[Sql/Patch] All buildings, models, etc. as Gameobjects menu

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  1. #46
    gluenoob's Avatar Private
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    I tried to put the Gameobject_names in the Server-Mysql-Data-World which did nothing. And I tried to put it in the DBC map which did nothing. This is the one that make the .lo o the same as wmv right?

    [Sql/Patch] All buildings, models, etc. as Gameobjects
  2. #47
    Mazzel's Avatar Member
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    Originally Posted by iotech View Post
    Dark_Spyro_003,

    I checked this out on the Trinity implementation I made. All objects I tried that had a _001, or 002, or w/e appended to the name crashed the client. There are a LOT of them in there. The ones without the 00x on them did not crash the client, though some (very few) didnt spawn anything and had the error that the object has invalid data and cannot be spawned.

    Edit: Seems to only crash on WMOs with this numbering thing (theyre doodad sets actually, thats why it crashes). M2s dont seem to be affected. (i.e. ArathiTree_dead_001.m2 [PATCH] works fine, AltarOfStorms_000.wmo [PATCH] crashes client... but AltarOfStorms.wmo [PATCH] is ok.

    Edit2: Here's the SQL for Trinity, redone without the crashing WMOs. This may also work for Mangos, someone please confirm. Link With this change (on Trinity), the bad WMOs will still show up when you do ".lookup object" command, but you cant spawn them and it doesnt crash the client... just dont try to spawn objects with _000.wmo or _001.wmo in the name, but if you do, no harm done.

    -iotech
    Applied the patches into my datafolder and everything, unfortunaly it keeps saying 'Game Object (Entry: NUMBER) have invalid data and can't be spawned
    Which object ever I try to spawn. Any idea how to fix that ?

  3. #48
    Namor's Avatar Active Member
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    This is quite impressive. A friend of mine made quite a few of these himself, but he didn't want to release it on MMOwned because he wanted our server to be the most original. o.O
    Regardless, I am truly impressed. This must have taken a damn load of time, adding to the DBCs.
    For this, my friend, I +Rep you.
    Just a recommendation, you should add a bunch of stuff from the WoW Alpha files. I'd love to have a spawnable Alpha ironforge.

    Editable signature, at last!

  4. #49
    Razmataz's Avatar Contributor
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    About that...
    /eyes the actual MPQ.
    The file name is 'ironforge.wmo.mpq' and it's been given a password lock. We have absolutely no idea how to extract it's data files, or what the heck the format is.

  5. #50
    Gorehowlhax's Avatar Member
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    what database do you execute them into? why is it that when i spawn an object, my game gets errored and wont let me on unless i reset the server to delete the object?

  6. #51
    Matis02's Avatar Contributor CoreCoins Purchaser
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    Well done. I was going to restart my old project, but seeing you have done it already, i can work more on my scripts .
    Good work and +rep

    My old patches: Thread locked due to not being updated. (No use downloading it, im not sure if the links still work lol)
    http://www.mmowned.com/forums/world-...lay-patch.html
    http://www.mmowned.com/forums/world-...-v2-4-1-a.html

    p.s. Are you in a project or a team. Im looking for a custom builds team to work with.
    Last edited by Matis02; 06-11-2010 at 11:25 PM.


  7. #52
    forsaken95's Avatar Member
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    Dude, this is epic. +Rep

  8. #53
    diantonio's Avatar Member
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    yep

    Great job man !

    I just have one question ... If i start building a city / mall / arena with these new gameobjects , should all new players download the patch file ?
    If they dont download it , are they going to crash when loading the objects or just wont see them...

    /cheers <trinity

    EDIT1 : I get "Entry : ****** not found" ... I have the .mpq in my data folder
    Last edited by diantonio; 06-12-2010 at 06:03 PM.

  9. #54
    Matis02's Avatar Contributor CoreCoins Purchaser
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    Everyone will need the patch to see the objects.

    You will also need to execute the objects into your database.


  10. #55
    tippythop's Avatar Member
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    OH MY GOD WALSHIE!!!! Eeek!! You are actually coming back????!?!?! I would love to have this again for my trinity/mangos server. Just need the modded dbcs and sqls Walsh your first link's download still works! Not the second one's though
    Last edited by tippythop; 06-13-2010 at 04:05 AM.

  11. #56
    diantonio's Avatar Member
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    Ye , we need this for Trinity...
    Can someone provide us with the other files needed for the objects to work on 3.3.3?

    Thanks in advance...

    ---------- Post added at 05:07 AM ---------- Previous post was at 05:03 AM ----------

    I have executed the sql and dropped the mpq file in data folder... Now i can find the objects in the gameobject_template , but when i try to spawn them in-game it says - not objects found...
    What other files(dbc ?) do we need for the objects to start working ? - TrinityCore 3.3.3
    Can you provide us a link ?

    Thanks in advance...

  12. #57
    Matis02's Avatar Contributor CoreCoins Purchaser
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    When your getting the "no object error", its a database issue. Please re execute the full sql and try again.

    You don't need the mpq to spawn an object(it will be invisible tho).


  13. #58
    Namor's Avatar Active Member
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    Originally Posted by Razmataz View Post
    About that...
    /eyes the actual MPQ.
    The file name is 'ironforge.wmo.mpq' and it's been given a password lock. We have absolutely no idea how to extract it's data files, or what the heck the format is.
    No it's not... I've been in those MPQs. It's given a .xxx extension, but the hexidecimal headers are the same as a typical .wmo file, therefore renaming it solves the problem.

    Editable signature, at last!

  14. #59
    tippythop's Avatar Member
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    So Walsh are you working to make these compatible with mangos or trinity by chance?

  15. #60
    Matis02's Avatar Contributor CoreCoins Purchaser
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    I don't work off other projects. Its theirs and i wont be touching it :P.


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