[DiscordArchive] are the worldmaparea dbc data incompatible with woltk's?
[DiscordArchive] are the worldmaparea dbc data incompatible with woltk's?
![[Image: Screenshot_2024-09-15_023330.png?ex=690c...03793f1f2&]](https://cdn.discordapp.com/attachments/415944535718494208/1284676821010612278/Screenshot_2024-09-15_023330.png?ex=690c98c6&is=690b4746&hm=8141f69a8b32ce6eef5c2f7871a7a38211616a958efcc68c68f766a03793f1f2&)
![[Image: Screenshot_2024-09-15_023429.png?ex=690c...b27296d5f&]](https://cdn.discordapp.com/attachments/415944535718494208/1284676821341704213/Screenshot_2024-09-15_023429.png?ex=690c98c6&is=690b4746&hm=e7d6bc45d16529874d077dfc1d2dedfec915dcdb126b943440b3623b27296d5f&)
Archived author: Krutok • Posted: 2024-09-15T00:47:02.319000+00:00
Original source
are the worldmaparea dbc data incompatible with woltk's?
I ported the original map Baradinhold including WMO.
I then downloaded the worldmap files with wow-export and copied them into my DBC. Then I also copied the Worldmaparea.dbc entries from my Legion client and copied them into my woltk dbc, but in the game I'm at the entrance, but on the map I'm somewhere else.
So the question is, is it somehow incompatible?
![[Image: Screenshot_2024-09-15_023330.png?ex=690c...03793f1f2&]](https://cdn.discordapp.com/attachments/415944535718494208/1284676821010612278/Screenshot_2024-09-15_023330.png?ex=690c98c6&is=690b4746&hm=8141f69a8b32ce6eef5c2f7871a7a38211616a958efcc68c68f766a03793f1f2&)
![[Image: Screenshot_2024-09-15_023429.png?ex=690c...b27296d5f&]](https://cdn.discordapp.com/attachments/415944535718494208/1284676821341704213/Screenshot_2024-09-15_023429.png?ex=690c98c6&is=690b4746&hm=e7d6bc45d16529874d077dfc1d2dedfec915dcdb126b943440b3623b27296d5f&)
Archived author: Tok124 (CSS Nerd) • Posted: 2024-09-15T01:10:39.878000+00:00
Original source
<@472753943391502337> I know it's something you have to change in the source code. I am not 100% sure exacly where, But i think you need to do something here if im not mistaken
**src\server\game\Entities\Unit\unit.cpp**
```cpp
float Unit::CalculateSpellpowerCoefficientLevelPenalty(SpellInfo const* spellInfo) const
{
if (!spellInfo->MaxLevel || GetLevel() < spellInfo->MaxLevel)
return 1.0f;
return std::max(0.0f, std::min(1.0f, (22.0f + spellInfo->MaxLevel - GetLevel()) / 20.0f));
}
```
I think you were supposed to comment out this line `return std::max(0.0f, std::min(1.0f, (22.0f + spellInfo->MaxLevel - GetLevel()) / 20.0f));`
But yeah i don't remember exactly. and i dont actually know C++. But it used to be a post about this issue on ac-web but now this forum is down so can't get to this post
Archived author: Thulz • Posted: 2024-09-15T01:12:24.300000+00:00
Original source
Just make the function return 1.f which means factor wont be altered according to spell max level
Archived author: Thalin • Posted: 2024-09-15T01:33:15.749000+00:00
Original source
wtf
Archived author: Thalin • Posted: 2024-09-15T01:33:19.741000+00:00
Original source
They all support it
Archived author: Thalin • Posted: 2024-09-15T01:33:24.012000+00:00
Original source
Legends of Azeroth, Skyfire
Archived author: M'Dic • Posted: 2024-09-15T01:34:06.076000+00:00
Original source
Should of been discontinued last i checked. No clue what legends of azeroth is.