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Thothie

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Fixed the spiderblade... I'll have to double check the g_iceblade - we've moved it into the p_swords.mdl - and it maybe moved into another combo-model before December, so be it a model or script problem it'll likely be fixed as well.
 

Me!

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For some reason, upon creating a server mine is crashing and giving me this error.

mod_NumForName: models/weapons/swords/scimitar_handsT.mdl not found

any clues?
 

Thothie

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Beh, fubarb in the betapack... I should fix that. It's only an issue if you do the whole thing from scratch.

Meantime, grab: Orochi's Model Pack it includes the missing xxT.mdl. It'll no longer be an issue come December's betapack release. (Which will instead, of course, feature all new oversites and bugs). ;)
 

Thothie

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Just to re-interate I *really* recommend against running the alpha SC.DLL on a SERVER. It's bad enough when the client is missing models - but when the SERVER is missing models, it's a whole other can of worms (may even cause inventory issues). Please only use the 10/30 sc.dll when hosting servers.
 

ITS'aME'aMARIO!!!!

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where'd you get black sleeve models... that's hella sick... or cool whatever...

well it's better than lightish-red... *PINK* shirts

the short pants still bug me... haha but i guess the starting adventurer model is supposed to look noobie/poor


may i ask what's the progress or plan to get armor and player models working together again? or whatver the problem is... I HAS NO CLUE
 

Thothie

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Ziltch... Lest StevenLAFI comes up with something. All code bits that looked like they may have helped turned out to be part of the old system and are no longer applicable. ...but I did mention it wasn't likely to be something I could fix.
 

Orochi

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Would making the armor models part of the actual player model help?
 

The Man In Black

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It could, but the thing is, since the game already has proven that it fails at turning of body parts when puting on armor, why would it work with armor part of the player? But it would help with model consolidation :D
 

Thothie

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Would making the armor models part of the actual player model help?

No, since I can't actually access the player model attributes in game.

What would help, is to redesign the armor to actually cover the body parts, rather than depending on them vanishing, but that'd be an extensive task to do without looking like total crap.
 

ceriux

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Thothie said:
Would making the armor models part of the actual player model help?

No, since I can't actually access the player model attributes in game.

What would help, is to redesign the armor to actually cover the body parts, rather than depending on them vanishing, but that'd be an extensive task to do without looking like total crap.

how bout we redo the legs... um we could actually redo all the armors on the body to just be reskins.
 

Thothie

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Cerix_nounderstandie said:
how bout we redo the legs... um we could actually redo all the armors on the body to just be reskins.

Thothie_Redundantus_Maximumus said:
I can't actually access the player model attributes in game.

In case that wasn't clear for some reason, model attributes includes skins.
 

BioRage

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Hmmm... 28th Of November today.... , 2-3 more days to new update hmmm? Looking forward to the new updates ;)
 

PBarnum

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I cant wait until i see that change log
 

Thothie

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Public Changelog December 2006a:
download: http://www.thothie.com/ms
- Major SC.DLL Changes: -
New Stuffz
Potion of Forgetfulness
- FINALLY - you can forget how to summon rats. It works, but is a tad buggy in that spells wont actually be gone until you reconnect or try to memorize a new tome.
Overpowered warnings when opponents have more than 10x your HP.
Warnings about boss regeneration
Helm of Fire Resistance - this helm's effectiveness is dependant on your Fire Magic skill
Helm of Cold Resistance - this helm's effectiveness is dependant on your Ice Magic skill
- note each of these helms will make you vulnerable to the opposing element next month - didn't have time to test that bit this month.
Vial of Demon Blood - kamakazie maneuver from hell, literally

New Beasties
monsters/swamp_ogre - still a bit beta (not quite ready for prime time), but good enough to figure a placement. This critter has a passive regen, moves fast, hits hard, and hops all over the place.

New Mapper Toys
ms_npcscript event "npc_suicide" - good if you need a monster or NPC to mysteriously die. If creature/npc is invulnerable, you will need to use "make_vulnerable" first (split second before). Plays death anim/sound, and is captured by msarea_monsterspawn and killtarget counters.
some new fog weather effects -spawn an ms_npc with scriptname:
weather/make_fog_green - green swampy fog
weather/make_fog_brown - v. think brownish fog
I can make any color/density you may require, these were just setup for Gaz as examples. I'll try to get a full set when I have more time.

BugZ Squashed + Odder stuffz
Fixed bug with orcs unable to attack people standing on their heads (SOMEONE MENTION THESE THINGS DAMNIT!) ><
Fixed bugs related to Rebuke Undead/G.Holy Arrows and undead death registry
Improved new AI reaction time
Fixed bug causing catapults to crash on Helena (result of Nov1st media consolidation)
Fixed merchants overcharging for rat scrolls (couldn't find any overcharging for glow)
Fixed summons attacking owners (WTF did no one mention this?)
Semi-fixes for frozen solid issues (greater ice blade / frozen sphere)
Semi-Fixes for death by divination and skeletons
temporarily disabled anti-stuck system (re-working eta. 2007)
redid stuck-on-spawn system (works)
Increased xbow firing rate
Improved xbow accuracy (sadly at cost of bolt speed)
Improved edict overflow protection
Hip-hop Orcs! Just cuz! (testing)
Improved navigation and anti-stuck
Stuck on spawn teleport system is now universal to both AI's, as is frustration sys
Removed need for no-clip anti-stuck (for the most part)
Fixed bug preventing sack/sheath item limits registering proper. Limits are now:
- Snakeskin sheaths: 4 weapons (there are now snakeskin sheaths for each weapon type)
- Regular Sheaths: 1 weapon
- Weapon Strap: 16 weapons
- Big Sack: 32 Items (stacks = 1 item ea)
- Heavy Back Pack: 32 Items or Weapons (stacks = 1 item ea)
- Small Sack: 8 Items (stacks = 1 item ea)
- Quiver of Arrows: 8 arrow stacks
- Quiver of Bolts: 8 bolt stacks
- Quiver of the Archer: 16 arrow types, bolt types, or weapons (stacks = 1 item ea)
- Spellbook: 32 scrolls (there are 21 types)

- Major MS.DLL Changes: -
XP Penalty now applies as follows: Send some love to Hobbit-G
- XP loss comes from highest skill
- If highest skill is less than 10, you will lose 20% progress in that skill
- If highest skill is between 10 and 20, you will lose 10% progress in that skill
- If highest skill is between 20 and 30, you will lose 5% progress in that skill
- If highest skill is 30 or above, you will lose 2% progress in that skill
- You cannot actually drop levels in skills (penalty stops at 0%)
- In addition you will lose 1% of gold on hand (0 if you have less than 100 gold)
....and to compensate you:
XP Penalty no longer applies to death by hazards (falling, lava, etc.)
Monsters now regen 25% of their health per victory max. (as opposed to the old 50%)
- EXCEPTIONS:
- Greater Ice Elemental and Ice Reaver are not affected by this, they have no regen per victory
- Calrian and Soul Eaters still regenerate based on the max HP of their victims
- Ice Lord at level 3 still gains 100% HP after kill (25% at levels 1 and 2)
- Vampyric Poisoners still regenerate health per strike
Wipespells script command (allows Potion of Forgetfulness above.)
Gauntlet map flag prevents players from joining gauntlet and boss maps out of order (no more free DA)
Some improved FN security (more to come) Thank MiB
No more 0.0 damage reports
Server browser notice of version the server is running
MUCH better CPU optimizations (Especially for Pentium 4 and above)

[Also ported ALL beta materials to the custom content server for faster DL for dated clients.]

Known Issues
- Skeletons that die from Holy Circle or other large blasts of divine energy sometimes keep walking then fade away. (This doesn't seem to affect the monster spawn though, it registers as dead.)
- Skeletons feigning death are impassible. (This is a result of removing the no-clip abilities from the anti-stuck system - they do not stay down nearly as long though).

- AMX Changes -
Added features for map activated changemap and vote systems
Vote now removes itself from client screen after map load
(case they used the standard trans while vote message was still up)
More flexible voting features for those who are interested (contact via PM)
known bug: vote maps triggered by trans end with ")" (still works though)
http://www.thothie.com/ms/msc_amx.zip

- MAP Updates -
Calruin2
- Minor fix where ghoul wall was breakable by non-trigger event
http://www.thothie.com/ms/msc_map_updates1.zip

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

+++++++++++++++++
MOVED TO 2007 TO MAKE RELEASE DATE:
Redo skeleton base to use 500hp buffer (did some bug fixing, but still...)
Anti-cheatmap system
More Model consolidation
Ice gauntlets/lightning gauntlets - overdue, but require model consolidation
Cheatmap system
make bludgeons useful (types) overdue
Flask of Fire
Envemomer
Healer kit potion replacement
Improve FN security yet more
Fix Chain Lightning (overdue)
Helena2/Old_helena (will include easier access forgetfulness pot)
Overall Item limit
+++++++++++++++++

catpissftw.gif
Catpiss color coordination ftw!
 

Crow

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Yay!
2219jl2.jpg
 

Gurluas

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On another note, il be releasing unrest 2 sources soon, im FAR too busy to finish it, however i didt quite some work
 

evilsquirrel

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i thought you all might want to know, winter break is almost here! :D

for those of you who dont follow things around here very much, that means i'll be able to map again ;)

perhaps MiB and i should do a map-fest-a-thon-thing this weekend?
 

The Man In Black

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No, Sam and I may be putting a transmission in my car, plus I dun wanna >_>

Next weekend is most likely out for same reason. We'll see after that. I've got a wisdom teeth removal on the 19th so not for a few days after that either.

But winter break will be good for working on them. Hardcore.

Woot! I got recognition on the update ^_^
 

evilsquirrel

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fine! >: O

maybe i'll have some spare time and randomly work on them anyways...oh, and since i'm far too lazy at the moment to post screenshots...heres some progress meters for you all!


Foutpost:

Done enough for a release, pending a full test and compile...though i may want to redo the caves. i may post a test time or two to make sure i get some people to see that it runs smoothly...

(unfortunately, lots of detail has been sacked to make it run fast D: )

Bloodrose:

F*&%ed up like crazy, massive bug fixing needed (compile errors).
1st boss room: 95%
2nd boss room: 60%
3rd boss room: 0% (partially concepted)
random additions: dunno, but i've added...1...2...3..4.well, at least 4 new little areas! :D
new transitions: ms_snow - done & thornlands - 80%
optimization (yes, some can be done): 0% (last thing i do)
 

PBarnum

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I wonder if we will ever see my armor set in game. I wonder if Orochi is still mad at me :oldcry:
 

The Man In Black

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Thought Thothie said he's not going to be actively working for that, that's one of my main concerns that I'm putting my effort towards.

No promises, though.
 

Thothie

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I can add armor to the existing p_armor models, so it doesn't count against the item limit. So yeah, if you can integrate new armor thusly, I can add it.
 
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