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Author Topic: [PROJECT] Skarn - The Home of Quality WoW Modding  (Read 6272 times)

Skarn

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[PROJECT] Skarn - The Home of Quality WoW Modding
« on: February 22, 2014, 08:55:02 pm »

Introduction



Welcome to Skarn. Skarn is a project where we are building a brand new world, based on the World of Warcraft game engine. We’re building the world by hand, and it’s accompanied with new races, classes, zones, dungeons, quests and more. Our world has a unique storyline developed from scratch by our team, it’s not related to Warcraft universe at all. Skarn is an open project, where everyone can join and contribute to different parts of it such as worldbuilding, server development, quest designing or lorewriting.Right now we are under a severe development and are looking for new contributors. If you’re not skilled enough or don’t suit our requirements, but you would like to participate in the development process, please contact us. We will see what we can do. However, you should have enough amount of time and a will to learn the modding basics. Don’t hesitate to ask if you’re interested in joining Skarn. You should also remember that Skarn is a legitimate and serious project, in which only passionate and dedicated people will be accepted during the recruitement process - unlike most expansion ideas. Skarn, will continue progress and is extremely strong in its design and its members. Therefore we can guarentee this project will not fail, will not "drop/collapse" or have any major issues. The project will take a long time to complete, but we have do have a solid structure and therefore the more people we have the faster it will take off.

We understand that it's really hard to make a fully custom world. That is why, we have plans of transfering our project with all the existing content into "a fan-made expansion for WoW" if something goes wrong with our current idea. However, I hope it will never happen  ;)

You can see that our thread doesn't have any screenshots or videos at the moment. We already have some content but we don't like the idea of posting WIPs. So, you have to wait a bit to see some pictures or videos. It won't take very long, so check this thread from time to time. Some lore and concept information will also come later.

Ancient Canyons Zone screenshots - http://modcraft.io/viewtopic.php?f=37&t=7477

I would also mention that we want to bring back large high quality modding and expand the modding process and that we are happy to help train a certain amount of people if we think they will be good enough in the future.

We also want to say "thanks" to all the developers on modcraft who are developing or developed any wow modding tools or posted some tutorials. Without you this project wouldn't be strarted. We're really glad to be a part of this board.

We're going to use modcraft forums as a base for all our activity. So, we're asking for providing us with a featured forum like it's done with Maruum project. Thanks.

Best regards, Skarn project team.

Contact us



Privately on Modcraft
E-mail: skarnproject@gmail.com

We are recruiting



Level Designer
Requirements:
Basic understanding of Noggit, and associated tools.
An idea of spawning models, and where they belong.


Plusses:
Have a project or some screenshots of your work to show.
Understanding of additional level design technologies such as alphamapping and light editing.


Server Developer
Requirements:
Fluent knowledge of C++, Lua or SQL.
Experience with World of Warcraft Emulation
Complete knowledge of MySQL software


Webdesigner
Requirements:
Flexible webdesign knowledge
Great skills using Photoshop or similar software

Plusses:
A running website to show off.

Quest Designer
Requirements:
Knowledge of how quests are designed.
Apropriate writing and grammar skills.
An ability to remember all aspects of our lore.

Plusses:
Experience in writing stories
Experience in quest design
Basic C++ knowledge

Dungeon Designer
Requirements:
Advanced knowledge of Noggit SDL usage.
Experience in working in different 3D editors such as Maya, 3DS Max, Blender or MDLvis.
Understanding the Texture Flow of WoW.

Plusses:

Some models to show.
Basic understanding of WoW model convertation.
Basic hex-editing knowledge.

Class & Race & Spell designer
Requirements:
Knowledge of DBC file editing.
Knowledge of SQL programming.

Plusses:
Experience in class/race or spell designing.

MPQ-Patch developer
Requirements:
Knowledge of the MPQ system in WoW.
An ability to keep huge amount of files in order.
Plusses:
Developer of MPQ software.
Samples to provide.

Community Developer
Requirements:
Experience as moderator on well-used forums.
Fluent English or Russian.
Well-written communicational skills.

Plusses:
Knowledge of Multible languages, especially German,Spanish or Russian.

3D Model Artist
Requirements:
Knowledge using 3DS, Maya, blender, or other great 3D manipulation Software.
Understanding the flow of World of Warcraft 3D models.

Plusses:
Have a final product to show.
Knowledge of using Blender with M2Mod plugins.

Lore writer
Requirements:
Experience in fantasy storywriting
Advanced language skills
Time to read the lore others wrote.

Plusses:
Some stories to show off

Voice actor
We are looking for X individuals who have experience with varied vocalization, accents, voices and sound modification software. You must be able to give an example of your work, be able to meet neccesary demands, own decent quality equipment and be able to adapt to new concepts/ideas.
You must be passionate, dedicated and not shy. We welcome anyone to try out for this post.

Plusses:
More thrilling gameplay

Big thanks to Elinora. We used her recruitment thread as an example for ours.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Ascathos

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #1 on: February 24, 2014, 03:22:45 am »
How The hell would that even work:

Quote
MPQ-Patch developer
Requirements:
Knowledge of the MPQ system in WoW.
An ability to keep huge amount of files in order.
Plusses:
Developer of MPQ software.
Samples to provide.

?!

That shouldn't even qualify as a job on it's own. Anyone with half a mind, some organization skills and enough hard disk space can do that. Also.

Quote
Server Developer
Requirements:
Fluent knowledge of C++, Lua or SQL.
Experience with World of Warcraft Emulation
Complete knowledge of MySQL software
You asking for a lot there. You do know that ? Experience with WoW Emulation; basically says you are supposed to know (as you do not point to a specific emulator) arcemu, mangos, trinitycore, skyemu and several others as their api's differ (may or may not, for the most part). Get a bit more detailed. What exactly would it entitle. Boss scripts ? Entire re-writes ? Or simple editions to make it easier for your other groups ? I assume you get my drift.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #2 on: February 24, 2014, 05:24:08 am »
MPQ editor was just a job for people who are not experieced in WoW Modding much. Just to let them have a chance to participate in the development. Besides, we plan a huge MPQ work which will require a lot of file operations. We're going to repack the entire client. I already have a file protection system, but the new one is supposed to be impossible to decrypt.

Speaking about emulators, we have Trinity. We're using 4.0.0 11927 exe as an engine for our works, so we need to take the opcode part of the source code from  diamond core and adjust it to the modern trinity version. When this part is finished we're going to do boss scripting and so on.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

schlumpf

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #3 on: February 24, 2014, 08:47:25 am »
Quote
I already have a file protection system, but the new one is supposed to be impossible to decrypt.
When do people finally realize that you can't protect that data as long as the client should be able to read it?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #4 on: February 24, 2014, 12:39:22 pm »
I don't prevent client to read it. But the archive will be useless on other servers. It will just crash there. There's a lot of ways of protection beside using data editing. The system I'm talking about already works for at least 2 big projects.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

okil

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #5 on: February 24, 2014, 01:50:04 pm »
The project looks amazing. Can't wait to test it out.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #6 on: February 26, 2014, 04:31:21 pm »
okil, SecretsOfPantheon are the new project members now.  ;)
P.S. Some new screenshots from us are coming soon.  ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

XxXGenesisXxX

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #7 on: February 26, 2014, 10:21:09 pm »
Quote from: "Skarn"
I don't prevent client to read it. But the archive will be useless on other servers. It will just crash there. There's a lot of ways of protection beside using data editing. The system I'm talking about already works for at least 2 big projects.

I think what Schlumpf is referring to as protection and what you are is completely different. Protection isn't for people using the patch on one server to another (wtf would be the point?): It's about preventing the MPQ from being opened so the files are exposed. For example, I could easily open your "protected" patch, and pick it apart for files I want to look at, or even use.

Another example would be with my recent guide on making a custom character create screen. It's simple XML/Lua scripts, if you put that into the patch, sure people couldn't use it on another server with your patch... But they could just open the patch and take the files and have it anyway.

Preventing that, would be more my definition of protection.

But anyway, back on-topic. Your project seems very ambitious like many others, however again like many others, you may need more shown incentive. Even posting things like current number of staff or current staff positions filled, shows progress on management side of things.

Good luck with it though, sounds like a good finished product.
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schlumpf

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #8 on: February 26, 2014, 10:30:16 pm »
I would love to have a look at your protection once it is done.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #9 on: February 26, 2014, 10:33:41 pm »
Genesis, thanks for tips.
You cannot open my MPQs cuz their listfile is removed and the structure is different. all the file names look like sd42tsg234.smth. And even extensions are changed. We have .sdf (Skarn Database File)  files instead of .dbc. However, the name will be changed before the release. The exe is encrypted, so you can't open it in hex editor and search for file names. So, if it's still possible it's going to be really hard to decrypt and extract our work.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #10 on: February 26, 2014, 10:35:38 pm »
Quote from: "schlumpf"
I would love to have a look at your protection once it is done.
I will provide a sample for you when I have time and it will be finally finished. But it will have 1-2 parts of our protection because otherwise it will loose its originality. There's no extremely hard things. Everything is just logical. Everyone can do it and I'm sure there're a lot of other ways of better protection.
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XxXGenesisXxX

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #11 on: February 27, 2014, 04:02:25 am »
Quote from: "Skarn"
Genesis, thanks for tips.
You cannot open my MPQs cuz their listfile is removed and the structure is different. all the file names look like sd42tsg234.smth. And even extensions are changed. We have .sdf (Skarn Database File)  files instead of .dbc. However, the name will be changed before the release. The exe is encrypted, so you can't open it in hex editor and search for file names. So, if it's still possible it's going to be really hard to decrypt and extract our work.

CHALLENGE ACCEPTED!

But seriously, that does sound good. Just remember that WoW is not our game, and emulation servers are built by people who have shown prowess in deconstruction and decryption of software. Although overall, it's not a big deal to some, it may be to you or others about it's level of protection. Just be weary of overestimating the protection or underestimating the community is all I'm just trying to say :p

Also, removal of listfile can mean squat for some MPQ unpackers.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #12 on: February 27, 2014, 08:35:26 am »
That's not a thread about our protection system, but I am still quite satisfied with it. It's really hard to restore all the files, so the extracted rest of them will be just useless. I'm not also afraid of somebody extracting my work and relelasing it because their server with content stolen from us will be nothing comparing to our one. They will have no serverside, no proper bug fixes and stuff.
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Luzifix

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #13 on: March 05, 2014, 08:16:56 pm »
Emm the project name is a littel strange " The Home of Quality WoW Modding" hehe
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Skarn

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Re: [PROJECT] Skarn - The Home of Quality WoW Modding
« Reply #14 on: March 05, 2014, 08:41:46 pm »
It's not the project name probably ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »