Ah, so theres a limit via capacity on the emulator and database?
Ah, so theres a limit via capacity on the emulator and database?
Roses are Blue, Violets are Red, I'm crap with colors, but killer in Bed.
Short explanation on the system to clarify.
Basicly, when WoW loads a game object, it loads it per displayID which the server gives them. The client changes the displayID into the model it needs to display.
However, only a handfull (about 4000) are actually inside the list for gameobject displayIDs, because the rest is not supposed to be in there. This patch adds all existing models to the list of displayIDs, using a custom set of IDs we added ourselves.
Of course, you can only edit the client with a client-side patch.
Hope this clarifies a bit.
~Spyro
This is great since I am a total failure with model editing. +Rep for this great release.
I remember a guy named Walshie doing this a long time ago, but a Mangos release please?
Fukin epic good job !
.. must.. spawn.. BIG.. BUILDINGS!!!
Nice one bro. I've been looking for this for ages. <3
Dragon[Sky] can get into our signatures, AND our pants.
Weird fact: On Mangos, I added these by hand when having the patch installed, and using your displays, then I spawned a few, saved them and everything, they were also in the table for saves. after a restart, only objects that's orginally in the game was saved? Any solution?
This is, Disturbing.. Cause when I spawn a .wmo object or anything like it, It crashes wow.. All the time and it is a patch problem I don't know if it's the .mpq file or the .sql... But I would love if you updated this to the real one.
You're most probably spawning WMOs that are no longer compatible with your game version, or are not actual WMOs (such as the _000.wmo named-ones, though I thought I removed those)
Could you please say with which WMO you are having issues?
Could you please provide the database structure for the mangos gameobjects table? Then I'll see what I can do.
Last edited by Dark_Spyro_003; 04-22-2010 at 10:24 AM.
Yes the GO's ending with _000.wmo don't work. Maybe you spawned some of these?
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Some .wmo's are bugged. Theres one such as a fishinghole or waterhole or something that crashes attempting to render water particles.
Doesn't matter what kind, It crashes with whatever .wmo I spawn. Sorry about, my english though. Hopefully you understand
Also, If you got time.. Please remove those objects who crashes and update the topic.. Thanks in advance =3
Last edited by Onelord; 04-23-2010 at 08:00 AM.
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
Last edited by iotech; 04-26-2010 at 01:47 PM.