This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

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Messages - Will

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16
Recruitment / Re: [PROJECT / WIP / RECRUITING] TopWOW
« on: September 07, 2013, 01:33:42 pm »
We have not had any other negative reports regarding the launcher, but we are aware that our current launcher isnt ideal in many ways. We will be updating it in due time.

17
Recruitment / Re: [PROJECT / WIP / RECRUITING] TopWOW
« on: September 06, 2013, 03:37:05 pm »
It was inspired by a few MMOs, one of which was runescape. (Y)

We are totally open to suggestions too, so please feel free to suggest.

18
Recruitment / Re: [PROJECT / WIP / RECRUITING] TopWOW
« on: September 06, 2013, 12:02:50 pm »
Thanks. Just type to me on skype when you are online.

19
Recruitment / Re: [PROJECT / WIP / RECRUITING] TopWOW
« on: September 05, 2013, 09:06:52 pm »

Placeholder for updates




General


- Website up. See http://www.topwow.net [DONE]
- Fix some issues in transport.cpp
- Basic Launcher / patcher [DONE]


Model Editing Related


- New map revamp [DONE]
- Goblins added, Worgens Added, Pandas Added [DONE]
- New race character backgrounds added [DONE]
- New race starting zones made [WIP]



Instance Related


- For full details on our working instances, see: http://topwow.net/Instances/Instance.txt
- Halls of reflection rescript started [WIP]
- Trial of crusader fixed [DONE]


Guild System related


- Server side work for guild instancing finished and bug free [DONE]
- Guild leveling system implemented [WIP]

20
Recruitment / Re: [PROJECT / WIP / RECRUITING] TopWOW
« on: September 05, 2013, 08:46:59 pm »

Greetings from TopWOW.



I thought i would give some insight into our concepts regarding the guild systems. So here you have it xD
This is likely to be heavily refined over time and is an early draft.


- The Basics


Firstly, we will be having a guild tier system using Tier 1 to tier 5. 1 being the initial tier and 5 being the highest possible tier a guild can acquire. In order for our whole system to work, we will be capping the guild player count to only 40. (You will see why later.. It just wouldn't work otherwise) In order for your guild to 'tier up' you need to gain 'guild experience' and in our first release, the way to gain 'guild experience' will be from our new battleground system. It will use the same maps as before, but instead of joining with random players you can only join the queue if you are in a raid filled with guildies. It will then match you against another guild of similar tier/guild experience and you will undertake the battleground scenario as usual. You will gain guild experience rather than honor which will automatically be added to your guild's bank of experience. Then, upon reaching certain thresholds you will tier up accordingly. Simples. :) Guild tiers/experience will appear on our website so you can tune in and find out who is dominating the realm!


- Guild Tier Rewards



Guild tier 1 - You do not recieve any perks as all guilds start off as tier 5

Guild tier 2 - All guildies of a tier 2 rank or higher will be able to equip the tabard of comradeship which gives +5% stamina!

Guild tier 3 - A tier 3 guild will be allowed to purchase an instanced settlement (hangout zone)

Guild tier 4 - A tier 4 guild will be allowed to purchase an instanced fort (used in guild siege warfare) and will receive a passive buff (visible by others)
of 2x gold drop and x2 rep rate

Guild tier 5 - A tier 5 guild will be allowed to purchase an instanced fort (used in guild siege warfare) and will receive a passive buff (visible by others) of x2 gold drop, x2 drop rate and x5 rep rate


- Guild Castle Warfare System


Tier 4 and above guilds will be able to purchase an instanced fort with a large amount of gold and mats. These forts can provide huge assets to a guild- be careful though they can also bring a lot of warefare to your doorstep! When you receive your fort, it will have an outer defensive wall and gate which can be opened or closed by the guild master. These can be destroyed by enemy siege.. You will also receive patrolling guards outside your fort walls and inside too. You will be able to upgrade your fort by building the following buildings within the walls: An engineer workshop, a blacksmith, a leatherwork workshop, an alchemy depo, an enchanters depo and a jewelcrafting workshop. These buildings will provide the following perks:

Engineer workshop: Allows defensive vehicles built to defend on the outer castle walls.
Blacksmith - Free gulidie repairs + Guards weapons upgraded
Leatherwork workshop - Reinforce guards armor
Alchemy depo- allows the construction of placable traps of oil to hinder movement and gas to poison enemies
Enchanting - Enchants the gate and walls increasing their hp
Jewlcrafting - Upgrade the fort decor with jewls increasing moral (guild buff)


All of these buildings will cost gold and materials to make and require the corrosponding max level professionist to intiate the build. Example, a blacksmith must be built by a max level blacksmithy guildie.

If the castle attacking guild win, they win a large amount of guild experience and gold. If they loose they loose a large amount of experience and gold.
If the castle defending guild win, they win a large amount of guild experience and gold. If they loose they loose a enormous amount of experience and gold.


A castle can be attacked by a tier 2 or higher guild at any point from friday 18:00 GMT to sunday 23:00 GMT. The war will last for 2 hours between the attacking guild and defending guild and no other guilds may join in this time (obviously). The attacking guild must create a 10-30 man raid and take the portal to the target guild's fort to spawn there. The attacking guild will spawn in a cave in the instanced fort scenario where they will follow a path.. They will soon pass an npc called 'Defender's spy'. When the attacking guild have passed this hidden npc he will announce to the castle owning guild that they have intruders. Upon this, the defending guild will all rush to their castle to defend. The attacking guild will soon encounter a settlement when they exit the cave. They will have to kill the npc in there and kill a boss (He will be icc 10-man standard..) Once that is done, they can use the siege workshop in the settlement to build 1x siege engine and 2 catapults. For attackers to win, they must break through into the castle and then break through the inner gate and click the giant orb (Like in wintergrasp) Please see concept drawing below.. The numbered placeholders 1 to 8 signify where the building upgrades would go. (Excuse my shit drawing etc, its only rough.)


21
Recruitment / [PROJECT / WIP / RECRUITING] TopWOW
« on: September 05, 2013, 08:39:59 pm »

Greetings from TopWOW.



-  The reason for me posting..


I am posting this because my team are looking for a group of testers to test our new project. You will be testing what we believe will be the biggest 3.3.5a realm out there. You will be testing instances, custom model edits and exclusive new GvG systems!

- Why am i posting it here?


Because this community offers players whom will have an eye for good quality custom content and generally have high standards with constructive criticism.

- How will TopWOW be the biggest wotlk realm out there?


At topwow, we believe 3.3.5a offered the best balance and game-play before cataclysm came out and it also offers a huge scope for customization, it was therefore the obvious expansion to choose for this project. We are totally exploiting the tolerance for custom content on trinitycore and are taking full advantage of it by producing loads of new features to make what we like to call 'The custom 3.3.5a expansion'. We are not adding more custom items, instances or touching the blizzard balance in any way, we are simply enhancing the wotlk experience, making it even better than it was! Dafuq, how you gunna do that?
..
- New races; Worgen, Goblins and Pandas [DONE]
- A whole map revamp (using hd textures) [DONE]
- Totally blizz-like instance experiences. We aim to have more scripted instances than any other blizz-like private server out there. [WIP]
- Guild leveling system (Tier 1 to 5) [WIP]
- Guild tier rewards (Will expand more on this soon)
- Guild vs Guild battlegrounds (Earn guild experience here rather than honor to level up your guild tier)
- Guild Castle siege system (Tier 4 and 5 guilds can purchase instanced forts which can be challenged by other guilds.. You can also buy upgrades on your forts)
- Duel betting (Bet gold on your duels.)
and many many more cool systems..

As you can see, we have concentrated a lot of effort into guild systems. We feel this unites players and makes the experience more sociable and much more competitive between other groups of players.

- What you can get out of it.


Ultimately you can get a head start, as all character progression is saved. For more active testers we can consider offering game master positions.

- How to join?


Add my skype: Bigwill600




We are also recrutiing model editors. Please get in touch regarding this..

22
"Retro-Porting" / Re: [SHOWOFF] Video Flythrough of Pandaria Island
« on: September 02, 2013, 12:23:21 pm »
How big is the patch in total?

23
"Retro-Porting" / Re: [SHOWOFF] Video Flythrough of Pandaria Island
« on: September 02, 2013, 11:14:49 am »
really nice work- Did you do the whole hawaiimainland?

24
Resources and Tools / Re: [TOOL] OBJ to M2 converter
« on: August 13, 2013, 10:50:02 pm »
good share!

25
"Retro-Porting" / Re: ADT Converter MOP -> WOTLK
« on: July 29, 2013, 04:31:52 pm »
Quote from: "Dracbane"
Quote from: "Will"
not much of a release if you ask me.

Your opinion does not matter and nobody is asking you.

What exactly was needed to be reprogrammed? I would like you to personally tell me as you clearly have a vast school of programming experience to critic this..

Some releases are released in full because they are very easy to do.. This had no documentation, it was done by my own research and I ran out of time and released what I had. don't lecture me for not giving you enough when I owe you absolutely nothing.

Go learn to do it yourself and do not attempt to converse with me or about me again.

26
Quote from: "schlumpf"
I removed the listfile. I'm not sure whether to delete this or not. It is stolen from that server, but at the same time is just stolen from blizzard. And it is nothing special.
Discuss.

 this is fine as its not exlusive and is a useful share for many people I imagine

27
"Retro-Porting" / Re: ADT Converter MOP -> WOTLK
« on: July 29, 2013, 03:23:48 pm »
I hae not released this to babysit anyone who wants to use it. Either work it out or don't- I am not going to spend time trying to help people who cannot be bothered to do it themselves. I hae released this to the public and that is enough, be appreciative. :S

29
Looks awesome.

Just improve upon and add animation and it's epic

30
Random / Re: Computer science based lectures
« on: May 17, 2013, 02:01:12 pm »
Yeah, that looks good actually. Will look forward to learning some stuffs this summer :).. It would probably be a good idea for me to attend some to get an idea how they do it too.

Steff has also requested a software engineer module, which i can do. I'll consider adding that to the list if people are interested also.


SOFTWARE ENGINEERING
Software Engineering Process: lifecycle models.

Software requirements engineering: basic concepts and principles, requirements engineering process, requirements elicitation, requirements analysis, requirements validation, requirements management.

Software design: basic concepts and principles, software architecture, design notations, design strategies and methods (object-oriented, function-oriented, real-time systems).

Software testing: basic concepts and principles, testing process, test planning, testing strategies and techniques.

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