npc create runs a little faster and won't lag the server for a short interval (~0.5s)
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A variety of changes to the summon spell system have been made:
- NPCs can no longer summon NPCs
- Players should only be able to succeed in summoning NPCs if they are the original caster of the spell, not a caster of the spell caused by another player forcing them to cast the spell with a different one.
- Players can no longer succeed in summoning NPCs with spells unless they are a member of the phase. Pets are unaffected.
- Players can no longer succeed in summoning NPCs with spells across the entire server in one session more than 200 times. In most cases, this will be tripped twice per summon spell, so the limit is effectively 100.
- Doodad mass import is now asynchronous, and only one can run at any given time on a phase. We will be looking to migrate all heavy commands to the same format.
- #main<->.announce sync now occurs asynchronously (fixing a rare crash), working with our 'Maiev' system that oversees communication between Apertus and our growing list of microservices.
Other
- Fix an issue where startspell list next did not show the next 50 results.
- Further fix an issue with startspell list, but also phase texture and phase detaildoodad lists not accounting for the offset of the search results when using list next.
- Fix an issue where zone transitions with area/zone shift skyboxes were removing all auras instead of only skybox related auras.
- Fix an issue where deleting a character would result in phase membership to be lost in all phases across all characters.
- Fix an issue where gobject grouping did not save into the database properly.
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Fix an issue where phase forge npcs with tabards and a guild would not properly display the player guild emblem.
New Gobjects
SpoilerId Name
10000001 eps_kultirasalliance_fencestone01.m2
10000002 eps_kultirasalliance_farmcratebroken01.m2
10000003 eps_kultirasalliance_tankardmedium02.m2
10000004 eps_kultirasalliance_floating_crate01.m2
10000005 eps_kultirasalliance_stair_short_wide_01.wmo
10000006 eps_kultirasalliance_crate01_lid.m2
10000007 eps_kultirasalliance_farmbucketheldwater01.m2
10000008 eps_kultirasalliance_mainbuilding01.wmo
10000009 eps_kultirasalliance_shiplargeanchor01.m2
10000010 eps_kultirasalliance_shiplargerigging02.m2
10000011 eps_kultirasalliance_harpooncannon01.m2
10000012 eps_kultirasalliance_daelinproudmoorestatue01.m2
10000013 eps_kultirasalliance_wall_post01_ruined01.wmo
10000014 eps_kultirasalliance_woodfence_broken02.m2
10000015 eps_kultirasalliance_docks_narrow02.wmo
10000016 eps_kultirasalliance_entrancedecoleft_01.m2
10000017 eps_kultirasalliance_bottle03.m2
10000018 eps_kultirasalliance_smallhouse_01.wmo
10000019 eps_kultirasalliance_smallhouse_entrance_02_short.wmo
10000020 eps_kultirasalliance_shipmedium01_gangplank_islandcollision.wmo
10000021 eps_kultirasalliance_signpost01.m2
10000022 eps_kultirasalliance_rug02.m2
10000023 eps_kultirasalliance_braziersmall02.m2
10000024 eps_kultirasalliance_stairjunction_tall_narrow_03.wmo
10000025 eps_kultirasalliance_mediumwarehouse01.wmo
10000026 eps_kultirasalliance_mediumhouse01.wmo
10000027 eps_kultirasalliance_ivybush_a01.m2
10000028 eps_kultirasalliance_proudmoorekeep_flag01.m2
10000029 eps_kultirasalliance_planter03.m2
10000030 eps_kultirasalliance_wallharpoons02.m2
10000031 eps_kultirasalliance_farmcratebroken02.m2
10000032 eps_kultirasalliance_shiplantern03.m2
10000033 eps_kultirasalliance_crabcatcher03.m2
10000034 eps_kultirasalliance_anchor02.m2
10000035 eps_kultirasalliance_lamp01.m2
10000036 eps_kultirasalliance_crane01.m2
10000037 eps_kultirasalliance_seawall_tower_01_destroyed_04.wmo
10000038 eps_kultirasalliance_fountain01.m2
10000039 eps_kultirasalliance_banner03.m2
10000040 eps_kultirasalliance_stair_medium_narrow_01.wmo
10000041 eps_kultirasalliance_chairsmall01.m2
10000042 eps_kultirasalliance_statue02.m2
10000043 eps_kultirasalliance_rigging10.m2
10000044 eps_kultirasalliance_barrel02_open.m2
10000045 eps_kultirasalliance_townhall01.wmo
10000046 eps_kultirasalliance_ironfence01.m2
10000047 eps_kultirasalliance_fishingnet01.m2
10000048 eps_kultirasalliance_stairs01.wmo
10000049 eps_kultirasalliance_rigging06.m2
10000050 eps_kultirasalliance_cannonballstacksmall03.m2
10000051 eps_8nzj_nazjatar_kultiras_shipwreck09_2764411.wmo
10000052 eps_kultirasalliance_docks_plankwide01_nocollision.m2
10000053 eps_kultirasalliance_shipmediumrigging02.m2
10000054 eps_kultirasalliance_docks_pillar02.wmo
10000055 eps_kultirasalliance_brassfence02.m2
10000056 eps_kultirasalliance_chest01.m2
10000057 eps_kultirasalliance_stove01.m2
10000058 eps_kultirasalliance_proudmoorekeep_flag03.m2
10000059 eps_kultirasalliance_smallhouse_base_01.wmo
10000060 eps_kultirasalliance_seawall_fishing_02.wmo
10000061 eps_kultirasalliance_mausoleum03.wmo
10000062 eps_kultirasalliance_shipsmall01.wmo
10000063 eps_kultirasalliance_heavysack01.m2
10000064 eps_kultirasalliance_barricade01.m2
10000065 eps_kultirasalliance_wall_straightshort01.wmo
10000066 eps_kultirasalliance_docks_planknarrow01_nocollision.m2
10000067 eps_kultirasalliance_bottle02.m2
10000068 eps_kultirasalliance_anchorlarge01.m2
10000069 eps_kultirasalliance_daelinsons_tomb01.m2
10000070 eps_kultirasalliance_crowsnest01.wmo
10000071 eps_kultirasalliance_wall_corner02.wmo
10000072 eps_kultirasalliance_logstackcovered01.m2
10000073 eps_kultirasalliance_harpoonstand02.m2
10000074 eps_kultirasalliance_wall_post04_base.wmo
10000075 eps_kultirasalliance_bar01.m2
10000076 eps_kultirasalliance_seawall_04.wmo
10000077 eps_kultirasalliance_wall_straightmedium01_ruined01.wmo
10000078 eps_kultirasalliance_floor_dais02.wmo
10000079 eps_kultirasalliance_marketstall.wmo
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10000801 eps_curbwood_02_long02.m2
10000802 eps_curbwood_02_curve01_ring.m2
10000803 eps_curbwood_02_shape01.m2
10000804 eps_curbwood_02_long03.m2
10000805 eps_curbwood_02_shape02.m2
10000806 eps_curbwood_02_medium04.m2
10000807 eps_curbwood_02_curve03.m2
10000808 eps_curbwood_02_cap01.m2
10000809 eps_curbwood_03_medium04_ringhalf.m2
10000810 eps_curbwood_03_curve01.m2
10000811 eps_curbwood_03_curve02.m2
10000812 eps_curbwood_03_long01.m2
10000813 eps_curbwood_03_medium03.m2
10000814 eps_curbwood_03_long04.m2
10000815 eps_curbwood_03_shape03.m2
10000816 eps_curbwood_03_short01.m2
10000817 eps_curbwood_03_medium01.m2
10000818 eps_curbwood_03_medium02.m2
10000819 eps_curbwood_03_medium04_ring.m2
10000820 eps_curbwood_03_long02.m2
10000821 eps_curbwood_03_curve01_ring.m2
10000822 eps_curbwood_03_shape01.m2
10000823 eps_curbwood_03_long03.m2
10000824 eps_curbwood_03_shape02.m2
10000825 eps_curbwood_03_medium04.m2
10000826 eps_curbwood_03_curve03.m2
10000827 eps_curbwood_03_cap01.m2
10000828 eps_curbtitan_medium04_ringhalf.m2
10000829 eps_curbtitan_curve01.m2
10000830 eps_curbtitan_curve02.m2
10000831 eps_curbtitan_long01.m2
10000832 eps_curbtitan_medium03.m2
10000833 eps_curbtitan_long04.m2
10000834 eps_curbtitan_shape03.m2
10000835 eps_curbtitan_short01.m2
10000836 eps_curbtitan_medium01.m2
10000837 eps_curbtitan_medium02.m2
10000838 eps_curbtitan_medium04_ring.m2
10000839 eps_curbtitan_long02.m2
10000840 eps_curbtitan_curve01_ring.m2
10000841 eps_curbtitan_shape01.m2
10000842 eps_curbtitan_long03.m2
10000843 eps_curbtitan_shape02.m2
10000844 eps_curbtitan_medium04.m2
10000845 eps_curbtitan_curve03.m2
10000846 eps_curbtitan_cap01.m2
10000847 eps_curbstone_01_medium04_ringhalf.m2
10000848 eps_curbstone_01_curve01.m2
10000849 eps_curbstone_01_curve02.m2
10000850 eps_curbstone_01_long01.m2
10000851 eps_curbstone_01_medium03.m2
10000852 eps_curbstone_01_long04.m2
10000853 eps_curbstone_01_shape03.m2
10000854 eps_curbstone_01_short01.m2
10000855 eps_curbstone_01_medium01.m2
10000856 eps_curbstone_01_medium02.m2
10000857 eps_curbstone_01_medium04_ring.m2
10000858 eps_curbstone_01_long02.m2
10000859 eps_curbstone_01_curve01_ring.m2
10000860 eps_curbstone_01_shape01.m2
10000861 eps_curbstone_01_long03.m2
10000862 eps_curbstone_01_shape02.m2
10000863 eps_curbstone_01_medium04.m2
10000864 eps_curbstone_01_curve03.m2
10000865 eps_curbstone_01_cap01.m2
10000866 eps_curbstone_02_medium04_ringhalf.m2
10000867 eps_curbstone_02_curve01.m2
10000868 eps_curbstone_02_curve02.m2
10000869 eps_curbstone_02_long01.m2
10000870 eps_curbstone_02_medium03.m2
10000871 eps_curbstone_02_long04.m2
10000872 eps_curbstone_02_shape03.m2
10000873 eps_curbstone_02_short01.m2
10000874 eps_curbstone_02_medium01.m2
10000875 eps_curbstone_02_medium02.m2
10000876 eps_curbstone_02_medium04_ring.m2
10000877 eps_curbstone_02_long02.m2
10000878 eps_curbstone_02_curve01_ring.m2
10000879 eps_curbstone_02_shape01.m2
10000880 eps_curbstone_02_long03.m2
10000881 eps_curbstone_02_shape02.m2
10000882 eps_curbstone_02_medium04.m2
10000883 eps_curbstone_02_curve03.m2
10000884 eps_curbstone_02_cap01.m2
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
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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.
-
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.
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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.
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The structure of a command, composed of strictly arranged words (arguments and/or parameters) required to be met for the command to be performed.
-
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
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.phase forge npc displays add 100 2 5
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The arguments (green) tell the preceding parameters (white) to:
- "Add" #display_id "100" at %scale "2" with %weight "5" to the targeted forged NPC.
-
The arguments (green) tell the preceding parameters (white) to:
-
.phase forge npc displays add 100 2 5
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Data types
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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
-
A real number, accepts decimals. World of Warcraft does not count more than 6 decimals.
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Integer - Symbol #
-
A natural number, does not accept decimals.
- .gobject spawn #display_id = .gobject spawn 175490
-
A natural number, does not accept decimals.
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String - Symbol $
-
A sequence of characters, typically forming one or multiple words.
- .summon $name = .summon Bob the Builder
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A sequence of characters, typically forming one or multiple words.
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Floating Point - Symbol %
-
Optional - Symbols [ ]
-
When a single data type is encased in brackets, it means it's an optional argument and is not required in the syntax for the command to function.
-
.phase forge npc displays add #display_id [%scale] [%weight]
- #display_id is required but [%scale] and [%weight] are optional.
-
.phase forge npc displays add #display_id [%scale] [%weight]
-
When two or more data types are encased in brackets, it means that though they are optional, if one is specified then both are required for the command to function.
-
.gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation]
- No argument is required as the command uses player position by default, however [#icon "$text"] requires both arguments to be specified to work.
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.gobject teleporter add [#guid] [#icon "$text"] [#x #y #z] [#orientation]
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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.
-
Character-based permissions have been completely abandoned in favour of BattleNet Account permissions, as maintaining the facade of character-based perms while giving account-wide access resulted in confusion about who is an officer as well as maintaining the list on renames and so on.
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Welcome aboard, mate!
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@Razmataz the problem is the client is crashing because we are force-loading enGB/enUS db2s, we need to change those db2s to be universal-type db2s, and override a bunch of other db2s like class db2s with the locale-specific stuff. It mostly means changing the locale flag on our primary Epsilon-esque db2s, and then trying to load a non-English locale and seeing one by one which db2s it QQs about
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Welcome aboard mate!
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Welcome aboard
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Welcome aboard.
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I do think that, to a certain extent, a well-built phase has a core 'home team' audience that it appeals to--some community or Discord, the 'clique' as some call it. I do like Valo's way of describing the situation: you are a guest in someone else's house. Completely come-as-you-go, free-for-all public phase RP has very little you could possibly do if it's not a campaign. You've brought a character to someone else's phase, and it is essentially an opportunity for both parties to get to know each other and see if they want to permanently join.
I don't find it strange at all to host 'private RP' in what is otherwise a public phase, for when quality control is important. I feel like a true private phase is a phase that was entirely built for a predetermined group of friends, with maybe a friend-of-a-friend sometimes joining. Whereas public phase RP would be the idea that anyone can come in and check it out and maybe join the phase. But having a truly 'public' phase is next to impossible to manage without dedicated DMs managing the situation, and really that's not very fun.
It seems like an OK situation. So long as phases accept public people--either by just joining and checking it out on the surface, or through advertisements--the situation seems pretty acceptable. What's important, I feel, is that a person doesn't come online and ask 'where do I go for RP?' and can't get an answer. At least surface-level RP where they can probe whether they wish to make a certain phase their home, rather than just sit in start all day talking with people until someone thinks they're cool and invites them to their clique.
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We are currently hard at work accomodating Russian and Spanish localizations of Epsilon. We already have translated DB2s so that localized clients work on Epsilon.
If a German community develops, please don't hesitate to agree on a representative so that we can make the community feel right at home.
Welcome!
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"Not having the newer allied races implemented"? You can already create Zandalari from the character create screen. Just Vulpera and Mechagnome are missing.
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Welcome aboard!
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Welcome aboard!
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You're going to need to provide more details, like what error message you were getting when you were experiencing high amounts of disconnects.
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The limit is 6 in 8300, and the limit will hopefully be removed by 8301.
Can't delete gob made by spell
in Like Clockwork!
Posted
@Vladolin this is probably best asked over Discord.
the answer is to use .phase cleartemp