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About wungasaurus

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  • Specialty DBC Editing
    Software Development
  1. [WoD 6.2.4] Trouble extracting maps/mmaps/etc.

    Uh, you realize that master =, not 6.2.4?
  2. [WoD 6.2.4] Trouble extracting maps/mmaps/etc.

    Is DataDir set correctly? what is the output of the extractors?
  3. Vehicle.dbc

    If it isn't the server, there is, uh, the client.
  4. Vehicle.dbc

    TrinityCore and "the game" are not the same. Searching inside TrinityCore will come up with a lot of "we don't know shit about this" and thus no references. That says nothing about the actual game.
  5. Remove client restrictions

    Those restrictions are hardcoded. Instead of removing such a basic restriction though, why not simply make the items not BoE/BoP instead?
  6. Using Git(Hu/La)b

    Click "pull".
  7. Using Git(Hu/La)b

    Likely, the defaults are already fine. What _is_ your desired result?
  8. Using Git(Hu/La)b

    Click "pull".
  9. [Legion] Possible .skin issue.

    $5 AFID and BFID have not changed since 7.2
  10. [Legion] Possible .skin issue.

    It should even work if you take the model (and all referenced files, .skin, .anim, …) from the build just one before the current. 
  11. [Legion] Possible .skin issue.

    That confirms my suspicion and means you're fucked for now: last build added .skel files for m2s and started with Draenei. Those files are entirely unknown currently so you will have to investigate yourself. Please add anything you find to https://wowdev.wiki/M2/.skel though.
  12. [Legion] Possible .skin issue.

    What about other races?
  13. [Legion] Possible .skin issue.

    Can you do me a huge favor and test if the same issue exists with draeneimale but does not exist with other character models? If that's the case it would be .skel related.
  14. Working creatures on spawned .wmos

    note that wintergrasp buildings are destructible objects, so the reason they work on servers is probably another: they are broken. destructible buildings of that era are present on the adts just like regular non-destructible objects without phase.  they are flagged in the adt, but the extractors don't know about that flag (even though it is documented for years). thus, the emulators treat destructible objects correctly because the vmap stuff thinks it is actually on map. it will break when the object is destroyed (npcs will still think it is not).
  15. Working creatures on spawned .wmos

    afaik, vmaps are not implemented for dynamic objects on any emulator. they might work for transports though, which you could use by making a non-moving transport.