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Projects => Development and Presentation => Topic started by: Cronin on August 27, 2015, 06:40:22 am

Title: [Project-RP] Wake: Fall of Arathor
Post by: Cronin on August 27, 2015, 06:40:22 am
[center:wz4z03ye](http://wakerp.com/forum/public/style_images/diablo3v1/_custom/bra.png)


 Wake, aka Fall of Arathor, is a project dedicated to providing a unique, enjoyable roleplay experience. It's motto has always been for the players, to create the best story and to give everyone a chance to take part within it.


http://wakerp.com/forum/index.php?/topic/135-the-vision-of-wake/[/center:wz4z03ye]


 The setting of the server is thousands of years before the World of Warcraft you see today, before the fall of Arthas, before the scourge annihilated Lordaeron, before the Orcs invaded Azeroth, you get the point. The goal of the setting was to find something fresh and new, a lot of core veterans and RPers have gone through the same old same old Warcraft for the past five+ years and wanted to create something new, yet familiar.


 The result is the Fall of Arathor. Previously having done the fall of Lordaeron, the Wake of Alterac, and a minor phase in Duskwood, the Arathorian Empire was the highly favored choice for our new direction. Mostly comparable to the real life Romans, the Arathorians were the ancient Humans of the Northern Eastern Kingdoms who formed together to make the first Human nation. Along with them, you'll find the men of Hillsbrad - Humans who are part of tribes, with druidic and spiritual religions. Mixed in between the two main factions, you'll find a civil war brewing.


 Players will be able to take part in staff-lead guilds with constant roleplay and storylines to intertwine yourself in, as well as take on the unique responsibility of MPCs. MPCs, or Monster Player Characters, are players who choose to take on the privilege of solely providing RP for others. What you can do as an MPC is limitless, and the potential is amazing. Think of being able to encounter a patrol as a Yeti in the harsh mountains of Alterac, or think of how fun it would be to randomly encounter one as part of the patrol.


Read more about MPCs and our vision for them here: http://wakerp.com/forum/index.php?/topic/171-monster-player-characters/


 Along with custom items, edits and staff-lead organizations, players are free to make their own guilds/groups within the server after undergoing a brief evaluation. Wake is an icon of what the 3.3.5a engine is able to handle just as much as it is a bastion of roleplay.

Some custom sets/armor:

(https://i.gyazo.com/d0d5e9fe01586f2123f862e15b4a5fff.png)
(https://i.gyazo.com/d116ad0dde1387afceb4e59f12a0a8e4.png)

Custom world editing and gobject builds:

(http://embed.gyazo.com/61de32f924fdac1210982b60a18bb9b9.png)
(http://embed.gyazo.com/7628499be29988027942189adfdc5ac8.png)
(https://embed.gyazo.com/92e81a7c59639d7652e662f6703cfafd.png)
(https://embed.gyazo.com/07a3306f77ac1aaef7f7e06599e1af11.png)


Custom login:

[media:wz4z03ye]https://www.youtube.com/watch?v=KqNf4_6F5ao[/media:wz4z03ye]


For more info, visit
http://wakerp.com/forum/index.php?/topic/149-fall-of-arathor-dev-blog/
or sign up at http://wakerp.com/forum/
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Kaev on August 27, 2015, 08:26:28 am
I also checked your forums and i have to say: Impressive work. The maps and custom models from you and your team are really awesome.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Cronin on August 27, 2015, 08:39:19 am
Thanks, credits for the models go to Matija and Ginufe.

memberlist.php?mode=viewprofile&u=1083 (http://modcraft.io/memberlist.php?mode=viewprofile&u=1083" onclick="window.open(this.href);return false;)
memberlist.php?mode=viewprofile&u=162188 (http://modcraft.io/memberlist.php?mode=viewprofile&u=162188" onclick="window.open(this.href);return false;)
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Valkryst on August 27, 2015, 07:39:28 pm
The screenshots look good, although the wall seriously needs a better texture/textures.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Skarn on August 27, 2015, 11:51:02 pm
I like the player models and some architecture. Though, the wall does not look good. Also I think you should pay more attention to texturing (maybe alphamaps)? Also get groundeffects and more detailed and less repeptitive spawning. It would look a lot better ;)
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: MountainLion on August 28, 2015, 12:40:44 am
I noticed the world is quite large, what will player traveling be like?
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 on August 28, 2015, 01:38:42 am
Quote from: "Skarn"
and less repeptitive spawning.

(https://upload.wikimedia.org/wikipedia/commons/0/04/Clearwater_in_the_foothills_2006.jpg)

Quote from: "Skarn"
I think you should pay more attention to texturing (maybe alphamaps)?

(it is alphamaps)

Quote from: "Skarn"
Also get groundeffects

Old screenshots, groundeffects are in. These don't even have bushes.


I agree the wall doesn't look that good, but I tried to keep it as simple as I could in design, having the Theodosian walls in mind which are very simple in shape themselves. With the aim being a more realistic architecture and world design, figured it'll pass.


Also, sorry for this boyo posting the ad on Modcraft, since that's not really what Modcraft is for.

Quote from: "MountainLion"
I noticed the world is quite large, what will player traveling be like?

It is fairly large, yeah. This represents Hillsbrad Foothills, and is about 3.5x the size of Retail's. Roads are there to mark the main road, but given the delibarate lack of diversity in the forest itself it's fairly easy to get lost. Sort of acomplished what I wanted there.

Here's a bit more recent shreenshot.

(https://i.gyazo.com/e3804555f9919d3b334554da48fddce7.png)
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Kaev on August 28, 2015, 07:56:15 am
Any idea when the server will be playable? I really want to test it :3
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 on August 28, 2015, 02:23:39 pm
Quote from: "Kaev"
Any idea when the server will be playable? I really want to test it :3

We don't yet have a set date but we're gunning for somewhere within the next two weeks. Most of the crucial things are done, just have to wrap it all up and polish it to be playable.

There's a few bugs with the map I have to fix and the rest is some fundamental server work and decoration, as most of details in towns are spawned in-game for more versatility and modularity.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: TheBuG on August 28, 2015, 02:29:50 pm
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: axel0099 on August 28, 2015, 02:51:41 pm
lots of rome total war in here ;)
keep it up!
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 on August 28, 2015, 02:57:45 pm
Quote from: "TheBuG"
I'm curious as to how you'll make Strom, the original capitol of Arathor, look.

It's in any case the best showcase of work from the last year in my opinion. Keep it up!

I do think that Thoradin's Wall should be bigger, now it seems to merely defense against siege weapons, not something like Troll Voodoo. And certainly not the Second and Third Wars that were to follow.

Seems to be the popular opinion, and giving it a second thought I think I'll rework Thoradin's wall into something bigger.

Arathor's capital is not yet included in the map, as it's limited to Hillsbrad for release since the map is huge, but I already do have ideas for it.

Basically, the idea is Constantinople in the late Roman era. The walls silimar to Theodosian walls and a cathedral similar to the Hagia Sofia. Obviously, I'm using a lot of real history as visual references on this project, since I personally think that's cool.

At some point Alterac Mountains will be released as well, which will be formed similar to Scandinavia and a strong viking theme around it.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: axel0099 on August 28, 2015, 03:18:09 pm
(http://4.bp.blogspot.com/-9QjXudGl_Es/VRoeO12d_vI/AAAAAAABYX4/W1dbYcaFUF0/s1600/1111CONSTANTINOPLE_4.jpg)

good luck with making a city similiar to constantinople,

(http://1.bp.blogspot.com/-xtLEOU2fFj4/UAnkCtXBxQI/AAAAAAAAII8/Ev5c5aQ1a18/s1600/6th+century+byzantine.png)

I would advice not making classical roman soldiers but instead going with the justinian period.
Although I love the roman period I don't think it would fit the World of Warcraft style.

I'd say the wall you made looks more like hadrian's wall than Theodosius' wall,

(http://www.westerngazette.co.uk/images/localworld/ugc-images/276414/Article/images/20890896/5969269-large.jpg)
Hadrian's wall

(http://cdn.secretearth.com/production/12944/banner_12944.jpg)
Theodosius' wall
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 on August 28, 2015, 04:13:13 pm
We're going with both, actually. The standard soldier will look more like the ones you linked. More rugged and less plated. The officers, however, are going to have all the glory of the lorica segmentata. Let me show you a screenshot of the standard legionnaire.

(https://i.gyazo.com/99938a46748b3ca003c73ed3d3a56e9d.png)

(https://i.gyazo.com/49defe97ea9005824e8d92745c8b1389.png)

And another random screenshot from the world.

(https://i.gyazo.com/a67dd44620d090769f1e2409db5fdeb1.png)

You have a very good point about the wall, too. I'll add a screenshot when I update it.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: axel0099 on August 28, 2015, 04:27:42 pm
(https://i.gyazo.com/d116ad0dde1387afceb4e59f12a0a8e4.png)

you also made a varangian guard as I see, is there any special lore about that because in history those were scandinavian warriors.
(https://s-media-cache-ak0.pinimg.com/736x/5d/9d/41/5d9d415051159b863fdc86451a037e49.jpg)

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
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 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.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: TheBuG on August 29, 2015, 02:14:27 am
Quote from: "axel0099"
(https://i.gyazo.com/d116ad0dde1387afceb4e59f12a0a8e4.png)

you also made a varangian guard as I see, is there any special lore about that because in history those were scandinavian warriors.
(https://s-media-cache-ak0.pinimg.com/736x/5d/9d/41/5d9d415051159b863fdc86451a037e49.jpg)

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?
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Eliphas on August 29, 2015, 02:03:41 pm
Incredible work. Keep it up !
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Cronin on August 31, 2015, 03:44:13 am
We'll be launching this Friday, September 4th.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Domminust on September 02, 2015, 10:25:30 pm
This looks quite yummy. I'll be checking this out.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: kojak488 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.

(https://i.gyazo.com/a67dd44620d090769f1e2409db5fdeb1.png)

Is that ladder on the left climbable?
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 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.

(https://i.gyazo.com/a67dd44620d090769f1e2409db5fdeb1.png)

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.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Cronin 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:

https://www.youtube.com/watch?v=MIKzOFqStyE (https://www.youtube.com/watch?v=MIKzOFqStyE" onclick="window.open(this.href);return false;)

https://www.youtube.com/watch?v=akq5T2mN9Dk (https://www.youtube.com/watch?v=akq5T2mN9Dk" onclick="window.open(this.href);return false;)

http://wakerp.com/forum/
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Cronin 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/ (http://wakerp.com/forum/index.php?/topic/503-open-beta-launch-the-fall-of-arathor/" onclick="window.open(this.href);return false;)

See you Saturday!
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Arkispro 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.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Vavazoom 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 (https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Jedi_Academy" onclick="window.open(this.href);return false;)

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.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Arkispro 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 (https://en.wikipedia.org/wiki/Star_Wars_Jedi_Knight:_Jedi_Academy" onclick="window.open(this.href);return false;)

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?
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: kojak488 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!
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Skarn 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.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Amaroth 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 (http://thumb7.shutterstock.com/display_pic_with_logo/348362/348362,1309805151,1/stock-photo-fortified-castle-wall-siguenza-guadalajara-castilla-la-mancha-spain-80408500.jpg). 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 (http://s22.postimg.org/ryuyuu13l/Wo_WScrn_Shot_100315_173547.jpg)
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: matija168 on October 03, 2015, 11:10:41 pm
Tbh both Arkispro and myself actually worked on Prologue/Legacy whatever you want to call it and I personally developed a large chunk of their content back in the day.

And no, the core WAS uploaded to github to be seen and used, I think I would know better as I've spent several years in that circle of people and actually worked alongside the guy who uploaded it in the first place. I still talk to most of these people regularily.

Either way, as I mentioned, it's a temporary thing while we're workng on our own, better core.


@Amaroth.

I know, and I actually did use random size and rotation on it. It's probably a bit harder to spot due to the sheer amount of trees. Didn't think of tilt though, don't know why - I can see how it adds to the atmosphere on that image you linked. Thanks for the suggestions. I probably won't revisit this specific zone as I'm mostly content with how it turned out and since there's thousands of trees in there (a very large map with thick forests) but I'll keep an eye on it when it comes to expanding the playable world.

I actually did redo Thoradin's Wall, but it's still fairly simple. Don't think I posted the updated image here. I'm personally content with it since the goal is to keep it minimalistic. It allows me to finish models faster and doesn't stand out too much with the atmosphere being more simplistic than that of real WoW.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Amaroth on October 04, 2015, 09:37:26 am
Random tilt adds +- 5 to both X and Z rotations. I know that your Y rotations are random, it definitely is visible, otherwise... well, if you didn't have it there, it would be easy to spot too :D. Thats why I told you to change X and Z rotations for at least some of those trees. Btw, +-5 can be sometimes a little bit too much for some models, so you may actually need to set those rotations by hand. Still, 2 more short clicks per model, which can do a lot.

Anyway, keep it up, this is still one of far most succesful projet which was trying to put a bit of reality into WoW in graphical aspects. Its very difficult and results quite often end up as something what is looking pretty bad. You managed to look quite good, and for this kind of projects its great result.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Ascathos on October 04, 2015, 03:06:35 pm
To give sort of a moderative directive here...

Quote from: "kojak488"
Plus all of you people talking about legal issues with no real legal knowledge is hilarious. /popcorn.

^This. That aside, legal rights can differ depending from state of judication you live in. So, let's keep it at that.

Claims of using "morally questionably" released content were claimed. Staff gave an explaination/stance on it.

That's it. Move on. We couldn't change this if it's the case anyway. Take the server for what it is.


It looks interesting, but I am not sure I wold find pleasure playing on it. Personal perference, though.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: kojak488 on October 04, 2015, 11:00:20 pm
Quote from: "Amaroth"
Still, 2 more short clicks per model, which can do a lot.

Or just write a script to do it based on the .txt file you get through the FileLoadInfo tool and be done in what, a few minutes to write the script and all?
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: MountainLion on October 08, 2015, 10:11:24 pm
Tried out the server earlier today. It's pretty decent I liked the general concept and the work behind the maps and areas. I think it has potential. Huge thanks to Harald for showing me around from the Arathor Team.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Slevin on October 08, 2015, 10:27:18 pm
how do i get out of the first zone =) =)???
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: MountainLion on October 09, 2015, 12:58:15 am
Quote from: "Slevin"
how do i get out of the first zone =) =)???

Actually that puzzled me for quite a while as well. Outside and to the left of the medium sized building where you train your class spells, there are two banners; One is red and the other is green. Below them, on the ground, are purple colored ritual circles that you can click. They will port you to the live world.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Amaroth on October 10, 2015, 11:17:03 am
Thats why I always use NPC called Teleporter with gossip menu-bound scripts.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: MountainLion on October 10, 2015, 07:31:09 pm
Quote from: "Amaroth"
Thats why I always use NPC called Teleporter with gossip menu-bound scripts.

Yea, although in this case, I think they decided to use that method there because (spoiler) across the world and sometimes hidden for the player to discover, there are these small ritual circles all over the place that you can use to access areas. Sometimes there are ladders players can climb (click ritual circles) and they are teleported upstairs, inside a building or prison, etc. All these places otherwise inaccessible are now available for players!

Neat idea similar to other video games I have played before in the past.
Title: Re: [Project-RP] Wake: Fall of Arathor
Post by: Amaroth on October 12, 2015, 11:59:07 am
Or one can use invisible gob trigger which gives players in range of for instance 3yds hidden fly aura for 1sec and spawn such gobs next to ladder, so you can literally climb up and down and stay in middle and jump from it somewhere and... whatever else you desire :P. But such solution has also its flaws, so maybe they didn't choose it with a good reason.