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  1. Changelog (Core Update 830.3a - "Textures: Reloaded") Release date: August 11, 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 Epsilon Editor Tool Overhaul The Epsilon Editor Tool has been significantly overhauled, bringing to it a new level of stability. New features: New wireframes display replaces the wisps. While on TexEdit, the red grid shows different sections of the map and the green edges are the boundaries. While on Terrain Hole mode, it becomes more complex as it shows different cells of terrain to punch out in blue and white, The wireframes will move with you. You will need to change your API to DX11 Legacy for the wireframes interface to be visible at this time! This can be done via ESC -> System -> Advanced -> Graphics API -> "DirectX 11 Legacy" You can now easily edit the height map of a texture, changing how it blends into the ground. This only applies to newer maps from MoP+. At this time you cannot add height textures to textures that don't already have them. Trust me, without more tools for that, you won't want to either. Texture Scaling is now possible, allowing you to scale a texture, which could make a texture appear more sparse at high levels. A low scale makes it appear dense. This is especially useful when swapping old textures to newer maps and vice versa, as the old textures appear too big & blurry on new maps and new textures appear tiny on older ones. The Terrain Hole Editor now has a Cut All / Fill All / Reset All option to quickly apply chunk-wide operations. Bugfixes: The Terrain Hole Editor now properly saves and synchronizes users. Death to terrain_cut! Any changes you make to the world will now instantly be shown as you make them; the world now either doesn't flicker at all or only flicker for a fraction of a second. There was a bug where if you clicked the search bar in "Texture Replace Window", and then clicked anywhere on wow that wasn't the Editor UI, you could no longer interact with the Editor and needed to restart WoW. This bug has been fixed. However, now you cannot interact with WoW at all using your mouse while the Texture Replace Window is open, only your keyboard. Close the window or select the texture in order to unlock mouse interractions with WoW after opening it. General: The TexEdit Interface is divided between two new sections: Chunk: swap textures, scale textures Tile: View all textures in the zone and change height or diffuse mappings with a preview. The preview is pretty terrible for anything but really stark height textures right now. Silent Crashes Fix The game client has been stabilized, removing scenarios where your game would crash without an error. However, 132 errors could still potentially happen at random. Server Stability Adjustment Tweaking of the server has been done, hopefully leading to less server-wide crashes as a result. Addons The Merchant Addon has been updated and therefore unbanned. It will no longer crash. Preamble Hello Epsilon! This mini-patch solves many of the issues users have been facing with the Epsilon Tool, and it has been thoroughly fixed and updated to become even more of a useful tool for phase building. Different bugs have been fixed to stabilize the user experience and the Merchant Addon is fixed. New & Adjusted Commands .npc walk & .npc run Subcommands adjusted: .npc walk/run $where [$behaviour] Extended the above commands to support $behaviour. This can be "formation" to make all NPCs in the formation move to $where, or "height" to make the selected NPC ignore pathfinding checks (useful for custom spawned WMOs and Shifted Maps) .doodad mass Subcommands adjusted .doodad mass import #radius/-1 Now accepts -1 as a parameter to import all doodads on the map. .cheat, .modify, .aura All subcommands now requires <DM> to be toggled on to use on other players. .phase set time Subcommand adjustments: .phase set time HH:MM [$permanent] Phase set time no longer sets the time for people joining the phase to HH:MM. This was leading to desyncs - a player who joined the phase at lunchtime and stayed in it for 6 hours would have a different time to a player who joined at 6pm. Instead, when you specify HH:MM the server will compare with its current time and calculate an "offset". When players join your phase, they will have their shifted by that offset. This effectively lets you have a phase use a different timezone to the server. Behaviour is unchanged if you specify $permanent. Phase will always have time HH:MM. Because of this, you will probably have to adjust your phase time settings! Sorry. Undocumented Changes Some new commands went undocumented last patch. They are already live. Woops! .phase forge npc Subcommands added: .ph forge npc healthexact #health Sets the health of the selected npc to #health exactly. .ph forge npc displayfaction [on/off] Sets whether or not an NPC displays their faction (reputation). If neither on nor off are passed, toggles. .ph forge npc fakeplayer [on/off] Sets whether or not an NPC has a blue name. If neither on nor off are passed, toggles. .ph forge npc regen [on/off] Sets whether or not an NPC regenerates their health or can take damage or be healed. If neither on nor off are passed, toggles. .npc set Subcommands added: .npc set health #[-+]health Sets the current health of the selected creature. If + or - is given, adds or removes to their current health instead. Bug Fixes Command .help information Clarified the .help syntax on .phase forge npc outfit gender that it accepts the random parameter. Added missing .help syntax on .phase forge npc outfit set. Gossip Fixed a bug that could break the gossip window (if icon is 0) Waypoints Fixed a bug where stopped waypoints did not actually stop. Addons The Merchant Addon will no longer cause crashes. Base Spells The "Change Spec" spell (200749) was missing from characters. It is now available and allows you to change specs, if needed. Weather Should no longer flicker out when teleporting in the same zone. Character Restore Character Delete after already deleting & restoring a character will no longer require a server restart to restore it a second time. 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. This suggestion is for a new option in Epsilon Editor to change how the world renders in a variety of ways, in order to assist with building. This old video has an example of how it would be used. https://www.youtube.com/watch?v=HXJe2nVSluQ All of these options would be implemented, especially using the wireframes that are coming up with the next update to also hide the world and only render the world as a wireframe, or alternatively apply an alpha effect to the world to make everything transparent, including custom gobs and such. There would be another option to reset everything back to default rendering. You could make the rendering affect only the world & its default objects / WMOs, your phase's custom objects / WMOs, or both to render it all that way. On a side-note, for the Epsilon Editor's Terrain Hole option, it would be helpful to have a select all / unselect all for the hole-punching interface.
  3. An interface for creating & customizing a new morph. This is good for making unique variations for a morph that does not have that particular variation already available. Mainly intended for NPC morphs. For example, a particular body texture for an NPC that is not used with a certain combination of geosets. The interface would render the model, let you choose a body texture, allow you to pick different values for the geoset, like option 2 for geoset 1, and so forth. A similar interface is found in the model viewers for WoW Tools & Export. Once a new morph is created, it would be given a very high MorphID to not conflict with future Blizz-implemented MorphIDs, and can be used freely.
  4. In order to properly make sure NPCs in a WMO are standing on the ground rather than falling through it, they spawn in the air. That works, but this also breaks their gossip range check, making it impossible to interact with them even if you are within range and you enable/disable their gossip option.
  5. This suggestion would add a few new commands related to emotes. These would blend animations into different limbs on the player's model, or NPC's model to different effects like the ones seen on spells. For example, to put the hands behind the back as a human, I would blend WAGuardStand02 and 03. Those are different guard animations on each side, and each arm blended together would have my hands behind my back properly. Each command would apply the animation to the left arm and right arm, respectively. Something similar could be done with the WALean animation for human males to have the arms crossed. The ID of the limbs would come from https://wow.tools/dbc/?dbc=animkitboneset&build=8.3.0.32044#page=1. .mod anim limb [Limb ID] [Emote ID] Applies the animation of the emote to the limb. It sticks through all animations until it is reset. .mod anim limb reset Resets all of the affected limbs back to default.
  6. Changelog (Patch 830.3 Core Update - "Classic Maps & Terrain Tools") Release date: 06 May 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 New Editor Tool This is a new addon containing two components for now: Terrain Texture Swap Editor that lets you conveniently edit the terrain's textures, making the shifting of those textures easier and user-friendly. Terrain Hole Editor to cut out small squares of the land, a smaller and more versatile version of terrain cutting. You are encouraged to replace all your cutters with this, as cutters are laggy but these holes have no system resource repercussions. You must change your Graphics API settings for this addon to properly work by going to Settings > Advanced > Graphics API > DirectX 11. Classic Maps Classic Eastern Kingdoms and Classic Kalimdor have been added to the game. Core Wide range of bug fixes, including a fix for start-zone ghosts so players who leave the phase do not linger in the process of teleporting. New commands to create "celestial bodies", used in Legion to show Argus and the red star in the sky. New command to alter the collision of a gobject. Elevator objects, as seen in Orgrimmar and other places. (.look object [elevator]) Toggle Blizz gobjects that were not removable by doodad shifting, such as signposts. New saturation parameter for gobject tinting. Models Bugfixes affecting some customization options for Human Male & Female, Dwarf Female and Gnome Male. Addons New feature including UI to create an NPC with gossip that can act as a vendor with items that have a custom price, and with on-click sounds. Preamble Hello Epsilon! It's another changelog. You may have noticed this patch came quite quickly after the last one; this is because we have decided to divorce Content and Core patches. Content Updates and Core Updates will each release whenever they are ready, instead of one waiting for the other to release at once. New Commands and Features Terrain Texture Swap Editor The editor can be accessed by clicking the "Open Epsilon Editor Menu" addon next to your minimap. and selecting "Terrain TexEdit" This versatile tool expands upon the preexisting commands to shift the textures of a zone, providing a UI to see the list of tiles in your vicinity and the new tile texture you applied to them to make it easier to track. It does this by showing current textures and swapped textures in one location, a search window to find textures, and a simple right-click edit menu to change, remove, or add a swap. Terrain Hole Editor The editor can be accessed by clicking the "Open Epsilon Editor Menu" addon next to your minimap. and selecting "Terrain Hole" This tool is a smaller and more accurate terrain cut, which cuts out a cell of terrain. Once activated, an 8x8 grid of blue orb particles appears around you, which represents the cells under them. Clicking the squares on the interface will remove or add back the cell. The wisps will be replaced by a wireframe in an upcoming patch. Classic Maps All of the original maps have returned from Classic WoW, with proper locations to teleport to. These zones are identical to how they were before the Cataclysm, but due to model updates places like the model of Booty Bay may not appear correct. Additionally, shifting doodads may not work. These maps can be found with: .lookup map classic and accessed using .worldport 0 0 0 #mapid Classic Eastern Kingdoms: 24297 Classic Kalimdor: 24298 Vendor NPCs Forged NPCs can now have a new gossip option, which allows the players to buy and sell items from the NPC vendor, with a custom price for each item. Additionally, they can have on-click sounds. You can find additional details on its usage in a new guide: https://forums.epsilonwow.net/topic/3168-addon-epsilon-merchant/ .gobject set Subcommands added: .gobject set collision on/off Enables/disables collision on an M2 object. Doesn't work on WMOs. .phase toggle Subcommands added: .ph toggle objects on/off Phases in or out gameobjects that are not associated with doodads or spawned gameobjects, such as signs. This mainly is useful for stubborn "Blizz Gobs" which could not be removed with doodad shifting. .phase set celestial Creates a new celestial object in the sky, which is a layered transparent texture overlaid on top of the sky and in-between the clouds. Subcommands added: .phase shift celestial Allows for the editing of the celestial bodies. .phase set celestial #celestialBodyId Sets the current map to use the celestial body ID given. This can be 9 - Argus, 20 - Red Star or 21 - Nothing. Using the phase shift celestial commands, you can also create your own bodies to exist in the atmosphere. .phase shift celestial new Creates a new celestial body ID for your phase. It will not start with a texture, so you will need to set that shortly afterwards. .phase shift celestial list Lists all celestial body IDs associated with the phase you are in, and which maps they are active in. .phase shift celestial list next Lists the next 50 celestial body IDs associated with the phase you are in, and which maps they are active in. .phase shift celestial delete #celestialBodyId Permanently deletes provided celestial body ID in the phase you are in. .phase shift celestial set Edits properties for an existing celestial body ID.It's not clear what this is, would have to review the textures in https://wow.tools/dbc/?dbc=celestialbody&build=9.2.5.43412#page=1 for 9 (Argus) and 20 (Red Star) .phase shift celestial set position #celestialBodyId %axis1 %axis2 %axis3 Sets the position for the given celestial body ID to occupy in the sky. Experiment with the values to find out what they do, but they should range between 1 and -1. .phase shift celestial set scale #celestialBodyId %scale Sets the base texture scale for the given celestial body ID to use. .phase shift celestial set texture #celestialBodyId #fileDataID Sets the base texture to be used by the given celestial body ID. .phase shift celestial set atmosphere #celestialBodyId #property #value Settings for atmosphere attributes for the given celestial body ID. .phase shift celestial set atmosphere mask #celestialBodyId #fileDataId Sets the atmosphere mask texture for the given celestial body ID to use. .phase shift celestial set atmosphere modified #celestialBodyId #fileDataId Sets the atmosphere modified texture for the given celestial body ID to use. .phase shift celestial set atmosphere scale #celestialBodyId %scale Sets the scale for the atmosphere layer to use for the given celestial body ID to use. .phase shift celestial set lightmask #celestialBodyId #fileDataId Sets the lightmask texture for the given celestial body ID to use. .phase shift celestial set glow #celestialBodyId #property #value Settings for glow attributes for the given celestial body ID. .phase shift celestial set glow mask #celestialBodyId #fileData1 #fileData2 Sets the glow pair mask textures for the given celestial body ID to use. .phase shift celestial set glow scale #celestialBodyId %scale1 %scale2 Sets the scales for the glow pair textures for the given celestial body ID to use. .phase shift celestial set glow modified #celestialBodyId #fileData1 #fileData2 Sets the glow pair modified textures for the given celestial body ID to use. .phase shift celestial set glow scroll #celestialBodyId %scrollURate1 %scrollURate2 %scrollVRate1 %scrollVRate2 Sets the scroll magnitude for the glow pair for the given celestial body ID to use. Scroll1 and 3 will affect the first glow texture, 2 and 4 the second .phase shift celestial set notes #celestialBodyId $notes Sets the notes for the given celestial body ID that displays when you use .phase shift celestial list. Good for remembering what celestial body id is what. Command and Feature Changes .gobject .gobject tint #r #g #b [#saturation] #transparency You can now use #saturation as an additional argument for .gobject tinting. Bug Fixes General Added a backend command that will allow admins to force kick someone who is locked out of their account due to some weird loading screen bug. Tutorial quest credit for .gps is now detected properly again. Fixes to light and medium rain not being displayed properly when modified with phase shift weather wind. Finished rewrite of phase map system, phase shifting is no longer used at all. This should stop players from leaving ghosts upon phase transfer, which was commonly seen in Start. Added failsafe workflow when equipping Blizz items to outfit NPCs to ensure that an item is properly equipped rather than being displayed as empty, such as Silkweave Cinch. Disabled demorph on outfit NPCs to prevent them from becoming unselectable. Fix restriction on .phase shift map not working when used multiple times in the same phase. Fix boss flags not being removed when changing a phase NPC rank from 3 to any other rank. Phase tele group logic rewritten to only affect the group the phase officer is a part of, rather than a targeted/specified players group. Fixed issue with gameobject group turn, where the leader object only was having its 3D rotation corrupted in the database, causing improper rotations upon server restart after it was initially moved or copied. Prevented .gobject near from displaying more than 100 results at a time. Tweaks to doodad mass import system which should no longer cause lagspikes. Customization Human Male Fixed UV Textures - Hair 31 Fixed mesh seam & doubles issues Human Female Fixed weights - Hair 30 Fixed UV textures - Hair 30 & 32 Fixed mesh seam & doubles issues Dwarf Female Fixed accessory texture - Skin 10 Gnome Male Fixed index texture - Accessory 16 Fixed index texture - Facial Hair 41 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.
  7. Restore the old Ranged Weapon Slot that was in the game until Mists of Pandaria. The idea here is to restore the Ranged Weapon Slot so that the player can equip a pair of one handed weapons or a two handed weapon while also having a bow or rifle for the sake of your character's appearance and nothing more than that. If this works you will see your character wield all of the weapons giving them a geared up appearance overall. You see certain NPCs in Retail WoW still have this old feature, since for example when you cause a Guard to spawn in a city, it will fire its ranged weapon while its main weapon is sheathed. When that guard is idle due to not having any targets, it will unsheath its main weapon and have the ranged weapon on its back.
  8. So I'm calling this thing the World Quest Textbox, because I have no idea what term Blizzard uses to refer to this thing they have added ever since Legion. It's the textbox with the character's model, name, and whatever they're saying, with a cool animation for showing up. It's also the secret behind how the Heroes of Azeroth are speaking to you even though you're nowhere close to them. You're probably sick of seeing it with Magni and him telling you about the WOONS, champion! Anyway, here's a picture showing it. I took a quick skim throughout this forum and did not notice anyone else suggesting it, pardon me if I missed it. Why do I want this added to Epsilon? I think it would be a great way of beginning phase events or making other kinds of announcements within it. It's basically a cooler way of using /yell, but it's all about the small things here and there that add to immersion. The command would be: .ph text <"Text"> or .ph textbox <"Text"> To enhance its usage, it could also be used as .ph text <DisplayID of character in the box> <"Name"> <"Text">. Without the first two, it just defaults to using your character, and your TRP3 name. When the Command is used it shows the Textbox to all players within the phase, with everything that was inputted into the command. The Command is restricted, making it only usable by the Officers and the Phase Owner in order to prevent abuse.
  9. Type of Bug : Model bug Description : When using the native model of a Thin Human character, they are not using the correct models for helmets. Evidence : This NPC from the Freehold dungeon is proof the Thin Human model should support wearing helms https://www.wowhead.com/npc=129601/cutwater-harpooner Reproduce : Just put a helm on the Thin Human model once you have native morphed into one, like 80343. Expected result : Properly fitting helm. Observed result : It's not fitting correctly.
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