Turtle HD (WIP)

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Grauhase
Posts: 44

Re: Turtle HD (WIP)

Post by Grauhase » Wed May 24, 2023 4:20 am

Hey guys,

I've been a huge fan of this project since the first week I started playing Turtle WoW and I have to say it makes the game much more immersive! Thank you so much for this!

That being sad, I must confess I don't like most of the changes made to the spell sounds. I know it's just a matter of preference, but I have a feeling that one generic sound is now used for several spells, e.g. mage... evocation, teleport, frostbolt (just to name a few).... they all sound almost the same, just slightly different. Actually it happens with all classes, I'm kind of an Altaholic so I play with all classes. :P
So, I have a question... I don't know if it's possible or if it would be too hard to do (I'm totally ignorant about this mod thing): is this a way to keep all the graphical improvements you guys made (which I love ) but keep the original vanilla sounds?

User avatar
Astricon
Posts: 61

Re: Turtle HD (WIP)

Post by Astricon » Wed May 24, 2023 5:49 am

Grauhase wrote:
Wed May 24, 2023 4:20 am
Hey guys,

I've been a huge fan of this project since the first week I started playing Turtle WoW and I have to say it makes the game much more immersive! Thank you so much for this!

That being sad, I must confess I don't like most of the changes made to the spell sounds. I know it's just a matter of preference, but I have a feeling that one generic sound is now used for several spells, e.g. mage... evocation, teleport, frostbolt (just to name a few).... they all sound almost the same, just slightly different. Actually it happens with all classes, I'm kind of an Altaholic so I play with all classes. :P
So, I have a question... I don't know if it's possible or if it would be too hard to do (I'm totally ignorant about this mod thing): is this a way to keep all the graphical improvements you guys made (which I love ) but keep the original vanilla sounds?
Hi there! There is a way to switch back to classic sounds, but you will also lose any changes to the visual effects. You will have to open patch-A with an MPQ editor and go into DBFilesClient folder. Then delete the following dbc files:

SoundEntries
Spell
SpellVisual
SpellVisualEffectName]
SpellVisualKit

Then go into the Sound folder and delete the whole Spells folder.

Unfortunately this fix requires you to repeat these steps every time you download a new version of patch-A. The only fix to this would be to manually make a new patch, call it something like patch-E, and put copies of all the classic sound files in there where the current HD versions are, naming them the same thing as the sound you want to replace. This will be tedious and as I add more HD sounds you will have to keep replacing my changes, sorry. This is the only solution that is long term, keeps the visual changes, and doesn't require you to edit the dbcs yourself. If you want to edit the dbcs, then there are other options too, but they are also...tedious.

EDIT: Oh, I just realized I should have been clearer about the results of deleting the dbcs and sound files. If you do this, you will lose some spell visual effect changes that I made, such as Paladin Holy Strike resembling Priest Smite, but you probably won't lose the replacement effects that were in the mod before I came around--however some of these are buggy.

User avatar
Grauhase
Posts: 44

Re: Turtle HD (WIP)

Post by Grauhase » Wed May 24, 2023 7:01 am


Hi there! There is a way to switch back to classic sounds, but you will also lose any changes to the visual effects. You will have to open patch-A with an MPQ editor and go into DBFilesClient folder. Then delete the following dbc files:

SoundEntries
Spell
SpellVisual
SpellVisualEffectName]
SpellVisualKit

...
Hi Astricon !

Thanks for your time and kindness to explain how to do it... :)

Mibus
Posts: 1

Re: Turtle HD (WIP)

Post by Mibus » Wed May 24, 2023 8:15 am

No animation missiles in Arcane Missiles scared_turtle_head

Drip
Posts: 2

Re: Turtle HD (WIP)

Post by Drip » Wed May 24, 2023 9:05 am

I really like the HD pack and it makes a lot of the mounts look amazing. The swift horde worg, though, just had a blob of orange where the armor is.

User avatar
Astricon
Posts: 61

Re: Turtle HD (WIP)

Post by Astricon » Wed May 24, 2023 9:29 am

Known and known

Bittermens
Posts: 70

Re: Turtle HD (WIP)

Post by Bittermens » Wed May 24, 2023 3:00 pm

Astricon wrote:
Wed May 24, 2023 5:49 am
Grauhase wrote:
Wed May 24, 2023 4:20 am
Hey guys,

I've been a huge fan of this project since the first week I started playing Turtle WoW and I have to say it makes the game much more immersive! Thank you so much for this!

That being sad, I must confess I don't like most of the changes made to the spell sounds. I know it's just a matter of preference, but I have a feeling that one generic sound is now used for several spells, e.g. mage... evocation, teleport, frostbolt (just to name a few).... they all sound almost the same, just slightly different. Actually it happens with all classes, I'm kind of an Altaholic so I play with all classes. :P
So, I have a question... I don't know if it's possible or if it would be too hard to do (I'm totally ignorant about this mod thing): is this a way to keep all the graphical improvements you guys made (which I love ) but keep the original vanilla sounds?
Hi there! There is a way to switch back to classic sounds, but you will also lose any changes to the visual effects. You will have to open patch-A with an MPQ editor and go into DBFilesClient folder. Then delete the following dbc files:

SoundEntries
Spell
SpellVisual
SpellVisualEffectName]
SpellVisualKit

Then go into the Sound folder and delete the whole Spells folder.

Unfortunately this fix requires you to repeat these steps every time you download a new version of patch-A. The only fix to this would be to manually make a new patch, call it something like patch-E, and put copies of all the classic sound files in there where the current HD versions are, naming them the same thing as the sound you want to replace. This will be tedious and as I add more HD sounds you will have to keep replacing my changes, sorry. This is the only solution that is long term, keeps the visual changes, and doesn't require you to edit the dbcs yourself. If you want to edit the dbcs, then there are other options too, but they are also...tedious.

EDIT: Oh, I just realized I should have been clearer about the results of deleting the dbcs and sound files. If you do this, you will lose some spell visual effect changes that I made, such as Paladin Holy Strike resembling Priest Smite, but you probably won't lose the replacement effects that were in the mod before I came around--however some of these are buggy.
Make those optional as patch-D

Also is better to check for this if its possible to port it back.
https://model-changing.net/index.php?ap ... iew&id=226

User avatar
Astricon
Posts: 61

Re: Turtle HD (WIP)

Post by Astricon » Wed May 24, 2023 4:51 pm

Bittermens wrote:
Wed May 24, 2023 3:00 pm

Make those optional as patch-D
Are you volunteering? If so thank you since as I stated it would be so much work.

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Wed May 24, 2023 5:13 pm

Bittermens wrote:
Wed May 24, 2023 3:00 pm
Make those optional as patch-D
What Astricon said. You can't just "make a patch-D" of something that SUBTRACTS from patch-A. You would have to entirely rebuild patch-A or write a patch-D that changes a great many things. Read the red text at the top of the first post of this thread. The contributors are already working hard at no compensation to themselves to create the updates for this patch. If you don't like something about the patch, don't use it, or make you own derivative version. We cannot spare the resources to make variation patches to accommodate 1 or 2 people.

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Wed May 24, 2023 5:50 pm

********** UPDATE **********

A new version of patch-A is available on the front page! All NPC prebaked textures have been fixed all across Azeroth. No more NPCs with freaky faces! Praise be to the mad lad Astricon!

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Wed May 24, 2023 8:38 pm

Known bugs on current version:
Decoy Dragonlings (mechanical whelps) in Hateforge Quarry are still texture bugged
Weird checkered cubes on hands after Mage casts Brilliance Aura for about 2 minutes.

User avatar
Vukodlak
Posts: 2
Location: Poland

Re: Turtle HD (WIP)

Post by Vukodlak » Thu May 25, 2023 1:44 am

And this autofire but where the arrows/bullets came not from weapon but from couple feet left.

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Thu May 25, 2023 2:57 am

Vukodlak wrote:
Thu May 25, 2023 1:44 am
And this autofire but where the arrows/bullets came not from weapon but from couple feet left.
I'm curious if this has something to do with model data that isn't compatible with Undead Hunters. This may be a more difficult fix than at first glance, if it requires tampering with model data.

User avatar
Dhrazar
Posts: 23

Re: Turtle HD (WIP)

Post by Dhrazar » Thu May 25, 2023 9:42 am

Redmagejoe wrote:
Wed May 24, 2023 5:50 pm
********** UPDATE **********

A new version of patch-A is available on the front page! All NPC prebaked textures have been fixed all across Azeroth. No more NPCs with freaky faces! Praise be to the mad lad Astricon!
There's in Theramore at the Gryphon Master an issue with Sergeant Terresas face.

Gundhulu
Posts: 1

Re: Turtle HD (WIP)

Post by Gundhulu » Thu May 25, 2023 2:12 pm

There seems to be an issue with tauren, as someone has posted in the thread ealier, this issue is still unidentified/unresolved.

It has happened multiple times when I get a #132 crash as soon as I click on male tauren button at character creation. However this error is very difficult to reproduce on purpose, I tried spam clicking "random" button at tauren creation and there was no crash. This crash seems to only happen when it's not expected KEKW.

Personally I do not think this is a high prio issue, just want to point out that it's there.

https://pasteboard.co/FzCQY7jtc7vf.jpg

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Thu May 25, 2023 2:41 pm

Cannot reproduce this Tauren issue at all.

Bittermens
Posts: 70

Re: Turtle HD (WIP)

Post by Bittermens » Thu May 25, 2023 9:35 pm

the tauren mobs in dustwallow suffers from mishmash face

User avatar
Redmagejoe
Posts: 739

Re: Turtle HD (WIP)

Post by Redmagejoe » Thu May 25, 2023 9:55 pm

Could you give us the names or, more helpfully, their entries on https://database.turtle-wow.org ?

Bittermens
Posts: 70

Re: Turtle HD (WIP)

Post by Bittermens » Fri May 26, 2023 12:00 am

Nevermind, All brackenwall tauren had their faces fixed.
the only issue as of now is the NPC in theramore Sergeant Terresa
https://database.turtle-wow.org/?npc=60732

User avatar
Furitus
Posts: 2

Re: Turtle HD (WIP)

Post by Furitus » Fri May 26, 2023 5:26 pm

my undead is missing half of his face with certain helmets is that being worked on ?

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