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  1. #1
    Vorreth's Avatar Member
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    Gameobject- and MPQ-problem (WoW v3.0.3)

    Greetings m8s,

    I have two significant probs, which I hope you could help me with. This isn't my native language, so please be gentle as there are any mistakes
    Let's quick-start with sorted informations:


    Status quo - What I've got:

    - OS: Win 7
    - Server: Mangos for WoW Wotlk version 3.0.3(9183) (AC Web Ultimate Repack)
    - Server-status: Working(~65% functional)
    - Known Issues: Most quests are buggy, some abilities/spells are buggy, some skilltrees are buggy, one gameobject type is buggy(main-problem), most of northrend is empty(no NPCs).




    First Problem: Cannot see gameobject type 14

    - Description:
    As titled, I can't see gobjects with type-number 14(="map-object" or called sth like that) ingame. I googled around since almost 2 days, but noone seems to have this problem too.

    - The Question is:
    Do anybody of u have an idea, how and where to change it, therefore I can see spawned Gobjects with type 14?

    - What has been done/tried until now:
    I thought, I just crossed the problem, as I defined the needed gobjects as type 11(elevator - because u can see them from very far away and doesn't despawn as u are not close enough). BUT: it got the annoying side-effect, that it "pulls" other "gobject-types: 11" into its center and would never let 'em go again... *got insane* So I need those "gobject-type: 14"... Any Idea how to?


    ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    +++++ Inside the spoiler you can find some thoughts I've passed through this whole process: +++++

    [spoiler]
    + Why not change the Emulator to solve the prob?
    • Worst-case-solution in my opinion, cause I would loose all my changes to the existing world(which were btw not made by using MPQ's, but by adding gobjects in game), as I fear.
      Would prever to try it otherwise, if anyone has an idea concerning how...



    + Why do I want the gobjects to be seen from such far?
    • Because I want to place buildings or other outdoor-objects for example.



    + Why I don't use Noggit3 instead?
    • Because its:

    a) instable and crashes in frame of murphies law at the most important situations,
    b) complicated in wmo-inserts(txt-data insert? Just read it, but got no time and patience to try it out) and
    c) - the main-reason, y I hate this kind of exporting - mpq-exports with mywarcraftstudio doesn't work for my game. In this frame we've arrived at the Secondary Problem.
    [/spoiler]++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Second problem: Exported MPQ's doesn't work ingame

    - Description:
    Self-created MPQ-Data's doesn't work ingame. They are simply ignored mostly, only in special cases I get an exception-error.

    - The Question is:
    What did I do wrong in creating a functional MPQ?

    - What has been done/tried until now:
    • After I inserted the noggit-edited-ADTS(i.e. "Azeroth_32_48.adts") in mywarcraftstudio using the right path(World\Maps\Azeroth\Azeroth_32_48.adts) I clicked "Sort Listfile" and then "Repack Archive"
    • So I got a "patch-9.mpq", which copied into the wow-directory-folder "/Data" and launched the game.
    • Nothing changed at all...
    • The mpq-packed adts-files I changed with noggit simply doesn't have any effect. But if I copied mpq's from other authors, they'd work, but as soon as I try to use my own or edit the ones from other mods, they are useless for the game. What do I do wrong? The game ignores any of my MPQs. Also tried other versions of Mywarcraftstudio, but none worked.


    Would be thankful for every hint in that case, m8s...


    Thank you very much for sacrificing your time to read and help!
    Vorreth

    Gameobject- and MPQ-problem (WoW v3.0.3)
  2. #2
    stoneharry's Avatar Moderator Harry


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    The gameobjects will only load when pushed to the client, and the server only pushes it to the client when they are near enough.

    You CAN change the load distances, but I don't know where it is handled within the emulator.

    On ArcEmu, there is a table for gameobject_staticspawns, which are static so are always spawned whenever a player is on that map. It might be easier just to have the object load distance increase however.

    Good luck!

  3. #3
    Vorreth's Avatar Member
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    Understand, what ur meaning, but theobject is never visible for any client. After spawning, there is just the msg, that gobject has been added with coords and count-number in Server-GOs. But there is never any object to see, if its type is 14. In Navcat of course there is defined a size (mostly with variable: "1").

    Yap, Mangos does have a function, where u can define the view-distance of gobjects, BUT it has a limitation of 166. It says, that it shall be metres, but most of gobjects just spawn under 30 metres of distance... thats unuseful for a building or trees for example...

    Inside the mangosd.conf, that line got the following description:
    Code:
    #    Visibility.Distance.Object
    #        Visible distance for gameobject, dynobject, bodies, corpses, bones
    #        Min limit is interaction distance (5)
    If I set the variable higher than 166, there appears a Warning as soon as I launch the Server, which says "max view distance for Visibility.Distance.Object is 166".

    Wish I got any function with mangos, I could tell the server that it should spawn every GO, as soon as a player sets foot on the corresponding map. Would make life easier ;P

    If I could solve only one of the (upper told) two problems, I could bypass the other one.
    Last edited by Vorreth; 11-19-2011 at 11:28 AM.

  4. #4
    stoneharry's Avatar Moderator Harry


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    Well, if you search through the source files to where that part of the configurations is handled, you could simply remove the limit. The limit was put in place for a reason, mainly to stop it lagging everyone to hell when 10,000 objects are pushed as you enter the world.

    However, if you know what your doing and are careful, increasing this limit by removing the limit in the core will work.

  5. #5
    Vorreth's Avatar Member
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    It's a nice tip generally, but as written, I wanna build houses with 'em. So, if I'm going to build a city with houses and stuff inside each of it, the server will soon crash, as u said
    (But after all I gave it a try to find that entry, anyway. But wether in the config-Datas, nor in hopeful-named dbc-files has been anything like that :/

    Hello there, ownedcore!
    I can't believe, that there is no one here, who knows how to handle one of my upper pronounced problems.
    Can it be, that I'm "lucky-only-one", who got the prob with Gobject-type 14 at Mangos? :confused:
    Last edited by Vorreth; 11-20-2011 at 06:53 PM.

  6. #6
    stoneharry's Avatar Moderator Harry


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    The majority of the emulation community would rather build a huge area with gameobjects and live with the bugs, rather than try and fix it themselves.

    I'm sure there is a way, I'm just not very familiar with the mangos/trinity structure myself as I haven't used it in years.

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