[Heads up] New raid instance files included in the PTR patch! menu

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  1. #16
    Xel's Avatar ★ Elder ★
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    I can't see how memory editing could be used for this. And sorry, I might have mistaken with the correct terms when writing this thread: should be 5-man dungeon instead of a raid.

    Eluo, ADT swapping is what I have done the most when trying to get this to work, if that's what you mean with 'moving'. It is what keeps throwing me the memory error.

    Could be wrong, but wasn't there a folder for the firelands in 4.0.x already?

    Edit: Just checked, there are 2 Firelands maps (Firelands1 and Firelands2) in the Expansion03.mpq. This is in patch version 4.0.6, kinda curious what they look like.
    This.. interesting. Might need to take a look on that later on.
    Last edited by Xel; 03-02-2011 at 12:43 AM.

    [Heads up] New raid instance files included in the PTR patch!
  2. #17
    sitnspinlock's Avatar Elite User CoreCoins Purchaser
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    nope no trolling sorry, wouldnt waste my time. though i also dont like simply handing out source code or blatant schematics and how to go about something.

    also, im sure you are aware, adt chunks have absolute coordinates unless otherwise modified. thus if you swapped some random adt, for something in lets say for example elwynn forest. odds are you would end up with a giant hole, thats because that adt is laying at different coordinates on that map id.

    also im not directly moving the adt in the client data, im moving after it has been loaded into memory. this bypasses whatever wow hash checks are going on, though i dont know if there even is one ;p

  3. #18
    Xel's Avatar ★ Elder ★
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    nope no trolling sorry, wouldnt waste my time. though i also dont like simply handing out source code or blatant schematics and how to go about something.

    also, im sure you are aware, adt chunks have absolute coordinates unless otherwise modified. thus if you swapped some random adt, for something in lets say for example elwynn forest. odds are you would end up with a giant hole, thats because that adt is laying at different coordinates on that map id.

    also im not directly moving the adt in the client data, im moving after it has been loaded into memory. this bypasses whatever wow hash checks are going on, though i dont know if there even is one ;p
    Oh, thought you didn't swap the ADT at all, would've been ... interesting..

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