Rangorn

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Everything posted by Rangorn

  1. Ok, now i have my own wowRootParser, and gave me the full list of filedataid<=>Hashname Btw, telling me that filedata is gone, now all the filedata ids are referenced in the root file (extractable from CascEditor, in the menu) and hash values are just the filename hashed with the Jenkins96/lookup3/hashlittle2 method, in only one sentance to my first question, it would have been better. Srsly, it's not a puzzle game where i got a new clue after a resoluted enigma.
  2. Hey, since few days, TrinityCore is able to handle Legion (7.0.3) I will probably switch to Legion for modding (retroporting is bad, really.) but there are some problems. Since WoD, every string path / name (world/generic/doodad/tree/whatevergob01.m2) are located in the FileDataComplete dbc, it store all the pathname of files from the game, dbc like gameobjectdisplayinfo, charsections don't have a string column anymore, but a integer column who point directly to FileData. Since 7.0.1.21737 Legion Build, this file is gone, and i don't know how the executable made the link between the filedata_id and the pathname. Some people seems to know, but it wasn't really clear for me, explanations will be appreciated about this (i mean, clear informations, not an agressive sentance with only 5 words and c++ struct random dropping) So even if we find where the filedata_id <=> string system is located, can we edit it for adding new path and new ids ?
  3. It's not about using another program, just CMake and Visual studio pissing me off, and i don't want to waste time trying to fix problems. BTW, i have modified CascExplorer Code and i start to understand the Root structure, not really difficult finally.
  4. Ok i'm fucked then. I will try to made my own program, but i just need to understand the Root structure, i will eventually made a 010 editor template if everything is clear.
  5. Did you have a release .rar with the exe program ? Honestly, i don't think i will modify the source code or do something with the code.
  6. Thanks man, finally manage to do it ! I've made a program in java (poorly made, but i'm fucking lazy when i program) https://ghostbin.com/paste/5b4kj EDIT : CascExplorer have an option "Extract CASC System Files" and i can get the root =) So, now i have the root file ! Too bad there is not information about the struct on the wiki, i think i have to analyse source code of Trinity / CASC Explorer / LISTROOT
  7. Ok do you have more informations for the hashing method ? Without Listfile, the map.db2 unk file name is 76A46B277AE9D377_1349477, i'm sure the 1349477 is the file data id, and the 16 characters before are hashed. When i convert theses string to md5, i got this : dbfilesclient/map.db2 58dd9bcf7aace121ca11336a7cf3f7ae DBFILESCLIENT/map.db2 a05c28748296ac0ef2362e9c658a0ebd DBFILESCLIENT/MAP.db2 7cd8f374c7c9f762d78b4897f6d16dcf DBFILESCLIENT/MAP.DB2 9cc2ef50d67bb7ca1cfa797e2b151844 I'm wrong i know, btw, how the hashing work ? It is the jenkins96 hash ?
  8. i'm back (last time i was on the irc, nobody was talking so... maybe later) Shauren, the main TC dev told me : "No. No mapping between FileDataId and FileName exists anymore. You can still open a file by name (if you know it). Since TC does not need to know the name there are no plans to create such table" But, how the cascexplorer, with a listfile, can find the good name/patch for the files ? and why there are DBFilesClient/XXX.db2 string referenced in the wow.exe ? Still confusing for me.
  9. Is there a way to extract the root file ? No tools for editing the root, or for extracting it ?
  10. Rangorn

    R.I.P. Zim4ik

    his brother send me a message too on modcraft, this is a terrible story... thanks for posting this. R.I.P Zim4ik, the first guy who retroport hd models.
  11. It's possible on 6.2.3 (already did it), i don't know about 6.2.4
  12. this ! good luck and i hope you will did something cool yes but understanding casc system and a way to use it for creating custom patch seems really difficult.
  13. It's simple, just create folder in your wow root folder and add files inside. If a folder/file is missing, the launcher recreate it, so even if people delete folder, they can redownload the content easily
  14. Yeah, and this is why i have "made" a launcher for my server
  15. Nah, it's kinda ankward to be alone working on wod and everybody around working harder on wotlk. A community based on wod will be better (I'm not trolling this time), but i stay logic, this will probably never exists.
  16. i'm already on it, but don't expect help for wod modding here on other modding forums, 95% of the content is for wotlk.
  17. TOM_RUS used his magic and the listfile is more complete now, that's good
  18. Now, we just need to know, how to complete the listfile with the new builds. Ok, FileData is gone, but there must be another file or whatever, with the filenames and path of every elements of the game. Sub-filedata Db2 are still here, like TextureFileData or ModelFileData, and it's only integer (point a id from a db to another id from another db) Edit : We don't give a shit about the filedatacomplete.db2 from 21737 build, the listfile on the github contains already all the file.
  19. The problem with listfile now is that filedatacomplete is gone, rip filedata
  20. I'm still helping sometimes (essentially on modcraft) people who have a problems, or people who want to do something but they have no idea what is the DBC related to their problem. but being a jerk for few days is more visible than regulary helping people with small problems since 2 or 3 years.
  21. Thank you dude, this is exactly this Read this everybody : http://www.aesopfables.com/cgi/aesop1.cgi?jdlf&i1ms&i2l.jpg Community is full of grassehoppers, i consider myself as an ant. so salty
  22. i will and i should stay the N°1 in french community post-wotlk modding.