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Thothie

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Jester's still not responded - given him more than enough time though... I'll link it to you tomorrow via PM, I guess.
 

Thothie

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November 1st Betapack Public Changelog

Yes, I realize it's only October 30th... But I won't be home the next two or three days, so you guys get your beta-pack early this month - I'm still calling it the Nov 1st update - just to confuse you.

New Stuffz
Glow can now be toggled, just cast on yourself again, and wait a few seconds.
New Glow / Summon Scroll / Divine Scroll FX (see note below)
No Clicky crest in a further effort to cut down on STEAM_ID_PENDING nubs
Added a few new chests. These require map updates. (See below)
Crystal of Relocation - defines a new spawn point. After setting a new spawn point, you will continue to respawn at the location you used the crystal until you change maps.
Crystal of Return - returns you to the default map spawn

Crystal of Return can also be used to override the effects of Crystal of Relocation, so it's often best to have one of each, case you reloc your spawn point some place that turns out to be inconvenient.
Both crystals can be purchased in a certain seaside town for between 500 and 2000gp, depending on the type and the seller's mood
NOTE: They are expendable - ie. one use per crystal.

New Beasties
Not much, mostly new aliases:
monsters/skeleton_soul_eater - this is, effectively, a generic version of Calruin, in case you need a creature of similar power, but don't want the title to go with.
Monsters/spider_mini_poison - double the hp of the standard baby spider, but also packing heavy poison - still more of an annoyance than a threat, but good for sneaking up on players fighting bigger beasties, biting them on the ankle, and paralyzing them.

New Mapper Toys
There is a new mapper toy, but it's tied to the AMX rather than the betapack. See the AMX stuff below.

BugZ Squashed + Odder stuffz
Various attempts to bypass item limit (ie. free up space for more items through media consolidation) - this ate up the vast majority of dev time.
Improved helm stun resistance functionality vs. boars (note: you will still get thrown, but you'll be able to attack, note also: Helms do not protect against dizzyness caused by: poison, lightning, or alcohol)
Fixed new AI archers shooting at things they can't see
Raised XP value of a few of the meaner crits
Fixed orc brawler going 'slap happy'
Some BD issues resolved on some of the creatures still using the old AI.

...and the usual 10,000 minor changes I'm not bothering to list...

New spell FX: Side effect of the media-file reduction effort, is that I had to redo some of the spell FX - and although they use less sprites and sounds, most of them wound up looking a lot better:
nightmare3_thumb.jpg
Glow, in action (clicky to enlarge)

demonic.gif

Ye AMX

I know I'm going to regret this, but you may now vote to toggle PVP mode by typing "votepvp" in main chat.

Note that the change to PVP settings take place after the next map loads, as suggested by the voting title you get: "enable/disable PVP on next map"

The current AMX download disables PVP automatically after leaving Edana. This, essentially makes it so if you use ms_timelimit to reset your empty server periodically, the PVP mode gets reset along with it.

Those of you who have earlier AMX beta installs will need to remove the following folder for this to work proper:
msc/addons/amx/config/maps

To disable PVP voting, add the cvar to your console:
amx_allow_pvp_vote 0

If this causes too much bitterness, I may make disable PVP by default in the next AMX patch.

New Mapper Utility:
Mappers may now force map changes without risk of crashing the server where AMX is active. Simply trigger the event: force_map_xxxx where xxxx use the map you wish to change to.

For instance, to force all players to thornlands, use: force_map_thornlands

It is suggested you fire this via a trigger_relay or multi_manager, with the aformentioned event, a second or two using mstrig_changelevel so that AMX servers will use this method instead.

DOWNLOAD: YE AMX DOWNLOAD

demonic.gif

SEE ALSO:

Map Updates - some new chests and minor bug fixes were added.

...and new map:
Nightmare_Thornlands
 

HumanSteak

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Monthly minor bug report :wink:
1:Believe it or not, when equiping a spiderblade, it goes straight in our a$$ The 3rd person view animation simply has it deep in the anus and just swings empty hands.

2: Toggling glow works great, but when multiple players casts it, one of them loses his and we keep casting it again and steal each other's glow lol

I tried the map fixes, but it doesnt seem to do anything new because I have some error while running msc_map_updates.bat. It says the program can't do something..don't quite remember then it says it was installed successfully but I didn't see any new chests in listed maps.
 

Thothie

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2: Toggling glow works great, but when multiple players casts it, one of them loses his and we keep casting it again and steal each other's glow lol

Dyam... Meh, may have to dump that idear. Can't seem to store the ID of the light between the client and the server for some reason.

I tried the map fixes, but it doesnt seem to do anything new because I have some error while running msc_map_updates.bat. It says the program can't do something..don't quite remember then it says it was installed successfully but I didn't see any new chests in listed maps.

Open: msc/maps/map_update.log with notepad, and try to figure which maps failed or post the log here to help me out. If you get a pop-up window telling you it had a DLL error, you might want to look into installing the VS6 libraries mentioned in the map updates thread.
 

HumanSteak

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There doesn't seem to be anything wrong in the map_update.log, it just says 1 fichier(s) copi,(s). many times (I have crap french windows XP but I don't see how it could matter) I didn't get any error pop up or anything.
I just checked the changelog, and there's supposed to be a monster clip by the stairs in skycastle but there's none...something wrong :?
 

Thothie

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It should be stair cased monsterclip steps that allow the skeles to walk in and out of that stair well.

You should see, somewhere in your map_update.log this entry regarding skycastle:
ripent v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN ripent -----
Command line: ripent -import skycastle.bsp

-= Current ripent Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
chart [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]

mode [ Import ] [ N/A ]
parse [ off ] [ off ]

Reading skycastle.ent.
0.78 seconds elapsed

You should see several similar entries for each map altered, save for highlands_msc, goblintown, and ms_snow, which will look more like this, as they use HLCSG
hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
----- BEGIN hlcsg -----
Command line: hlcsg -onlyents -nolog ms_snow
Entering ms_snow.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ off ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ on ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
[bunch of wad info you can ignore]

Meh, even judging by my log, it looks like Goblintown still isn't updating... I really need to get that from DrKill and recompile - but its update is included in the betapack so it's no big deal atm.

Note that it appends the log each time it runs, so you may want to delete the log and re-run it for ease of use.

...as for the Spiderblade - it must be an issue with the playermodel entry. Maybe Orochi can fix that for us - I think the Spiderblade is more or less identical to the LS though - I may just substitute with the LS playermodel.
 

HumanSteak

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:oldshock: Here's a complete copy of my whole map_update.log :oldshock:
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
1 fichier(s) copi‚(s).
Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer... Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer... Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer... Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer... Appuyez sur une touche pour continuer...
Appuyez sur une touche pour continuer...

When I run msc_map_updates.bat it says "Le système ne peut executer le programme spécifié." 4 times per 20%
Now that's weird and everything is in my msc/maps folder...I installed it when steam was closed and installed it 3 times trying to change some things that could be the cause.
 

Thothie

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"Press any key to continue"
"The system cannot carry out the specified program"

*sigh* I'm guessing Ripent/HLSG hates frogs.

Alright, I'll see about periodically setting up a map updater with BSP's - I just suspect it'll come to 32MB DL or so... I won't have time tonight I dun think, but maybe. If not, I'll get one up Nov 2nd or 3rd. :\
 

Netrogor

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Well here goes....

YAY for thothie's latest patch :D
I noticed during the latest install the model name:
Staff.mdl
Showed up; have you added a staff for us? Or has it always been there? :D
 

Thothie

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I noticed during the latest install the model name:
Staff.mdl
Showed up; have you added a staff for us? Or has it always been there?
Been in there since last month...

Humansteak - here's an installer with the current map updates. I can't grantee I'll remember to re-do this with every update...

http://www.thothie.com/msc/msc_map_upda ... r_2006.rar

17MB, self installer - it'll point at your MSC client folder by default - you'll have to redirect it to your MSC server folder. It does not include Goblin town as that's part of the beta-pack now.

Might want to look around and see if you can find a French version of ZHLT - might solve the problems with the standard installer.
 

FER

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Thotie i have a problem with this map update. at skycastle only 2 lord calrians appear, therefor making impossible to the last part to be reached.
it seems one of the gets stuck quite frequently.

Also in the bear chamber, one of the bears gets sucked in the lower ground, which prevents the trigger of the ground lowering
 

Thothie

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Odd... I didn't mess with any of that... Although I think the bear thing is a structural issue we never did get around.

...I'll look into it, I may have used the wrong skycastle as the basis.
 

Thothie

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The new chests replace the old. If they ain't been replaced, the patch didn't go through right.

I will look into it tonight, I swear... Just as soon as I recover from this unexpected alien invasion...
 

Thothie

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Alright... I'm uploading a new skycastle now, as promised... Here's the whole BSP:
http://www.thothie.com/msc/skycastle_nov4-2006.rar

I'll update the map updates section in a sec.

- switched 12 bats to 3 horrors for less lag (people always bypass the bats - then you got 12 active monsters lagging everything - this way you'll have at most 3 extras)
- Removed make_monsters_dumb flag from bear gods (they don't seem to need it since various old AI revisions)
- switched from fireallperish to trigger counters for better dependability

I left a "safety buffer" on all but the first two spawns, and the Calrian spawn (which I've ported over to Soul Eater... They dun seem to be dropping cash for some reason, gotta fix that...) So you might have a left over skeleton/bear or two when the next wave shows up. Plus, very likely, one extra bear god left over after the floor breaks. Shouldn't be much risk of geteting ripped off by a spawn lockup though.

I'm getting some bugs with overly powerful greater holy arrows confusing skeleton death. Until I fix that (December) you might want to avoid using them in situations where the spawn count is potentially buggy like Skycastle. (It *might* happen with Rebuke Undead as well)
 

J-M v2.5.5

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Just postin' to say that the new updates (I didn't even really ever get the chance to play with the October 1st update, hence updates) are great! Nice job!
 

Thothie

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Just a warning on the current patch.

If yer on Helena, and the catapults attack - server will crash. (This is rare)

This is due to a convention flaw in proj_catapault, and the model consolidation - fixed next month.

I'm TRYING to figure a way to keep the glow toggle ability without the "glow steeling" bug we have now, but I ain't figured it out just yet. After I clean it up, I may post some script up and see if anyone has any idears on how to save it.

Worst comes to worst, we go back to old glow next month.
 

Thothie

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Alpha patch:

Those of you interested in testing may want to try this SC.DLL; it is currently running on the beta-server:
http://www.thothie.com/msc/sc_dll_alpha_Nov-08-2006.zip
Backup your current SC.DLL first.

Advantages:
- Glow is unstealable, but can still be toggled (in theory)
- Should cut down on no free edict errors
- Old sound dynamics are back
- If your client is running the new SC.DLL on an Nov1st SC.DLL server, other players will not be able to "steal" glow from you. (but you'll still get the sprites on join fx bug from the other clients)

Disadvantages:
- Glow bit is client side - only works fully if both cliend and server have sc.dll
- Crests and a few other models maybe off, as the sc.dll is made to work with the newer model consolidation which is not included for brevity.
- There will also likely be other cross-sc.dll bugs - but it will at least load.

The pack/sheath changes have not been applied to this SC.DLL

I've also added the sources for most plugins to the current AMX system, and cleaned it up a bit:
http://www.thothie.com/ms/msc_amx.zip
 

Jax

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Found some bugs.

Greater Ice Blade (seems to be only that) and the Spiderblade have screwed up p_models.

I could call the Spiderblade of having a pee model. Look below:

thornlands0001.jpg

thornlands0002.jpg


Ice blade:

nightmare_thornlands0005.jpg

But you already knew these, didn't you. :p

...penis model...
 
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