Alpha Testing APR2012

Thothie

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Again, slightly wider than usual alpha test going on...

Bug reports should go here. If you're feeling kind, mark your spoilers.

If you're interested in participating, contact Thothie, or one of the other developers.

Also, alpha DS@:
thothie.game-host.org:27017
password: waga

(Seems I've picked up the invisible server bug though. :\)

If you got the APR2012_02 Alpha, you will also need the following files:
http://www.rkszone.com/downloads/msc/ph ... 012_03.rar - Phobia Fix
http://www.thothie.com/msc_dev3/APR2012 ... models.rar - Additional Hunderswamp_wip Files

Progress/Bug list:
( :idea: = fixed :arrow: = working :?: unconfirmed )
:idea: Axe lunge/Blunt stun charges are missing the "Hnnnnggggh" sound
:idea: Dual Litch Tongue/Vorpal Tongue novas = Instant crash, suspect it will be the same for flamelick
:idea: Bludgeon Hammers/Demon Bludgeon Hammers have a partial charge bonus while enraged.
- (Actually just increasing charged attack damage to match up)
:idea: can't seem to play Phobia at all without horrendous levels of stuttering (see above link)
:idea: missing Hunderswamp files (see above link)
:idea: Phlames: The reaver gate has been removed
:idea: Phobia: deralia.mp3 plays twice if you go through the teleporter
:idea: "Matching" penalty does not seem to override Two-Hand Penalty if weapons are not "light".
:idea: The dark staff's right click sounds stick to you and it is very irritating
:idea: Server side beam effects not working
:idea: emote menu not appearing
:idea: Orion Bow cannot fire with ms_autocharge set to 1
:idea: Steam Crossbow seems to be behaving "really oddly" with dwarven bolts.
:idea: Polearms requiring 2 levels above their base to operate
 

Keldorn

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Weapon related:

Axe lunge/Blunt stun charges are missing the "Hnnnnggggh" sound
Dual Litch Tongue/Vorpal Tongue novas = Instant crash, suspect it will be the same for flamelick
Orion Bow cannot fire with ms_autocharge set to 1
"Matching" penalty does not seem to override Two-Hand Penalty if weapons are not "light". (Two tomahawks of the same type have a 40% penalty, for example)
Bludgeon Hammers/Demon Bludgeon Hammers have a partial charge bonus while enraged.

Map related:

I can't seem to play Phobia at all without horrendous levels of stuttering whenever I take out a weapon or hit something. Can't really do much testing on the map until this is fixed.

My console is being spammed with playing music/stop.mp3, as shown in this screenshot, which could be related.

http://cloud.steampowered.com/ugc/54292 ... B4D90610C/
 
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Thothie

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Keldorn said:
Axe lunge/Blunt stun charges are missing the "Hnnnnggggh" sound
Probably precache issue, will examine.

Keldorn said:
Dual Litch Tongue/Vorpal Tongue novas = Instant crash, suspect it will be the same for flamelick
Darn... I fixed that on the Litch Tongue, or so I thought - kinda forgot about the Vorpal though.

Keldorn said:
Orion Bow cannot fire with ms_autocharge set to 1
Gah... Time to dive into that fubar'd script again, I suppose.

Keldorn said:
"Matching" penalty does not seem to override Two-Hand Penalty if weapons are not "light". (Two tomahawks of the same type have a 40% penalty, for example)
Will examine...

Keldorn said:
Bludgeon Hammers/Demon Bludgeon Hammers have a partial charge bonus while enraged.
Shouldn't they? Or do you mean that it's stuck at some level or some such?

Keldorn said:
I can't seem to play Phobia at all without horrendous levels of stuttering whenever I take out a weapon or hit something. Can't really do much testing on the map until this is fixed.

My console is being spammed with playing music/stop.mp3, as shown in this screenshot, which could be related.

http://cloud.steampowered.com/ugc/54292 ... B4D90610C/
Ah... I saw that spam, but it didn't have any affect on my client... Might be a 0 length song or something. I'll see if switching it up to a trigger_multiple->mstrig_music fixes it... Though I can't recall if you can play music on a single player with mstrig_music... Hrmm... Trigger script event would be another option, I suppose.
 

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Thothie said:
Keldorn said:
Bludgeon Hammers/Demon Bludgeon Hammers have a partial charge bonus while enraged.
Shouldn't they? Or do you mean that it's stuck at some level or some such?

I mean that if you are enraged, and use a partial charge, you get ~300% damage.

Unless that's intended, but then it's a bug that charging the bludgeon hammer to the hard-hit level deals less damage than a partial charge when enraged.
 

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Phobia works now, thanks.

I seem to be missing the Hunderswamp models, which does not let me load the map.
 

Keldorn

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I can't seem to attack with Holy Lance or Lance of Affliction at all unless I set my Polearms stat to 32 or higher.

Same goes for Ice Typhoon, and Stormpharaoh's Lance except it's 27 or higher.

Steam Crossbow seems to be behaving really oddly with dwarven bolts.
 
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Thothie

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Keldorn said:
I can't seem to attack with Holy Lance or Lance of Affliction at all unless I set my Polearms stat to 32 or higher.

Same goes for Ice Typhoon, and Stormpharaoh's Lance except it's 27 or higher.
Holy and Affliction are both level 30 now, the other two being 25... Charge attack would be 32/27 though - maybe something with the way autocharge works with the polearms, hrmm...

Keldorn said:
Steam Crossbow seems to be behaving really oddly with dwarven bolts.
You may need to be more specific, but I suppose I'll get a look when I get back.
 

MrJohnson

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Ah damn you are really goin through with the ice thypoon on lvl 25?
I need to do an all nighter PA leveling session quickly. :oops:
 

Thothie

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Keldorn said:
Steam Crossbow seems to be behaving really oddly with dwarven bolts.
The only odd thing I'm seeing with Dwarven Bolts right now, is that the smoke effect is coming up higher than it used to, regardless of which Xbow fires them (not sure what's causing that) - things still seem to function right though.

It *may* have to do with changes to the model changing the bolt origin - not sure, though if that's the case, not worth fixing.

While I'm here, however, I'll tweak up the script to register proper when it hits func_walls and the like (though I think it'll still fail to break func_breakables).

Working on the rest of this still...
 

Thothie

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The dark staff's right click sounds stick to you and it is very irritating
I think what the reporter was actually on about here, is that the sound of the Circle of Death, created by right click, keeps looping. It does stop, after it runs out in 30 seconds, but at the moment, it's following the player, rather than emanating from the circle...

Trying to think of a way to deal with this, without turning said circle into an NPC. sound.play3d doesn't seem to want to STFU, and svplaysound needs to be attached to an entity, hrmmm.

edit: Fixed... Stutters a bit, but better than it getting stuck, following the player, or the overhead of another NPC.
 

zeus9860

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Keldorn said:
Check your inbox when you have a chance.

Cat-like curiosity inbound!
 

Thothie

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Hilarious dark staff sploit... Fixed...

BTW... I forgot to mention in the Alpha Readme's I put out that we've increased the max quickslots to 24.

We tried 50 for awhile, but it seems it may have caused an issue on one of the test characters... Hopefully 24 will cut it. Feel free to experiment. Just increment the bind. (eg. bind x "+quickslot 22")

If you wanna make two new CFG files, you can also did what I went and did:
Code:
add to "userconfig.cfg":
alias +shift_slots "exec slots_shift.cfg"
alias -shift_slots "exec slots_unshift.cfg"
bind alt +shift_slots

Create a file called "slots_unshift.cfg" and add:
echo Quickslots normal
bind "F1" "+quickslot 1"
bind "F2" "+quickslot 2"
bind "F3" "+quickslot 3"
bind "F4" "+quickslot 4"
bind "F5" "+quickslot 5"
bind "F6" "+quickslot 6"
bind "F7" "+quickslot 7"
bind "F8" "+quickslot 8"
bind "F9" "+quickslot 9"
bind "F10" "+quickslot 10"
bind "F11" "+quickslot 11"
bind "F12" "+quickslot 12"

Create a file called "slots_shift.cfg" and add:
echo Quickslots shifted
bind "F1" "+quickslot 13"
bind "F2" "+quickslot 14"
bind "F3" "+quickslot 15"
bind "F4" "+quickslot 16"
bind "F5" "+quickslot 17"
bind "F6" "+quickslot 18"
bind "F7" "+quickslot 19"
bind "F8" "+quickslot 20"
bind "F9" "+quickslot 21"
bind "F10" "+quickslot 22"
bind "F11" "+quickslot 23"
bind "F12" "+quickslot 24"

Then, so long as you hold ALT, you're quick slots will be "shifted" up 12 slots. Meaning, pressing ALT+F12 gives you slot #24, instead of slot #12.

Don't worry about pressing ALT+F4 though - it'll get filtered due to the bind.
 

zeus9860

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Thothie said:
Don't worry about pressing ALT+F4 though - it'll get filtered due to the bind.

Rofl, the answer i was looking for was mentioned last.

24 slots? Dont you mean 20/22 slots? Quickslot keys go from F1-F10, F11 for me is thirdperson/firstperson view change and F12 is that one steam feature for screenshots. Also wouldnt F12 quickslot cause screenshot spamming? o_O

EDIT: F12 is also some menu which i rarelly use...
 

The Man In Black

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You could change your screenshot key...
 

jon50559

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Thoth the action! menu doesn't work on my client, the HUD list never shows up, although I do get:
Console said:
cl: DEBUG: UserCmd_Action: entered
cl: DEBUG: UserCmd_Action: display
cl: DEBUG: UserCmd_Action: hud active - #actions: 4
cl: DEBUG: UserCmd_Action: loop: 0 #ACTION_STAND_IDLE player_standidle
cl: DEBUG: UserCmd_Action: loop: 1 #ACTION_NOD_YES player_nodyes
cl: DEBUG: UserCmd_Action: loop: 2 #ACTION_NOD_NO player_nodno
cl: DEBUG: UserCmd_Action: loop: 3 #ACTION_SIT player_sitstand
And I also couldn't see any action! commands in the player info window.

And if this is worth fixing, once you hit XX MA level to dodge, the little tutorial-tip window in the top-right corner tells you the wrong level. (i.e. "You've hit 15 MA! You can now dodge backwards!" And you stated it's level 20 MA to dodge backwards.)
 

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The Man In Black said:
You could change your screenshot key...

Didn't know you could change that untill now, never bothered to look for that aswell anyways...
 

Thothie

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jon50559 said:
Thoth the action! menu doesn't work on my client, the HUD list never shows up, although I do get:
Console said:
cl: DEBUG: UserCmd_Action: entered
cl: DEBUG: UserCmd_Action: display
cl: DEBUG: UserCmd_Action: hud active - #actions: 4
cl: DEBUG: UserCmd_Action: loop: 0 #ACTION_STAND_IDLE player_standidle
cl: DEBUG: UserCmd_Action: loop: 1 #ACTION_NOD_YES player_nodyes
cl: DEBUG: UserCmd_Action: loop: 2 #ACTION_NOD_NO player_nodno
cl: DEBUG: UserCmd_Action: loop: 3 #ACTION_SIT player_sitstand
And I also couldn't see any action! commands in the player info window.

And if this is worth fixing, once you hit XX MA level to dodge, the little tutorial-tip window in the top-right corner tells you the wrong level. (i.e. "You've hit 15 MA! You can now dodge backwards!" And you stated it's level 20 MA to dodge backwards.)
Think I've axed this debug since this alpha was put out - but you mean your "act" menu isn't working? (I know we fixed that...) I don't have any bind for "action!" though.

The emotes + sit&stand should also appear in your player menu (def: G/F11).


zeus9860 said:
The Man In Black said:
You could change your screenshot key...

Didn't know you could change that untill now, never bothered to look for that aswell anyways...
bind x screenshot - although I think it's also in the keyboard options... But yeah, "menu main" has almost no use now. Nothing on it has ever worked well, and they've all been replaced by more dependable commands.

You can change the binds in the cfg's anyway you want though. F1-F12 isn't exactly optimal for the left hand.

Although if you wanna lift your hand off your mouse and use the keypad binds in a jiffy, the keys are:
"KP_PGUP" for keypad 9
"KP_UPARROW" for keypad 8
"KP_HOME" for keypad 7
"KP_RIGHTARROW" for keypad 6
"KP_5" for keypad 5
"KP_LEFTARROW" for keypad 4
"KP_PGDN" for keypad 3
"KP_DOWNARROW" for keypad 2
"KP_END" for keypad 1
"KP_INS" for keypad 0

"KP_ENTER" das keypad enter key
"KP_DEL" das keypad "." key
"KP_SLASH" das keypad "/"
"KP_MINUS" das keypad "-"
"KP_PLUS" das keypad "+"

* Foreign keyboards and some laptops may vary though.

Think the only things you can't bind in Half-Life, aside from some non-standard enhanced keys, are Scroll Lock, Print Screen, and Numlock.
 

The Man In Black

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He means Steam Overlay's screenshot
 

Thothie

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Oh... That defaults to Ctrl+F12, so it should be good... I think it'll change the weapon as well, but you'll get your screenshot before it does. You can change that in the Steam settings under the "In-Game" tab as well.
 

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Thothie said:
Think I've axed this debug since this alpha was put out - but you mean your "act" menu isn't working? (I know we fixed that...) I don't have any bind for "action!" though.

The emotes + sit&stand should also appear in your player menu (def: G/F11).

I have no idea how current my build is - but yes I meant the act (default V) menu. And no emotes or anything were appearing in the player menu(not that I can find anything bound to G/F11..?)
 

Thothie

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bind g "menu interact" (actually, default might be "f" - think I need to fix that message...)

...Should be there, together with your pet summon, item desc, forgive PK... Lest you use it while close to an NPC, in which case you'll get his interaction menu.

I shall have to look into how "act" went and broke again...

The alpha pack does require NOV2011, which requires the DEC2010 full installer.
 

Thothie

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menus_workie.jpg

*shrug* Dernit... I canna duplicate. :\ That's on the DS too.
 
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