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About Darkrasp

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  1. Before I ban you for trolling, just curious what your definition of "lost" is? I assume that you mean "the highest population wins and everyone else loses". In case you haven't read almost any of my updates, I don't care what the population of Crestfall ends up being. I'm doing this for the challenge of creating the emulator, not so I can make money. Make your next post a good one, it'll be your last.
  2. Good evening, Well, who saw all that coming? Not me. I would have thought Blizzard would sooner commit sudoku than re-release Vanilla, but there you go. In any case, the last couple weeks haven't amounted to much from work for us. More or less due to a combination of intrigue and conversation regarding retail, general laziness, and a vicious throat cold. Super annoying because I just got over another one a few weeks ago and now I'm sick again. I'm not chronically ill or anything, this is just from my IRL job, I have a lot of contact with the public and they're super gross. Some jackass was super sick and wouldn't cancel his appointment, just had to deal with his coughing and choking breath over my shoulder while I was working for an hour. So I got whatever he had and it's bloody awful. Anyways, I want to keep this short because like I said, I didn't spend a whole lot of time coding and don't have any significant progress to talk about. Instead I'll just cover the state of the project at present. First of all, Asura hasn't quit. He is taking a bit of time off for IRL stuff. Business, family, job, etc. I still talk to him all the time despite his absence from the project and he does pop into our discord most days to check in. His announcement on discord was abrupt and unclear, so I thought that was worth clarifying. No, he hasn't left Crestfall. He has, however, handed over leadership of the project to me, at least for the time being. I've more or less been running the day-to-day for a while since he's been so busy with work recently, this is just making things official. That said, there are a number of things that need doing which I'm not equipped or educated enough to do, so I'm waiting on him to get back from his business trip to take care of a few bits of minutia before we get proper back to work. In the meantime, we've expanded our team again and brought on Brumla to work on the database. I have the intention to bring on a couple more people as database/scripters over the next couple days (finally got a few days off work). Right now Asura plans to return and as such I have not brought on any new core developers. It is his wish not to bring in anyone else yet, and despite my new position I am going to honor his wishes. Should he change his mind and actually leave the project, or have a change of heart about opening up core access to more people, then I will be bringing on additional developers who can help me bring the project to a successful release, there is enough interest from trusted people with the required skills to fill any void. One way or another, this is getting done. I know this has been a rather short and probably disappointing update, but my throat is killing me right now so I'm going to keep it short. In summary, CF continues. Asura plans to return when his IRL situation is sorted out, and even if he doesn't, there are several other people ready, willing and able to step in. I've got a bunch of time off over the next two weeks so I expect the next update to be a little more substantial. Sorry for not having anything really interesting to show you this time. That's all for now. My next post will be on Monday, November 27th. Talk to you soon, and thanks again for your continued interest in Crestfall.
  3. Figured I would write a quick follow-up considering how much traffic the original is getting.
  4. Go for it, no credit is requested by me. I just wanted to put that out there to hopefully clear up some misinformation.
  5. I don't have a retail account anymore, haven't since '09. Can't post this on the retail forums, but for what it's worth, just in case anyone from there sees it, here's my two cents on the whole thing. Feel free to repost anywhere you like, no credit requested.
  6. As much as I appreciate the votes of confidence, I lack the talent and ability to consider changing professions to something in IT. I'm a junior-level programmer at best, and no major game studio is looking for someone with my level of expertise and experience. Beyond that, this is a hobby that I do for fun. Having a boss over my shoulder yelling about deadlines doesn't sound fun to me. Plus, relocate to the city with the worst traffic on earth, and give up my free healthcare for a job which might not even pay as well as what I do now? Plus convince my wife to move away from her family? And that's even assuming I got a position, which is an impossibility to begin with. I mean, I hate my job, but at least I'm good at it. I'm getting better at programming, but I'm not at, or near, a level where anyone would be willing to pay me for it.
  7. Right. I'm thinking of my TBC played time. Vanilla would have been closer to 170. And yeah, that was before I got married, so I was putting in unhealthy hours.
  8. Just a quick message, we're still working on CF. For both Asura and myself, this is a hobby we have so that we can learn new things. Official realms don't change that, so we're going to keep on keeping on. For me personally, I put nearly 300 days /played into retail vanilla. I've got no interest in going back to playing again - my interest is purely on the development side - so it really doesn't matter to me at all what happens with the official realms. My full time job is a lot of manual labour and I get dumber by the day working there, so learning about code and practicing the logic keeps my brain from rotting away, and that's my primary motivation. Maybe Classic will be exactly what everyone was hoping for, maybe it won't (I'm not convinced that Activision will be able to keep their microtransaction fever out of the end result). They're a huge company who do things to please their shareholders, not to satisfy their customers. I think the direction their games have gone over the last decade makes that pretty self-evident. Either way, unless they completely blow it, it will almost certainly eat up a huge chunk of the Vanilla player base, so we're off the hook on worrying about hosting tens of thousands of players. We can focus on making the realm that we want without bothering about outside pressure. Being relieved of any sense of urgency, we're considering the direction we want to take the project. We're looking at limiting our PTE to Vanilla->TBC->Wrath, period. None of us want to make a career of this, a few years will be more than enough for us. We're also considering overhauling or ditching and rewriting some of the systems that we originally intended to leave intact. One, to improve and update the code, two, because doing so would be a challenge and we'd learn a lot from it. Also with a limit set on how far we intend to go, we can reduce some of the more open-ended systems, and concentrate on making things compatible with all three of those expansions from the very start. So, long story short, we're going to keep working away and doing our thing, our way.
  9. The forum location should be the same, we own the crestfall-gaming domain. What we don't own is the server that it points to right now. When we secure a new host, we have to set up the forums on that host, and then point the domain name to the new location. That can take some time to do, and then to propagate the change through the internet takes a while as well. As far as innkeepers go, tying in areatriggers is just too annoying to do, and it's also inn-specific so wouldn't work for vendors, trainers, armorers etc. I'll stick with what I have now and if I remember, I'll make a small modification so that the same thing happens when a creature is mind controlled. Problem solved.
  10. Good afternoon, I'm off work today so I decided to put this together a bit earlier than usual. I apologize for no post last time, kind of got superceded by all the drama, again. Anyways, been a productive couple weeks. Asura has secured a new repository for the code and has transferred about half of our code to it. He prefers to work on the TBC branch whenever possible and then backport his fixes to Vanilla, and I prefer to do the opposite. It's just a matter of personal preference and which client you prefer, since mechanically there is very little difference between the two. He also fixed unix compatibility for the login, realm and worldservers. Basically this means the core can be compiled both on Windows, where I work, and on unix, where he works. Visual Studio has it's built-in compiler.. err.. wait. For those of you that don't know what I'm talking about, a compiler (I'm simplifying things here) turns written out code into an executable file. There are lots of different compilers, and each one interprets the code a little differently while trying to make it operate as smoothly and efficiently as possible. Because each one interprets the code a little differently, using a different compiler on the same piece of code can generate warnings and errors that another compiler doesn't pick up. We can now compile our code on three different compilers, and the process of resolving those compatibility issues let Asura find and fix dozens of potential problems such as memory leaks or crash loops. Currently Asura is finishing off a rewrite of some of our networking code, which needed some changes, updates and optimizations as it relates to clustering. I've been working on a number of core updates, nothing as major as those tasks, and no huge crashfixes, but a few things which certainly make the server much more playable. I never got around to finishing the Percent Health Aura handler from last time. It's tied into a larger issue with how auras are applied on login, but the drama from last time sidetracked me while I was working on it and after all that was dealt with I didn't feel like getting back into it again. I shelved that for now but I'll get back to it later. One of the things I did get done was adding support for zonewide and worldwide emotes. Cragus was working on the script for Stitches, and he needed to be able to make some yells that could be heard across the zone, but he found that the range of a yell wasn't reaching far enough. Yells are set up to have a maximum range of something like 150 yards, I don't remember the number off the top of my head, it might be more or less than that, but they'll only actually find units on active cells. The map is chopped up into a grid of cells, each being about 70 yards by 70 yards. A cell becomes active when a player, certain kinds of dynamic objects (ie: the Far Sight spell), or an NPC specially flagged to do so enters the cell. An occupied cell will also activate all the adjacent cells, giving you an effective max range of about 140 yards unless there are other people around to activate further cells in the area. We had a function for sending text to a zone, but it was older code from before we implemented localization. I updated that code so that it will now find all players in the zone, pull their client language, and send them the message (say, yell, or emote) in whichever language is proper for their client (we currently support EN, RU, DE, FR and CN). Then I exposed that function so that it can be used from the Lua scripting engine. I only have an English client, so I can't show you the localization working in video, but I can show you the zonewide stuff working. This is a little test script that just causes the yell to happen when you emote at the unit. After this video was done I went back and added another parameter that allows you to send a message to all zones on the continent, which is only useful a couple times really, mostly during the AQ events, one when the Scarab War starts, another when it ends, and one whenever Eranikus is defeated in Moonglade. Still, may as well take care of the functionality while I'm working on it already. Next big job was a rewrite of how graveyards are handled. I may have mentioned this before in a prior update.. I was unable to resolve it then but I've learned a bunch more stuff so I took another crack at it and got it working the way I wanted. Previously we just had some placeholder code that just sent you to the closest graveyard by linear distance. This is obviously problematic because dying close to the edge of a zone could easily send you to the wrong zone. It's also rather inefficient because it would iterate through every graveyard on the continent making range checks to figure out which was the closest. I wiped all that code out, built a database association table that links zones and subzone areas to graveyards, and rewrote the core handling to lookup only the graveyards associated with the region in which you died. Now when you die it only looks for the closest graveyard eligible to you for the zone that you died in. I also built in handling for special circumstances like dying inside a starter zone. Correct handling for graveyards in starter zones is that they cannot be utilized unless you actually die inside that area. If you die in Coldridge Valley (dwarf/gnome starter area) as Alliance, you will be ported to that Graveyard, however if you die even immediately outside the Coldridge area, you cannot use that GY and will instead be ported to Kharanos, even if the Anvilmar GY is closer. There is also handling for a fallback graveyard in the event that something goes terribly wrong and no valid graveyard can be found. Westfall for Alliance, and Crossroads for horde. I made a quick video while working on it to show testers, so you can see most of this functionality at work here. While doing the graveyards, I also revamped instance handling for graveyards. Using a similar method, I expanded the database to link an Alliance and Horde graveyard to each dungeon. Dying in that dungeon just sends you to the correct graveyard for your faction, no range calculations required at all. I did also build in handling which isn't necessary for Vanilla, but is required for TBC for "contested" graveyards. In this case there's a PVP objective in Zangarmarsh where you can capture an additional graveyard at Twin Spires. If you die in a Coilfang Reservoir dungeon while you control that, you get to use that GY, otherwise you have to do a much longer run back. So, I put that handling in as well just so that it's ready to go for TBC. There's still a small bit yet to do involving graveyard hopping, but that'll wait for now. I got bored of graveyards after spending three days solid on them. Third thing I have a video for is a pretty simple thing. The testers explained to me that a common exploit on other private servers is to have a friend kite an innkeeper and abuse that to set your hearthstone in convenient locations, such as just outside an instance portal or whatever. This works because setting a hearthstone actually sets the location based on where your character is at the time, not where the inn is located. I wrote a quick fix such that NPCs cannot be interacted with via the gossip menu while they are in combat. This also applies to vendors, trainers, etc. Alright, that's all the videos I have but not all the fixes. Quick one that lets you loot critters, since some of them are skinnable, and one or two are lootable. A fix to an issue with auras where debuffs that reduce stats were adding them as a buff instead. Certain spells used by NPCs have their effect scale with the level of the NPC.. our calculations for this were incorrect and thanks to some very good research from the beta team, I was able to write a fix for that. I fixed an issue just yesterday with "Chance on Hit" procs being disabled in a few circumstances.. it's kind of an interesting mechanic but I see this post is already a mile long so I'll refrain from another lengthy explanation on that one, suffice to say swapping weapons hand to hand, or unequipping one weapon if you have two of the same thing, doesn't turn your procs off anymore. Last thing was a redo of the "chance to break on damage" code, replacing some old placeholder code that just gave everything a 35% chance to break fear/frost nova/etc. regardless of source or magnitude. I removed that code and replaced it with proper values based on percentage of max hp, which is modified appropriately based on whether the damage is PvP, PvE, direct damage, DoTs, and/or critical strikes. I really must give a lot of credit to our beta team. Scylla, Pvt. 8Ball, Cragus, and coolmodi especially for their help. Some of these guys are far better at programming than I am, so their advice and assistance is invaluable, and others just have an unreal amount of patience for researching mechanics or providing resources. Anyways, we'll finish off with a quick glimpse into the scripting team and see what Nogar is working on today. He's been going through writing quest scripts and also a bunch of RP events in various towns around the world. He's not the only one working, but he's the only one posting videos so this is what you get. He says it's a work in progress still, but it's looking pretty good so far imo. Final bit of minutia, the forums here are likely to go down fairly soon. It hasn't been a huge priority for us to secure new hosting for them but it's creeping up the list. As I mentioned last time, we will make an effort to back up and restore the existing content but no promises. I don't know exactly when it will be, but consider this a final heads up to back up any content you feel worth preserving. That's all for now. My next post will be on Monday November 13th. As always, feel free to leave comments or ask questions below, and thanks again for your continued interest in Crestfall.
  11. The state of Crestfall's core which Crogge has access to is not suitable for an open beta, much less immediate launch. We still have a few critical core systems to implement, a large amount of core bugs to resolve, and hundreds of quest scripts to write. Our team is working away diligently, such that even a two-week old core is now behind the current development by over a dozen core patches, a major networking rewrite, and I don't even know how many database updates and scripts. Even so, the core in it's current state isn't ready for showtime yet. It's getting there, but the point is that it can't just be fired up and launched, it will take hundreds if not thousands of hours more work (that's total time, split between all the contributors) before it has the level of polish we demand of ourselves, which is part of the reason we keep expanding our content and database teams, to divide that workload between as many hands as possible. Furthermore, while we are no longer associated with Crogge professionally, it's hard to just turn around and hate someone who you've been working with, and who has been a solid supporter and member of the team, for literally ten years. He made a choice that goes against the principles by which we run this project, and it meant we had to end our professional relationship with him, terminate his access to our assets, and remove him from the Crestfall team. That doesn't mean we have hard feelings towards each other, or that we can't be civil with each other. I trust him not to release anything that he knows we don't want released.
  12. It will be done when it's done. Closing this thread to hopefully discourage further stupidity.
  13. As a matter of principle, we will not accept any donations, from anyone, for any purpose, until the project is made available for the public to utilize. Full stop. The development team is more than capable of covering the costs of development, therefore there is no reason to accept money from outside of the team at this time. Accepting it would unquestionably alter the expectations and opinions that both donators and observers have towards the project in a negative way. We appreciate your enthusiasm towards the project, but if you plan on donating to help cover operational costs, we ask that you wait until the server is made public to do so.
  14. If you're one of a very small number of people, you perhaps have some DMs of Viper and Daemon saying some pretty.. interesting things.. however none of them have to do with corruption, gold selling, or just general dealing in bad faith with players while the servers were operational. As far as I know, both of them kept their noses clean, and their real mistake was thinking they had any kind of leverage or bargaining power when it came to meeting with Activision/Blizzard. Blizz basically pulled the old police con where they send out letters to people with outstanding warrants telling them they've won a free TV, and then just arrest them when they come to pick it up. "Come meet us and talk to us, tell us about your project, then we can get your balls in a vise in person." To the second point, it's unfair to assume unwillingness when there are plenty of other reasonable explanations. Blizzard themselves have struggled to prevent Chinese goldfarming on their retail realms, so the presence of Chinese goldfarmers doesn't necessarily point to complicity in their actions by the staff. It could well be that neither of them had any real idea how to deal with it, or that dealing with it was just a lower priority than improving preformance, or just managing the day-to-day on a heavily overpopulated server. It might be somewhat suspicious, but suspicion isn't enough to convince, much less convict. Personally, I doubt there was any collusion.
  15. I think a few of the posts have generally done a good job of summing things up, but I suppose I'll take a minute to address a few things. First off, neither the partnership nor the merger was my idea. That came down from the admins, along with a lot of other decisions about how things were going to be done. I was tasked with writing up the announcements and presenting it to you all because I'm better at writing announcements than the other guys. I don't know how the initial communications between our respective teams came about. For all I know it had more to do with Crogge and Shenna wanting to hook up than anything else, but to be honest, that's not even relevant. The reason I went along with the decisions without complaint; the reason I defended them, and still defend them; is because I understand the benefits of having someone to hide behind when the lawyers come a-knocking. Maybe Gummy didn't learn his lesson, but we did. Known American, Canadian or even Western European ownership is just asking for legal trouble. Launching only to get shut down by Blizzard shortly afterwards wouldn't help the community any more than it would be good for us. Elysium offered us a name to hide behind that Blizzard couldn't touch, and did so with the promise (which they kept), that we would not have to surrender our code or database assets to them, and could continue to operate autonomously. They even covered the cost of hosting our beta realm and code repositories while we were partnered with them. Those are tangible benefits that, simply put, were worth pissing off some forum members for. As far as declining to engage with the community on the forums, temporarily closing the public discord, etc. Yes, another blow to the community which had developed here. However I would ask that you consider the circumstances at the time those decisions were made. Old posts were being rifled through by reddit trolls, Twinstar cronies, and streamer goons, then being taken out of context or spliced into images designed always to put us in the worst possible light. Just about every comment we made got thrown back in our face in a constant PR war that we didn't start and wanted no part of. We came to the conclusion that the best way to win that game was not to play; that lowering ourselves to the level of retaliation would simply be a waste of our time and effort. We decided that feeding the trolls was a bad move, and so we followed through with not giving them anything to feed on. In short, the community became toxic beyond our willingness to participate in it. I admit that this is partially our fault. Our introductory announcement was premature, and our initial involvement with the community set a standard which we really had neither the experience nor the disposition to maintain indefinitely, especially when that involvement was turned back against us. Our optimism about release timing didn't take into account just how much change there would be to the time our developers could spend day-to-day on the project. We didn't know at the beginning of this year that Asura would be asked to spend over a month out of the country on business trips, for example, or that Rodeg would go on hiatus to focus on his studies. The main reason why we will never commit to a release date until we're certain of it is the foresight that something like this might happen, even if we don't expect that it will. It doesn't affect our commitment to the project, only the amount of time we are able to spend working on it. We're attempting to offset this now by slowly and steadily increasing the number of scripters and database developers to offload a lot of the simpler and less sensitive work from Asura, Niko and myself. If anything the rate of progress is increasing week by week as their aptitude and familiarity with the systems improves. Finally, with regards to finding new hosting, we are investigating a number of options right now. It would be premature to discuss specifics at the moment, but it would be fair to say that whichever course of action we take would both protect our legal interests, and allow us to continue to operate autonomously. We are also not making these investigations any kind of a priority. For now we are content to develop using local realms only, and will make the majority of our inquiries when we get closer to Open Beta and release, as we have no intention of making any moves of that kind anyways until we need to scale up the realms for public use. For those who continue to support us despite all the trials and tribulations of the last year, I am sincerely grateful. I do feel badly that we've let you down so much and so frequently. I do have some capacity for empathy and I never like being the bearer of bad news. I can only hope that this post has clarified some of the rationale behind our decisions, and that you understand that the decisions we made, we made because we believed they were in the best interest of our team and our prospective players. As far as making amends, we're just going to have to keep working and let our project speak for itself at launch. You can decide for yourselves whether or not it was worth the wait. (p.s. There has apparently been some chatter about members of the Crestfall staff "not leaving Elysium" to join LH, and being suspect because they "stayed behind". Several of our staff members, myself included, were brought into Elysium staff channels during the merger. I can assure you that to the best of my knowledge, every CF staff member has since left or been removed from Elysium staff communications and remain exclusively part of the now-independent Crestfall project.) That's as much as I intend to say on the matter. I'm going to close the thread. I sense some escalating tension between forum members and I prefer to avoid further conflict.