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Author Topic: [Project-RP] Wake: Fall of Arathor  (Read 12218 times)

matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #15 on: August 28, 2015, 04:29:42 pm »
Pretty much just a helmet/armour style for the Alteraci tribal warriors. Might put a few as a mercenary guard for the Empire in the future, but since we don't have Arathi Highlands yet that part of lore isn't fully explored and written yet.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #16 on: August 29, 2015, 02:14:27 am »
Quote from: "axel0099"


you also made a varangian guard as I see, is there any special lore about that because in history those were scandinavian warriors.


The fact is that I would not understand the barbarisation of the arathi empire because there are no real migrators like the roman empire had, well anyway that's up to you :P

Lorewise they could have more remaining Vrykul dna to justify scandinavian/viking resemblance, I suppose.

Will there be auxillaries resembling local areas (Southshore/Strom etc) to add variation as well? Or are you going for a more unified, professional army?
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Eliphas

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #17 on: August 29, 2015, 02:03:41 pm »
Incredible work. Keep it up !
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Cronin

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #18 on: August 31, 2015, 03:44:13 am »
We'll be launching this Friday, September 4th.
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Domminust

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #19 on: September 02, 2015, 10:25:30 pm »
This looks quite yummy. I'll be checking this out.
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kojak488

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #20 on: September 07, 2015, 03:11:57 am »
Quote from: "Cronin"
We'll be launching this Friday, September 4th.

Forums indicate it got delayed, yes?  I fully intend to check this out.  <3 RP servers.



Is that ladder on the left climbable?
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matija168

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #21 on: September 07, 2015, 04:28:15 pm »
Quote from: "kojak488"
Quote from: "Cronin"
We'll be launching this Friday, September 4th.

Forums indicate it got delayed, yes?  I fully intend to check this out.  <3 RP servers.



Is that ladder on the left climbable?

Been delayed, yeah. Shouldn't be long till we're done though. The ladder is sort of climbable, we have a teleporter gameobject system which allows us to link any of those gameobjects to any location in the world. One of such teleporters is placed for the ladder.
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Cronin

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #22 on: September 16, 2015, 01:13:22 am »
Yes, after some unfortunate server issues, we had to cancel the launch on the 4th but we're up and running now with an even more complete project. We're looking to release this month still, possibly real soon. Keep an eye on our forums for an official announcement. Until then, check out two trailers we've released showcasing the custom world and an interview with the leader of the project:





http://wakerp.com/forum/
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Cronin

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #23 on: September 23, 2015, 10:03:34 am »
Good morning,

The team behind Wake is thrilled to announce that we will be having our open beta launch this Saturday, September 26th. For those eager to get in, we will be opening our character creation zone a day ahead on Friday. Stick close to the forums to stay updated.

If you haven't checked out our trailers, please refer to the post above. Your hype levels will maximize.

http://wakerp.com/forum/index.php?/topi ... f-arathor/

See you Saturday!
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Arkispro

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #24 on: October 03, 2015, 08:53:03 am »
Quote from: "Vlad"
I took a look at this project with a few others, and despite their oddly shaped custom houses, odd viking fetish/Game of Thrones orgy, and their obviously ripped content from their only competitor- then claiming some sort of faux "ingenuity", I found that their map was the only part that effort was put into. Good job, Matija.

Would I recommend this server? Perhaps, depends if you're in the mood to watch people try to butcher old European culture.

I've explained to you the circumstances and the parameters as to our data and how we've obtained our information. I've also allowed your thread on /our/ public forum to remain active so that people can see your displeasure. Trying to slight us and make us seem shady in the "modding" community for using public opensource data only manages to waste your time and effort. I do not mind if you dislike wake for what it is, I implore you to not play on our server. But do not undermine the hard work and effort Matija and our team have done to this server because you're unable to let go of a small issue with our stat items.

TL;DR - Feel free to play our server or not but lets not claim we're stealing anything when its 100% released content.
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Vavazoom

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #25 on: October 03, 2015, 09:54:51 am »
The code you stole wasn't open sourced. Just because it's posted to Github doesn't mean i't open sourced.

Following Disney's decision to close LucasArts on April 3, 2013, the developers at Raven Software released the source code for the game on SourceForge under GNU GPLv2 licensing.[22] A few days after release, the source code disappeared from SourceForge without explanation. SourceForge later explained to media outlet Kotaku that Raven Software had requested its removal. Kotaku speculated this was due to the presence of licensed code, such as for the Bink Video format from Rad Game Tools, that was not intended to be made public.[23]

https://en.wikipedia.org/wiki/Star_Wars ... di_Academy

What you're saying is this; If you're writing a book, and the manuscript was stolen and then put online it becomes open sourced and everyone can copy it and publish it without your consent because it's on a website public for everyone to take.

Which is wrong. The Source for Legacy's core was released online because of some disgruntled Ex-Programmer who wanted to make a jab at Legacy. What you're doing, Wake, is morally and legally wrong. As the Codes weren't made or owned by you, and the codes aren't illegal. Trinity Core is 100% legal, and free for you to build on but not for you to take other people's work (which is also 100% legal).

So what I take from this is, Wake is a Server that steals other's people work and try to claim it's open source so they can do it, when they know full well the context and the situation around why the core was release was not legitimate.
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Arkispro

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #26 on: October 03, 2015, 10:40:29 am »
Quote from: "Vavazoom"
The code you stole wasn't open sourced. Just because it's posted to Github doesn't mean i't open sourced.

Following Disney's decision to close LucasArts on April 3, 2013, the developers at Raven Software released the source code for the game on SourceForge under GNU GPLv2 licensing.[22] A few days after release, the source code disappeared from SourceForge without explanation. SourceForge later explained to media outlet Kotaku that Raven Software had requested its removal. Kotaku speculated this was due to the presence of licensed code, such as for the Bink Video format from Rad Game Tools, that was not intended to be made public.[23]

https://en.wikipedia.org/wiki/Star_Wars ... di_Academy

What you're saying is this; If you're writing a book, and the manuscript was stolen and then put online it becomes open sourced and everyone can copy it and publish it without your consent because it's on a website public for everyone to take.

Which is wrong. The Source for Legacy's core was released online because of some disgruntled Ex-Programmer who wanted to make a jab at Legacy. What you're doing, Wake, is morally and legally wrong. As the Codes weren't made or owned by you, and the codes aren't illegal. Trinity Core is 100% legal, and free for you to build on but not for you to take other people's work (which is also 100% legal).

So what I take from this is, Wake is a Server that steals other's people work and try to claim it's open source so they can do it, when they know full well the context and the situation around why the core was release was not legitimate.


This entire post is filled with assumptions, firstly the Wake administration has no clue as to /why/ the core was uploaded nor do we frankly care. All we know is that it was uploaded and we're using small fragments of data in which we use to reduce the time and manual labor to release the same content ourselves. To also touch on your topic of "moral and legality" the DB created stat items were not owned or intellectually produced by Legacy either, the origination of the stat items were procured from Molten wow and the stats were ripped from their server back at Legacy's original launch. I do know that for a fact so lets not go around swing the "fault" anywhere in particular. I find it laughable we're trying to "draw a line in the sand" so to speak about what is and is not morally unacceptable on modding wow "illegal" private servers. Lets be honest nothing anyone does in the modding community is legal in any means or right, all assets used and created are Blizzard property so lets not pretend Wake is anymore sinful than any other server out. Lastly if a server is to operate in terms of business, in which we're to see time spent doing tasks DB side or otherwise and we're to see what can be done with the knowledge we have, we're going to use "released" information as opposed to using our time to create the /same/ designs. I accept the the fact that /to you/ this seems like its somehow out of line and morally wrong, but the fact is the "Wheel" so to speak of originality of these kinds of things is a bit to deep to start pointing fingers on who owns what. Wake, nor Legacy truly created A LOT of the core assets we currently have and I can pretty much guarantee not many servers have 100% customly compiled content on their core either.

I accept the fact that we're using another servers data, I am not denying that fact. I am denying any claim or guilt into trying to slander our server as some morally corrupt project by using publicly released content. I frankly don't care how it was released, it was. If the content creators of Legacy had an issue with us using said material they're welcome to contact the Wake administration to discuss its removal. Until that time we're neither in the wrong nor are we somehow morally different than any private server who uses any repacked or compiled core that has any modified data or rehashed material that saves people time and energy.

Lastly, I am very confused as to why Developers choose to make such a huge "battle" out of the use of "Stats necklaces" lets keep in mind out of ALL the concepts and material Wake has and uses, you choose to take a stand against Stats necklace custom items. This is such an insignificant and obnoxious use of your time. Support your fellow Mod "Matija" for his time and effort spent on the world, and less on tearing down and trying to throw his work under the bus over such a stupid argument.


Edit: To give you a metaphor as to what it is you're choosing to pick a fight over,

Imagine you're a customer at a local restaurant, before eating your meal you notice that the restaurant is using a generic brand of napkins that another location uses. So in your frustration you travel ALL the way to the CEO's office in their cooperate headquarters to pick a fight over napkins and try to accuse the restaurant chain of moral integrity over the use of a "released brand" napkin that is easier to obtain. I mean sure you /could/ make this a bigger deal and blow up over it, but why?
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kojak488

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #27 on: October 03, 2015, 04:29:02 pm »
Don't let the haters get to you guys.  I mean it's Vlad of all people making a fuss here.  That's hilariously hypocritical.  He stole content I personally developed and used it for profit.  Thankfully his server failed so it's not a huge deal, aside from putting him in a glass house that he shouldn't throw stones from.

Plus all of you people talking about legal issues with no real legal knowledge is hilarious. /popcorn.

I enjoyed the bit I played on this server.  Good job!
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Skarn

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #28 on: October 03, 2015, 04:49:52 pm »
Guys, if the code was leaked it was leaked. Just take it and relax. No one is gonna resist from using something good that was leaked and fully available on the net. It is not stealing.
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Amaroth

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Re: [Project-RP] Wake: Fall of Arathor
« Reply #29 on: October 03, 2015, 05:27:18 pm »
Quote from: "kojak488"
Plus all of you people talking about legal issues with no real legal knowledge is hilarious. /popcorn.
"We know our rights!"
"Well, if you truly do, you would like to STFU."

In one word: truth. And btw, I don't know Vlad at all but judging from some previous posts of his, he is not kind of person you should listen or pay any kind of attention to.



About project, I will take a look only on level design (and environment art) aspects.

Wall - I would not have that big issue with texture used, I will basicaly tell you the same I have already told you matija - it does look good, but it would serve better like base for improving by making more details. What about some cracks, details, more alike, but a little bit different textures used...? You have huge, nearly completely flat areas with just one repetitive texture used there. Take a look at this. That hole, that lighter area, that darker area... Some kind of at least a little bit similiar effects would make that wall look much more realistic.

Trees - you might argue that real forests are full of same trees - thats true, but only partially. No 2 pines are entirely same. One is a little bit taller, one has a little bit different branches (one was broken, one was cut, one was... whatever). Its quite similiar to wall. You don't need to use more completely different trees, you just need to use bigger variety of same trees. It almost looks like all of them have the same scale, the same (0) X and Z rotations. Try to change X and Z rotations a little bit for at least some of them, and use more different scales (in range of 0.5 - 1.25?). You don't need to use 10 models, but using 10 same, but completely differently scaled models would help a LOT. You can also take that tree model and make more versions of it in 3D, make some taller version (change Y scale of whole model a little bit, thats all), make some versions with a little bit differently shaped branches - thats all you need to make forests not look repetitive like they do now.

Equipment - while I am not fan of putting stuff from roman age to WoW, it looks really strange to me, I really do appretiate that someone is actually trying to put realistic-shaped weaponry and armory there. That nice, beutiful, small, SLIM war axe, not some blunt, overheavied tool axe... Yummy. Great job with that.

Buildings in general (villages, forts...) - they are small, humble, simple and very nice. Again, you might want to put some detail there, make them of more than just 2 completely general textures and completely flat walls without any cracks or another interresting areas, but hey, who cares, it isn't that big deal on smaller models like it is on that huge wall.


Btw, say my regards to your admin. Wait... rather no.

EDIT: About those trees... This little piece of forest was made by using only 1 model. I had 4 trees with scales 0.15, 0.20, 0.25 and 0.30 and I have copied them with basic noggit "copy random tilt, size and rotation" options turned on. That was all I needed. Such technique (at least random scale if not those rotations) would help a lot.
image
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