wungasaurus

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Everything posted by wungasaurus

  1. You can get the filenames from the model itself. It is as simple as opening the file in notepad and looking for blp.
  2. how did you fix the last one? I'm not going to look at all the models for you.
  3. What model is that? 526866 world/expansion04/doodads/pandaren/stove/pa_stove_open_01.m2 ? And you have world/generic/goblin/passivedoodads/kezan/items/tooncloud64b.blp world/expansion04/doodads/pandaren/stove/pa_stove_01.blp world/expansion04/doodads/pandaren/stove/pa_table_arc_01.blp world/expansion04/doodads/pandaren/stove/pa_soup_01.blp ? Does it have particles https://wowdev.wiki/M2#Texture_definitions with https://wowdev.wiki/M2#ParticleColorIndex non-zero?
  4. there is a tool called "list_root" somewhere around here. otherwise, bnet.marlam.in/files.php
  5. WotLK does not support anim scale and push scale, so entries using that will be broken. WotLK does not support all flags that cata+ does, so some colours will be broken at least. Other than that, you just need to resolve the file ID to a filename and you're done. There likely is no existing tool for this. GroundEffectTexture has no additional columns but needs reordering of columns.
  6. There is a difference between / and _.
  7. CascExplorer doesn’t need an installed game but can directly download specific files.
  8. A dot in that view does not mean there is a dot but may mean the byte is not printable. You can see that as well on the left side where instead of a dot, you have a `00`.
  9. Well in the file, there is key bone lookup, and every bone has a crc32 of the bone name they gave it. We know the names for roughly 40 of them, thus the crc, but we can’t tell for the other 100, other than brute force.
  10. The server has absolutely no relevance to shadows.
  11. Shadows are defined here: https://wowdev.wiki/M2/.skin#shadow_batches The last line claims it is autogenerated given the condition. I'm not sure it is realistic matching that condition in your case so you may need to manually generate shadow batches. You can probably look at existing trees and copy most of it.
  12. The only reason there can be for not seeing an island „outside of the blue walls“ i.e. „the blue walls not changing“ is that the WDT file change is not seen by the client. That’s all I can say. Without the data, no way to debug it.
  13. and you're sure the correct wdt file is in that mpq?
  14. Well, does he have the MPQs? Did he put them at the right point? If you’re using a modified exe, does he?
  15. shadows as in? m2 shadows when not having a shadow mesh are auto-generated. do you mean low-shadow-quality adt baked shadows?
  16. This is all client side, so the server can't do anything about it (unless it overrides weather by spell or stuff, but that's active, not just what happens when you log onto random servers.)
  17. That’s the https://wowdev.wiki/DB/Light family of databases. For the “old” clouds, Light*Band and LightParams. For new ones, mostly LightSkybox.
  18. This means it is the thing I mentioned: the server querying *specific* files signatures. Yeah, this has been in since BC. Some emulators probably do it, but they highly unlikely do all files, and I am not aware of Blizzard doing so.
  19. That is correct, but elevators are transports and not just models with collision. The collision is static, the WMO itself moves.
  20. That’s a claim I’ve never heard before. Care to give us sources? From the description, I highly doubt they do this, for multiple reasons: Essentially, thus requires the client to send all files it opens and reads for verification. In the simplest case, that would mean a hashsum of the file plus the ID. Assuming this MD5 they already use, that’s 4+16 byte to send per file. The client does only read some files partially as an optimization, so this check would remove that optimization altogether, just for anti cheat measures. Alternatively, the check message would be given a base offset and size read additionally. This multiplied the number of messages by the number of partial reads, and increases the message size by 8 bytes, and massively increases the data the server has to verify. A quick check shows that the Tauren male model directory contains 1042 files, many of which are obviously hair styles so not always loaded, unless you for example create a character, or visit the barber shop, or are in a large enough crowd or variation of player models, e.g. a raid on thunderbluff. That means that for the Tauren male character model alone, without a single item or mount, you already send 20kb of data to the server. An untextured and objectless (including static objects, npcs and players, …) Dalaran weights in at 500ish files as well, another 10kb, before the loading screen even finished, or loading anything but the base geometry. A lot of vital file loading happens before even connecting to a server (read: all databases). Also, the client does not cache all data it has ever seen, so it has to load files again. Does it verify once? Does it verify every load? Does is cache loads happening during no connection to the server? The numbers of course *are* doable, but surely are not something you’d want, constantly, for all players. Back in BC, warden would request signatures of a few select files, roughly 30 known to be used in model swaps. I can believe something like that still happening, but watching *all* files? I doubt that.
  21. I request both sides to use the latest noggit alpha and do live debugging and no backup to old versions. That would be fun. For us at least.
  22. Is the file both server and client side?