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Messages - jar0fair

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1
Development and Presentation / Book of the Fallen: The Verdant Heart
« on: September 24, 2016, 03:55:59 pm »

[media:2cury23m]https://youtu.be/-Nep2JeHZrA[/media:2cury23m]
 
Book of the Fallen, our 3.3.5 roleplay server, is beginning it's third chapter, and we've been improving all the while.  We have a very small but very capable staff, and though we were all quite new at this just last year, take a look at what we were able to accomplish!

We have a beautiful new map, our version of the island if Tel'Abim in the South Seas that we've dubbed "The Verdant Isles".  You'll notice in the preview video that things from the ground to the sky are heavily edited and / or customized completely, from the ground effects to the skybox and everything in-between.  We tried to keep a tropical island feel in every single asset we used when we built this world.

Book of the Fallen offers completely custom and integrated systems that are 100% functioning and fun.  As you could briefly see in the preview video, we have a profession system allowing for gathering and crafting style professions. They include mining, smithing, logging, cooking, outfitting, trapping, and more! They're very easy to use, and new recipes for items can be added on the fly, and can even be tailored to specific players and guilds.  Many of the items you can create using this system are custom as well, from never before seen pieces of immersive gear and clothing, to interesting and useful items and consumables tailored for immersion and variety.

We also have completely custom combat classes, removing blizzard's combat system entirely so we can focus more on immersive roleplay.  We've incorporated more D&D style classes, including things like bards, huntsmen, duelists, clerics, abjurers, and so on.  Though it's simple enough for new players to get the hang of quickly, there are fun and hard-hitting combinations that the savvy player can utilize to dispatch their foes in a completely in-character fashion.  All of our custom combat classes are chosen after you create your character, and you're able to wear any gear you like.  (Heavier gear might impact your magical casting ability, though!)

There are also lots of other new and innovative things to check out in the world, such as clickable and interactable gobjects including things like readable books, custom teleporters, immersive transitions, and more.  

To achieve all of these things, most of which have never been seen before on ANY server, we used nothing more than the common WoW modding software and the AIO addon tool, and a boat load of caring about our players.  If you like to roleplay, come and check us out at http://forums.fallenrp.com.  We launch Sunday, September 25, 2016.
 

2
Modelling and Animation / Re: [Question] OBJ to M2 coverter issues
« on: July 29, 2016, 11:21:07 pm »
I am having these same issues. All of my setttings or correct, but I cannot get any models to show up, and I am getting the same parsing errors.

3
Aye, link is gone

4
This might be a noob question, but what exactly does this do to creatures and items?

5
"Retro-Porting" / Re: [Release] WOD models for 3.3.5a
« on: March 09, 2016, 11:23:13 pm »
I'm super excited about this patch, and I am wanting to use it on my server. But the human males have a seam across the back of the neck, is there any fix for this that anyone has discovered? Because I just can't use these models with that present :/

6
Neo / Re: Neo - A WoW Development Suite
« on: February 28, 2016, 03:53:33 pm »
This tool looks really neat. I can't wait to try it out. The current compile listed at the bottom of the OP crashes upon trying to load a 3.3.5a wow directory.

7
Awesome. I'm glad you think so! Maybe we will see you around.

8
Hmm, I didn't realize what that did. I am not too familiar with the formatting here. I changed them over. You can see them bigger now, cool.

9

 
The city of Stratholme is falling, and a disheartened Jaina Proudmoore heeds a prophetic warning. With a trusted group of advisors, and a collection of eager citizens, she sets off across the sea to Kalimdor. After months of travel on a seemingly endless expanse of sea, she and her companions arrived on the shores of a wooded and marshy island, cut off from the mainland, with the perfect place for a city nestled within the hills of a fertile valley. With no small amount of ambition and optimism, Jaina Proudmoore and the citizens of the newly founded Theramore City would quickly turn what began as a collection of meager houses and a serendipitous quarry into a sprawling townscape, and with the continued help of her council and hard-working citizens, Theramore City became an impressive achievement, and a beacon of hope to the lands that fell across the sea, in a home that became progressively more lost to those who had left it behind.
 
Book of the Fallen: Exodus is the first chapter in a series of stories that tell the tale of the Alliance from a fresh perspective, one that has not only never been done before, but stands to test the exciting and intriguing possibilities of a re-imagined Third War, and all of the implications that carries with it.
 
 

After Jaina and her people had arrived on the island, the city of Dalaran had collapsed into ruin. The reasons behind it are left up to conjecture and assumption, but all they have now are the vague reports of it's destruction, and the disappearance of Archmage Antonidus, Jaina's teacher and mentor. The possible complete annihilation of the Kirin'Tor came as sad news to the already overburdened Jaina, and because of this, she became more inward, closely guarding the goings-on of her council within the giant stone tower that overlooked her growing city. To add to her increasing worry, word reached her that their Elven allies have gone into quarantine, and the last courier sent to retrieve information from them had never returned. They remain mysteriously silent in their naturally barricaded city, a fact that Jaina had let slip only in quiet, passing mutters to her worried council. Despite these troublesome reports, years pass, and Theramore City continues to grow and prosper, safe from the threats they had ventured across the sea to escape. In an effort to mantain a surplus of supplies, Jaina commissioned a small village to be built on the other end of the island - Farwater Village, which was quickly inhabited by those who weren't particularly fond of the bustling hub that the city had become. Though mostly fisherman and the odd assortment of craftsman, hunters, and gatherers, the village has become an important part of the city's economy.
 
It's during this time that Jaina becomes fully aware of her father's ambition - a zealous Daelin Proudmoore in the fortress of Tiragarde lies to the north past even more ocean, though far closer than any other potential ally. Reports from Daelin's seafaring soldiers speak of a withering husk of an orcish horde. While her father picked off what he saw as the last hope for the orcs on this long coast of Kalimdor, Jaina professed again and again that she wanted no part of the conflict, and sought only the safety and well-being of her city, which was now a stone and tiled beacon of rekindled hope. How Daelin truly takes her non-compliance remains to be seen, but a small embassy of Kul'tiras marines has been sent to Theramore City under the guise of helping to oversee it's continued prosperity. The line of communication is open between father and daughter, but what this potential "alliance" means for Theramore City is still unclear.
 
Five whole years have passed, and a report of Lordaeron sails on the horizon set the stage for the Exodus chapter to truly begin. Refugees and military men from the capital are clad in rags, rust, and worried frowns, informing Jaina and her citizens of the tragic fate of their once magnificent capital. The city is on edge as it ponders what to do with these newly arrived droves of men and women - is it a blessing, suddenly gaining a seasoned army, or a curse, with so many more mouths to feed on such a secluded island? Though outside threats seem a distant memory to this city cut off from the world, it's the strife and conflict occuring within it's own walls that may truly threaten what could be the only bastion of humanity this side of an undead horde. Though the refugees and battered Lordaeron military had much to tell, there were things they couldn't answer, things that could decide the fate of the Eastern Kingdoms. Throughout it all, many burning questions remain in the mind of the pensive Jaina Proudmoore...
 
What truly happened that day, many years ago, just beyond the threshold of Stratholme? What were the fates of Arthas and Uther? What will become of what were once the thriving lands of the Alliance, and how safe is this city in the sea? Will Theramore City continue to thrive, or will it succumb to the troubles of a city stretched far too thin, far too fast? Can Jaina, the citizens of Theramore, and the citizens of Lordaeron, create a true haven for the war-ravaged people from their homelands? Is this the end...or the beginning?
 

 
8 New Custom Classes: Fighter, Rogue, Abjurer, Cleric, Huntsman, Sorcerer, Priest, and Witch.  Each has a unique set of moves and is made to be more practical and believable in a roleplay setting.
 
6 Custom Professions: Craftsman, Doctor, Smith, Cook, Clothier, and Merchant.  More professions can be, and will be added over time to add new interesting ways for players to make coin.
 
Loads of Custom Cosmetic Gear: New armors and clothes to suit the setting, made completely custom for Book of the Fallen: Exodus.  If you find it anywhere else, it's STOLEN, so please let us know.
 
A Re-imagined Theramore Isle:  A completely custom map made to closer suit how it was portrayed in Warcraft 3, with some creative touches to make it varied and interesting in roleplay.
 
Help from Eluna: Loads of other custom goodies coded with lua, such as phase doors, mini games, a custom currency system, and more.  All of our systems and fun extras are completely custom coded!
 
 
We use 3.3.5a, have only a single custom patch, and are live and running very smoothly - we would just love to grow our playerbase, as well as find people interested in helping us discover new and interesting things to do with all the wonderful systems we have available.  If you're good with lua and have some interesting ideas, or just want to come and roleplay with us, you can find us at: http://forums.fallenrp.com/
 
 
Here's some screenshots of our map:




 
 
 
And a couple of some examples of custom cosmetic gear:


10
[center:3exan2ht][/center:3exan2ht]
[center:3exan2ht]http://forums.fallenrp.com/topic/104-sandbox-pyrewood-village/ [/center:3exan2ht]


[center:3exan2ht]The Village of Pyrewood sits just below Baron Silverlaine's giant stone keep. After the construction of Greymane's Wall, the citizens of Pyrewood felt betrayed and abandoned, and lived their lives in brooding solitude while they considered how to deal with their situation. The owner of the land the village sits on is barred behind the massive wall, and the future for Pyrewood Village is becoming more and more unsure.  [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]The mayor has decided to hold an election for a govornmental council.  The safety of their home is not guaranteed, and it's position within the Alliance is worrisome at best. With internal strife  and outside threats, can Pyrewood Village truly survive?[/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht][/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]This is just a sandbox, but it is also a prelude to the greater story at hand. It will not feature all of the systems and combat that will be available when Exodus launches, so we've tailored a few things to make a basic area more suitable for roleplay. During the end of this sandbox, characters will be given the choice to stay in Pyrewood Village, or head for Theramore, and keep their character for the start of Exodus.[/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]The character creation zone contains vendors for various different types of gear, extra accessories, and a few other things you might find useful during your roleplay. When you're finished creating your character, use the teleporter NPC to be transported just outside of Pyrewood Village. There will be a number of Portable Items available both in the character creation zone, and elsewhere in the available area.[/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht][/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]Combat that is not PvE can be handled by either a PvP duel, or emotes and rolls.  You can not force a person to choose one or the other, so we urge people to come to a civil compromise. [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]Death will be handled simply in this sandbox. If you die in a duel accidentally, or are otherwise killed by the environment in a way that does not reflect something that happened in-character, you can run back to your body. If you kill someone in roleplay, and it's a legitimate emoted death that makes some amount of  sense, please take screenshots of the engagement.  We ask that everyone who has a character killed in this manner to please respect everyone's immersion, and not run back  to your body and continue roleplaying as if nothing happened.  If you do this, we will see the screenshots of your death and retire your character.[/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht][/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht]The Player Events forum will be live, meaning players can create their own events on their own terms and submit them.  If your event is accepted, it will be posted on the events page.  You and those involved may even recieve a reward, and the event creator will be on their way to becoming a Lorespinner when Exodus launches.[/center:3exan2ht]
[center:3exan2ht] [/center:3exan2ht]
[center:3exan2ht][/center:3exan2ht]
[center:3exan2ht]A selection of Portable Items will be available in the character creation zone, as well as scattered throughout the available zone.  Some can only be obtained certain ways, so keep your eye out for some rare portable goodies.  We will be putting a player-run council into effect during the start of the sandbox.  This is not only to give players the chance to make interesting changes, but also to test how well this sort of thing works and how sustainable it can be.  We also have several custom clothing and armor items available to players, giving them a greater variety of immersive outfits to wear.
[/center:3exan2ht]


[center:3exan2ht]http://forums.fallenrp.com/topic/104-sandbox-pyrewood-village/ [/center:3exan2ht]

11
Serverside Modding / Re: [Question] Adding a gobject scale command
« on: August 11, 2015, 01:40:27 pm »
This looks like exactly what I need Rotchet. But, it is not compatible with the new trinity core. Several errors occur on the --check. Have you ever thought of updating this patch for the newer versions?

Just for your reference, below are the errors.

[spoiler:5ym7c47p]
Code: [Select]
warning: src/server/game/Entities/GameObject/GameObject.cpp has type 100644, exp                                                        ected 100755
error: patch failed: src/server/game/Entities/GameObject/GameObject.cpp:1152
error: src/server/game/Entities/GameObject/GameObject.cpp: patch does not apply
warning: src/server/game/Entities/GameObject/GameObject.h has type 100644, expec                                                        ted 100755
error: patch failed: src/server/game/Entities/GameObject/GameObject.h:593
error: src/server/game/Entities/GameObject/GameObject.h: patch does not apply
warning: src/server/game/Globals/ObjectMgr.cpp has type 100644, expected 100755
error: patch failed: src/server/game/Globals/ObjectMgr.cpp:1796
error: src/server/game/Globals/ObjectMgr.cpp: patch does not apply
error: patch failed: src/server/scripts/Commands/cs_gobject.cpp:46
error: src/server/scripts/Commands/cs_gobject.cpp: patch does not apply
warning: src/server/shared/Database/Implementation/WorldDatabase.cpp has type 10                                                        0644, expected 100755
error: patch failed: src/server/shared/Database/Implementation/WorldDatabase.cpp                                                        :87
error: src/server/shared/Database/Implementation/WorldDatabase.cpp: patch does n                                                        ot apply
[/spoiler:5ym7c47p]

12
Serverside Modding / [Question] Adding a gobject scale command
« on: August 11, 2015, 02:59:07 am »
Hello,

I've recently discovered that TrinityCore does not have a gobject scale command by default. Which was kind of surprising to me, as every server I have worked on before has had one. Does anyone know the best way to go about getting a command like that implimented? The command was something like .gob scale [guid] [scale]

Thanks in advance.

13
Miscellaneous / Re: [Question] Items that spawn temporary objects.
« on: August 09, 2015, 03:28:40 am »
Thanks again, Rotchet, this works just how I needed it to, now. Couldn't have done it without you.

14
Miscellaneous / Re: [Question] Items that spawn temporary objects.
« on: August 08, 2015, 03:06:29 pm »
Hia, back again.

After a lot of testing I discovered that if I log out, with one of my objects spawned, and it disappears, I can no long use the item anymore without reloading the lua engine. This is because the object is gone, and the code does not recognize it. So, I have written an additional function to nil the spawns on logout. However, it does not work. I am wondering if anyone sees any glaring mistakes in the logout function that I am somehow missing.

Code: [Select]
-- Name Here
local item = 200002
local obj = 22713

-- Code
local spawn = {}

local function SpawnObj(plr, entry, despawn_time)
    local guid = plr:GetGUIDLow()
    if spawn[guid] then
        local spawnedGobject = plr:GetMap():GetWorldObject(spawn[guid])
        if spawnedGobject then
            spawnedGobject:RemoveFromWorld(true)
            spawn[guid] = nil
        end
    else
        local x, y, z, o = plr:GetLocation()
        local gobject = plr:SummonGameObject(entry, x, y, z, o, despawn_time)
        if gobject then
            spawn[guid] = gobject:GetGUID()
        end
    end
end

local function logoff(plr, entry)
    guid = plr.GetGUIDLow()
    spawn[guid] = nil
end
-- Spawn Function
local function use(event, plr, item, target)
    SpawnObj(plr, obj, 0)
end
-- Registers
RegisterItemEvent(item, 2, use)
RegisterPlayerEvent(4, logoff)

15
Recruitment / Re: Immersive Role-play Server Seeks New Team Members
« on: August 04, 2015, 10:51:02 pm »
Quote from: "MountainLion"
This thread would benefit tremendously if you would elaborate the OP some more; Share some work you've done so far?

We all know you think and say your project is cool. Do we just believe you?  ;)


Original post has been edited. Please take a look at our project, and what we have offer, here.

http://forums.fallenrp.com/index.php?/t ... en-exodus/

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