Jump to content

Razmataz

System Admin
  • Content Count

    378
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Razmataz

  1. Oh wow, a real oldie! Hello hello DoBRP 4? DoBRP 7? 8? Spent so many hours on Barrens, Cityscape, Dalaran... And then SoTDRP came along and that was where I left WC3 RP. Good times.
  2. Hello! Definitely go for the sleep when you can - the server isn't going anywhere. Glad you're having so much fun.!
  3. This is bizarre. I'm fairly confident we've not done any model/texture edits to these items, so they should be Blizzard 8.3.5 baseline, and.. ...cue a bit of searching, https://us.forums.blizzard.com/en/wow/t/gravewarden-armaments-glow-gone/455953 https://us.forums.blizzard.com/en/wow/t/3d-armor-asset-set-bugs-2-13/7337 https://us.forums.blizzard.com/en/wow/t/3d-armor-asset-bugs-61321/558657 Seems that they did break, and later fixed it.
  4. I'm not the expert on the topic, but human female & worgen were more complicated to get done in time when we updated to 8.3 and deployed them way back when. They're definitely high up on the request list, as are a number of the allied races ?
  5. Razmataz

    Hallo

    Sweet! I had a fascination with AI but never enjoyed the concept of machine learning (because you don't get to do anything!) Got to do a bit of maze navigation with them back in the day.
  6. Razmataz

    Hallo

    Hiya, nice to meet you Jikial. I can see we're equally busy all the dang time! Sounds like from your interests and hobbies including AI, you might be a bit of a programmer of sorts?
  7. Hello hello! I hope what we have in store entertains & intruiges you! Got more coming, when we can get around to making it
  8. Hello and welcome, That's a wonderful ensemble of machinimas you have built up over the years!
  9. Hello and welcome! No need to be nervous, we're all united in that we're roleplayers!
  10. Hey @jolnestrink Sorry, you're better off posting in Discord #tech-support channel rather than the forums. Can you try also deleting the same two files again, as well as the most recently modified data.xxx file where xxx = numbers. e.g. data.015
  11. Given the complexity of the WMO shift commands, I've thrown together a video running through it:
  12. 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 "$text"] requires both arguments to be specified to work.
  13. I like! I have added it to my shortlist.
  14. This is very difficult to do sadly ? Areas and subareas are controlled by the .adts stored on your machine. Hotfixing them with the current system is not possible.
  15. Changelog (Patch 830.2a - "Amending Areas") Release date: 03 July 2021 Here you'll be able to read up on changes, big and small, made to various parts of the server. Legend • White - This was not changed. Also used for contrast. • Green - This was added. • Red - This was removed. • Yellow - This was changed. Highlights Areas & Zone attribute edits You can now change the name, ambience, music and intro sound that plays upon entry in any area or zone in your phase. Quality of life improvements Various additions to existing commands & small bug fixes designed to improve user experience. New Commands and Features .phase Subcommands added: .phase shift area These commands affect a small area of the zone you are in (Goldshire, Fargodeep Mine). .phase shift area list [$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.
  16. We don't have the DB2s supported in Russian clients right now. You have to use the enUS locale.
  17. Use .npc set aura or .phase forge npc aura, and add the "Feign Death" aura to them.
  18. If you set each attribute to 0 you should be able to bypass it force them to be a Zandalari/Lightforged. Charsection validation is unfortunately going to stay, but any settings you have on your character should be permitted by the server as well.
  19. Changelog (Patch 830.2 - "Outfits Overhaul") Release date: 05 June 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 Multiple Outfits per Creature Creatures can now have multiple outfits associated with them. Random attributes within an outfit Outfits can now pick from a list of face, hair, hair colour, facial hair, skin and features rather than only use one. New Commands and Features .phase Subcommands added: .phase forge npc outfit .phase forge npc outfit add Adds a new blank outfit to the selected creature entry for it to randomly choose from. The outfit id is added to the displays list with a scale & weight of 1. The blank outfit is automatically set for immediate editing. .phase forge npc outfit copy Copies the outfit the selected creature is currently using to its entry for it to randomly choose from. The outfit id is added to the displays list with a scale & weight of 1. The copied instance of the outfit is automatically set for immediate editing. .phase forge npc outfit remove #outfitId Removes the given #outfitId from the selected creature entry, removing its use from all instances of that creature and removing it from the displays list. .phase forge npc outfit list Lists basic information about all of the outfits associated with the selected creature entry. .phase forge npc outfit set #outfitId Temporarily sets the selected creature to use the given #outfitId for editing with other outfit commands. Command and Feature Changes .phase forge npc .phase forge npc outfit skin #skins Sets the selected outfit to be able to use any of the skins given in the list. Options can be separated with comma or space. .phase forge npc outfit face #faces Sets the selected outfit to be able to use any of the faces given in the list. Options can be separated with comma or space. .phase forge npc outfit hair #hairs Sets the selected outfit to be able to use any of the hair styles given in the list. Options can be separated with comma or space. .phase forge npc outfit haircolor #haircolors Sets the selected outfit to be able to use any of the hair colours given in the list. Options can be separated with comma or space. .phase forge npc outfit facialhair #facialhairs Sets the selected outfit to be able to use any of the facial hairs / earrings given in the list. Options can be separated with comma or space. .phase forge npc outfit feature #slot #features Sets the selected outfit to be able to use any of the features given in the list. Options can be separated with comma or space. .phase forge npc scale #scale Changes the scale across all displays that the creature can be .phase forge npc display Now supports outfit scaling. .npc .npc scale #scale Now allows scale 0, which will be to revert to using the scale governed by the displays of the creature. Bug Fixes .npc .npc scale Scales should be retained across server restarts without issues. .npc sheath Sheaths should be retained across server restarts without issues. 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.
  20. this is... really difficult 'n' and i'm putting it off because it's difficult. it's the one thing i need to complete the ensemble of gobject groups so i'm keen on doing it too.
  21. might be easier to do this with creatures.
  22. Sorry for the slow response. I was not able to replicate this under the land in flatlands, nor in a similar spot to where you have built your blueprint.
  23. Razmataz

    Cas system error

    the cdn storage servers were down for emergency maintenace. they're back up now, so should be solved.
  24. This shouldn't have been working properly prior to 8.3 either. For the time being you can use .char changefaction or .char changerace to resolve it, but we do have intentions to investigate and fix.
×