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SyvenOG

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About SyvenOG

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  1. Any chance this is going to be implemented or fixed in the future?
  2. Hi, hello, greetings! Please could we get a working .wmo version of Azshara crater (one that wouldn't have magenta cubes instead of .wmos), or at least make that place .dood shiftable Please, that would be amazing! Thank you!!! Also if the classic zones were able to be doodad shifted, that would be fire as well.
  3. SyvenOG

    Waypoint Stop Bug

    Type: Waypoints - NPC Behavior After using the command on the NPC .wa stop The NPC stops for an amount of time then at random after some time starts walking again. Steps to reproduce: 1. Place any NPC in your phase and set up a multiple of waypoints for the NPC to follow then use the command. 2. .wa start to make the NPC start walking. 3. Type .wa stop to stop the NPC 4. Wait from 2 to 5+ minutes. Expected result: The NPC should permanently stop and not walk along the waypoints when stopped. Observed result: Instead the NPC stops only for a short amount of time and resumes walking after a couple of minutes. Reproduction rate: Seems 100%
  4. Alrighty, here is a suggestion!: I've been messing about with GOB groups et cetera, and they give a LOT options when it comes to building, however I still feel like the potential of GameObject groups would be so much greater if it was possible to rotate gob groups along all three axes (X,Y,Z/Pitch Roll and Yaw). Might be something quite difficult to implement however; wouldn't it be an absolute-gamechanger when it comes to making advanced modular builds and speed building complex environments? I would personally love to see that kind of feature making its way in the game, even if it was going to be really limited.
  5. I have tried multiple ways around this, trying to find out whether is a memory issue or something else, well it seems like a range of things might be affecting this problem, the location that you are joining the phase in, sometimes relogging fixes it sometimes it doesn't. Its really quite inconsistent. What is consistent however is how it is always the same chunks in my phase that are the most broken, which are the ones in Hillsbrad and Alterac.
  6. • Type of Bug: Model / Texture • Description: The Inn and the Townhall V2 Have incorrect roof textures. The inn having a green Kul Tiras roof and the Town Hall having blue edges The textures for the roof of these buildings should be all red. • Evidence (Chat message/Screenshot): Here's a Screenshot:
  7. Phase Shift Doodad Bug in a Large Eastern Kingdoms Phase • Description: After removing some ADT chunks around eastern kingdoms and doing some builds in the phase the removed doodads started to reappear in chunks they were removed from. Now when I try to delete doodads from chunks on the east side of Eastern Kingdoms, they simply don't work. Chat box gives me a message that Doodads are removed, however they are still there. • Evidence (Chat message/Screenshot): https://imgur.com/H12Y1YM Like here I previously removed doodads, they reappeared, as I try to remove them again it gives me message: "ADT [32,33] now has doodads." And when I try it again: "ADT [32,33] no longer has doodads." But nothing happens • Steps to reproduce: When I go into my phase every ADT chunk I try to remove the doodads from east from hilsbrad has the same issue. When I go into a different phase and remove the doodads in the same chunk on a different phase and go back to my phase they remain removed but only the one I updated. • Expected result: https://imgur.com/oouPkZx I expect the doodads to disappear as the should in any other phase I do this. • Observed result: When I send the command .phase shift doodad adt: https://imgur.com/MqJFGyM This happens. • Reproduction rate: 100% in my phase unless I enter my phase from a phase where phase-shifting works and the chunk had the doodads removed successfully. • Additional information: If you need my phase ID the owner-character of this phase is my main Syven.
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