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Graxton

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Posts posted by Graxton


  1. On 4/20/2018 at 9:12 PM, VernDagon said:

    So Warlords of Draenor added some awesome aesthetic additions for the Orcs in terms of their clan identity. The Shattered Hand and Bonechewers got those awesome pale skins with the scarifications and piercings. The Warsong Clan got Garrosh-like tattoos. The Bleeding Hollow got those cool white warpaints.

    However, these are all Mag'har skintones.

    Would it be at all possible to recolor these skins to be shades of green, matching the modern skin-tones of Orgrimmar Orcs?

    That way, we can play corrupted Orcish characters who are still able to show off the scars, tattooes, and ritualistic paints of their clans of origin.

    Yes it can be done. You can also do it yourself if you get photoshop, it's blp plugin for dxt5 compression and editing blps without having to convert them to png format, as well as casc explore or whatever to extract the textures.


  2. I'm not sure where to report this, but while I was going through the Dal'Thalas phase, I crashed receiving error 132 (I have no mods installed), but the real issue is now not being able to get past the character selection screen. I load in partially and then receive a stream error. I've tried to see if it was a fluke about five times, and each time I got the error. Is there a way to resolve this?

    EDIT: The streaming Errors stopped, but now error 132 will not go away. Even after following the faq thread.


  3. Hey guys, back at it again with some fucking mods. Woohoo!!!! H-haha I'm totally not losing my mind!!!

    Memes aside, I'm going to keep this super short and just direct you to some shit I've worked on and finished importing - though I'm still considering this a huge WIP, since there are some kinks to kick out eventually. Such as some textures not being done, and other things.

    Here's a look at the batch: https://imgur.com/a/LB43J Enjoy the album.

    I'm willing to pass out the patch early if people are fine with some of the things that haven't been finished yet - but this will probably remain a WIP for a while as I'm taking a break from doing this. Just get at me via the forums, Discord - or catch me in game on Daniel.

    Shameless plug of my other patch: 

    (Note: somethings in my previous patch might conflict with my new one - I'm too lazy to take a look at it all.)


  4. I posted something in the support section of the Discord, but it turns out that it's a bug. So I was redirected here by a fellow player. Assuming that it is a bug, Phase teleports I guess will sometimes sperg out and relocate the teleports. For example: Mine were set in Arathi Basin - the pvp zone. After a server restart it relocates to one spot in particular in Silverpine. Kind of sucks when I want to get down into by character's basement to build. here's hoping the issue can be solved easily and eventually.


  5. On 11/11/2017 at 3:33 AM, Azarchius said:

    Hi, overcoats are not relevant to Mogit not working, the problem is the updates to the CDN. I don't get where this rumor that overcoats are to blame, but we updated *a lot* of things this patch.

    Residual Mordred hate is where the rumor comes from. Or complete ignorance.


  6. 3 minutes ago, Witch said:

    It is an issue the modding community will have to contend with regardless. Battle for Azeroth will have technical hurdles in the same vein that Cataclysm overhauled the ADT file structure or how Warlords of Draenor introduced the CASC file system. When WoD came out the modding community had absolutely no idea how to access or modify the client, and today we can stream directly to it in real time -- while you are playing the game no less!

    7.3 will be cracked and so will 8.x and beyond. I do not understand the hesitation of the administration and some of the players; 7.2.5 will not become the new 3.3.5a simply because Blizzard has created new obstacles for us. If we could crack CASC and create the CDN, do you think 7.3 will hold the modding community back?

    I'm not saying this should be the new 3.3.5a. I'm just saying 7.3, the stuff that comes out of it is very niche. Only a handful of players may even RP on Argus. My guess is five at most - even if RP picks up. I don't think it's in our best interest for just 7.3. It would be worth a lot more imo to just wait for 8.0.


  7. Just now, Witch said:

     

    Why wouldn't we? I realize what Azarchius believes about 7.3, but it is inevitable Darknest or other communities will crack the file in time.

    If anyone recalls, vanilla private servers were extremely difficult to connect to. Today the process is seamless. Modding is not going anywhere any time soon, and it is important for us to continue to move forward as a server.

    IMO there's not much really important coming out of 7.3. Maybe just items, which can be down ported and pushed through by the devs. I think we're fine where we're at, and as far as I understood it, 7.3 will fuck everything. Which I can only assume means what devs can push through server side too. It doesn't make much sense to me why we'd trade all of that for 7.3, unless that's not the case. Enlighten me if it's not.


  8. 2 minutes ago, Witch said:

    I typically would not post twice, but I feel this deserves its own post as it is a separate point:

    In my opinion, as we move forward into 7.3, we should continue to use the CDN server to a bare minimum. The current developer exe is connected to our private CDN, as Xeslite has said. This CDN should be used to publish additions to the game files such as building and water tiles. No sort of character or model edits should be done from a server-side perspective.

    The exe, which is connected to the CDN and allows local changes, can be used for players to modify other, existing files in the client. This is where character model edits can be used, or map edits (new maps can also be pushed live through the CDN now that we have the technology to port Noggit maps to the current Legion patch).

    Why would we move to 7.3 at all when we could just port stuff down?


  9. 1 hour ago, Xeslite said:

    The reason the dev.exe was disconnected was because it wasn't connected to the live-realm CDN.
    It was connected to our private developer CDN instead. This is a serious leak and we had no choice but to shut down the developer CDN and put it someplace else--which means that the former dev client doesn't work anymore because it can't connect to its CDN.

    This has nothing to do with it allowing local edits.
    I've been informed that there is a new .exe that allows local changes that is also connected to Live-realm CDN.
    Using this .exe will NOT get you banned. And we will NOT disconnect it or anything.

    HOWEVER, using a local-edits enabled one and causing damage to your client is something that we will not actively help/support for/with, meaning you are doing this on your own accord.
    In worst case scenario this may cause you to have to entirely re-download your client.
    Alternatively, acquire a second client to use as a "Dev/Modding" client so that you don't loose your main client if above would happen.
    If you want to edit the client yourselves, you are more than welcome to. These are instructions on how to deal with MD5 & SIG protection removal from the .exe: link

    Just to clarify, using a cracked .exe to allow local changes/patches/custom stuff does NOT get you banned or in trouble.
    We will simply not help you if you accidentally break your client due to it not being 100% compatible with the CDN streaming as far as we've seen/tested.

    Hope that clears up the subject!
    For any further questions don't hesitate to PMing me on either Discord(Xeslite#4934) or here, on the forum!

    Make me dev.


  10. On 10/29/2017 at 5:08 PM, Dizzy said:

    Very interesting concept, haven't seen the build but it looks alright! Heard you guys have pagans, think I saw a project like this some time ago, glad to see it getting a retooling.

    If it was on RPH, this is the same thing, hand ported over. With a few new additions.

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