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HumanSteak

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I don't understand why Blizzard (SC8) does nice damage, and Lightning Storm (SC10) does real crap damage... :?
 

evilsquirrel

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its "because lightning storm distorts players view"

whcih is crap, because if you ever loot anybody ingame everyone on the forums will be all "OMFG HE LEWTAD, BANZ0R HIM FROM AL SERVURZ AND DELETEZOR HIS CHARACTERZZZ"
 

HumanSteak

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Seriously, who cares about the drunk like effect when monsters can't be? It just sucks against monsters. And besides, even in PvP a mage would be better with blizzard for higher damage and the slowing effect.
And are you defending the gay looters?
 

Tao

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Damn, Keledros didn't awake 3 times in a row now... :roll:
And it seems that he doesn't drop lightning storm anymore, didn't see it dropped for months now.
 

ITS'aME'aMARIO!!!!

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Tao said:
Haha, I dreamt there was an update today :D

-monsters can see through walls and doors
-keledros' firewall does no damage and the lightning does way too much dmg
-the archers in keledrosruins are always falling down when they are wandering alone
-sometimes keledros doesn't awake, he just stays there and does nothing


and suggestion:

(1)The elemental resistance makes some weapons totally useless against specific mobs.
It should be like this: A weapon doesn't only consist of fire or ice, there is steel and the elemental is just a side effect to make the attacks stronger.
So you should be able to hit anything with every weapon, the elemental damage is just not apparent against immune mobs.
(2)That's in every RPG like this.
(3)There are so many weapons we can't use in maps but the weight limit forbids us to hold all the weapons.

1. well some weapons deal increased/double damage on some monsters

2. just shut up.

3. you're not strong enough to carry everything, not many players are.
 

Tao

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Well, that was a suggestion, asshole.
Who are you to tell me to shut up?Next time you should bring some arguments before you start insulting other people without any reasons.
What I wanted to say is that the mod is evolving, new elemental weapons and monsters will be made and this makes many good weapons totally useless against certain enemies.
There is a counter-measure like the bank system but you will have to go there all the time when travelling to different maps.
 

Iselore

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Honestly, since you say you can't use so many weapons, then drop them! Unless your a collector or course...most rpgs mostly use one weapon for their character anyway.
 

TONY JAA

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ITS'aME'aMARIO!!!! said:
Tao said:
Haha, I dreamt there was an update today :D

-monsters can see through walls and doors
-keledros' firewall does no damage and the lightning does way too much dmg
-the archers in keledrosruins are always falling down when they are wandering alone
-sometimes keledros doesn't awake, he just stays there and does nothing


and suggestion:

(1)The elemental resistance makes some weapons totally useless against specific mobs.
It should be like this: A weapon doesn't only consist of fire or ice, there is steel and the elemental is just a side effect to make the attacks stronger.
So you should be able to hit anything with every weapon, the elemental damage is just not apparent against immune mobs.
(2)That's in every RPG like this.
(3)There are so many weapons we can't use in maps but the weight limit forbids us to hold all the weapons.

1. well some weapons deal increased/double damage on some monsters

2. just shut up.

3. you're not strong enough to carry everything, not many players are.

Mario Think before you post.
 

PBarnum

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A suggestion for the model consolidation.

I think that the packs are just dead weight and we can nerf all pack and shealth models. Would save some room.
 

Tao

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Iselore said:
Honestly, since you say you can't use so many weapons, then drop them! Unless your a collector or course...most rpgs mostly use one weapon for their character anyway.

And that's exactly what I said, they use one weapon.
But you can't use one weapon against all enemies, and are forced to collect different ones.
Would you drop your granite maul, for which you fought very hard to earn it?
 

Thothie

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And it seems that he doesn't drop lightning storm anymore, didn't see it dropped for months now.

He still drops two varieties of lightning storm. (Damn, spoiler)

There's a bug where Keledros's firewall is not doing damage... Think I fixed it a few days ago, but need to test it. Normally it's pretty devastating, as it's easy to dodge.

Lightning storm should be doing a fair amount of damage, should actually do more than Blizzard, since it doesn't have the slow down effect, but I'll have to look into it.

I maybe changing the way it works entirely by having you hold a button down, and direct it. Maybe doing something similar with firewall and volcano (hold down to sustain, rather than move).

I take back what I said about Summoned Undead being immune to poison cloud, but they should be in the next version. They are immune to poison damage, but they didn't have the element flag that prevented poison cloud from doing direct damage.

I think that the packs are just dead weight and we can nerf all pack and shealth models. Would save some room.

I've already removed all the pack/sheath view models and world models (ie. when you drop them, they do the standard UPS package bit). Some of the pack/sheath wear models are kinda nice (like the back-sword sheath), and that quiver gives you the robinhood effect... Tis true they do not play nice with crests or armor still. It'd be nice if someone could mod them to do that.

*Hopefully* we'll have all the wear models integrated the new armor model. I've been so busy this Christmas it's been insane though. I've got five systems to build, in addition to all the parties I'm supposed to attend. I've no clue how I'm going to have a solid MSC compile by new years.

As for elemental weapons, well, that's how elemental weapons work, silly. You can do a less amount of damage to everything, or you can do a massive amount of damage to some mons but not others. But unless you are insanely strong (like J-M) you more or less have to choose.

Although it is true, while the Dark Maul is very heavy, the Calrian Mace and Granite Mace are not so much so. Most swords are light, and the small arms are just about weightless - so if you were willing to forgoe your axe training for a bit (and gold armor), it's quite easy to carry both.

Bank should make that even more feasible.
 

Tao

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And I noticed that my strength goes up, but I can't wear more.
The weight keeps being the same.
 

Thothie

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There's an odd ramp in there somewhere - I've not managed to dive into the code and figure out exactally what it is yet. Just know there's large stretches where the weight allowance doesn't change, but it eventually does.
 

Thothie

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Ya know, this bit with Keledros not activating...

I've fixed it, but I had to fix it by making him dependant on hearing, rather than sight... There's something up with the $cansee code, making him essentially blind, at least before he gets rolling.

This is very bad, as lots of monsters are dependant on the $cansee(enemy) function. I notice, for instance, spitting spiders spit once in a blue moon now. It's almost like the $cansee() function only goes off 1 in 10 cycles, or some such.

It's almost certainly something with the MS.DLL. But I've not altered the $cansee() code, and am thus, most worried about the feasibility of fixing it - 'specially since, I don't intend to be home much the next two or three days.
 

The Man In Black

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Is it possible that the file sent to you containing $cansee wasn't the updated version, so when you recompiled the whole code it would have a non-working version?
 

Thothie

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Quite.

I had to assemble the code from a combination of that supplied to me by the developers and of the "leak" from Little G. The bits of the code for $cansee are from the developer archive, but it's also possible that it is incomplete. I can try assembling it with Little G's leaked version of the .cpp and see what happens.
 

Thothie

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Once again, a day early due to the fact I don't intend to be around for the next few days:

Public Changelog JAN2007a:
- Major SC.DLL Changes: -
New Stuffz
Anti-cheat map system to filter maps and prevent unauth alteration of current maps
Integrated the rest of Orochi's Model Pack
Gave Kale and the old maid a make-over
Stun resistance reports when struck (roll%/resistance%)
You may now click +use on any npc that uses base_chat (ie. most of them) to bring up the NPC interaction menu (some quests still need work though)
Keyhole menus activate with +use (still got those buggy hitboxes, but this helps some)
Volcano Blade - A firey wicked blade (viewmodel is buggy - spec attack needs work)
Flame Lick - A dagger forged from the tounge of an efreeti (viewmodel is buggy)
Urdulian Shield - A massive shield forged from the gates of a fallen Temple of Urdual
New scarey voices for the ice queen
New bank armor/weapon storage system
Bank Limitations:
- Items/Tickets must be in your hands to be stored/redeemed (banker will remind you of this)
- If you have two of a storable item, you'll need to drop one to store it (even if it's not in your hands)
- If you have two of the same ticket type, you'll need to drop one to redeem it (even if it's not in your hands)
- Due to naming conventions, tickets will go into the same type of container/sheath of the type of item replaced
- Bank requires map updates to function
- Usage of Bank with old client may result in the total distruction of the known universe (not tested)
(Potion and Arrow storage are pending, but the framework is there)

New Beasties
monsters/anim_warrior_hard_fire - meaner, infernal animated armor
monsters/anim_warrior_hard_thunder - mean animated armor with lightning effects
monsters/anim_warrior_hard_frost - mean animated armor with frost effects
monsters/anim_warrior_hard_random - one of the above three selected at random
monsters/fallen_armor - new mega-boss "Armor of The Fallen"

New Mapper Toys
ms_npcscript event "make_hopper" - turns any melee orc into a jumping type
"XYZ" - console command returns your current XYZ coordinates

BugZ Squashed + Odder stuffz
Improved hip-hop orcs hip-hopping and their cpu usage during said, added animations, and staggered to avoid syncing
...and then disabled hip-hop orcs by popular demand ;)
Ice shield and rejuvenate *should* work on players, even if they are "known murderers"
Helm stun resistance now registers without having to remove/reapply
Fixed issue with keledros not greeting visitors
Dwarven Zombies now ignore stupid monsterclips in gatecity caves (XP value raised a bit accordingly)
Various navigation improvements to both new and old AI's (new AI should be more aggressive now)
Fixes for short monsters unable to hit people standing on their heads
Beware Experimental step size and slope size changes may cause issues
- at the very least, small monsters will climb over one another to pile on you (intended)
- at worst, some monsters may bypass monsterclips intended to pen them (please report as occurs)
Armor display fix (beta'ish - has some bugs of its own to work out)
- Known Issue: Old Armor view bug shows up on character selection display
- Known Issue: Character's bodies will be invisible first time you select!
- Known Issue: Body will show through armor for a few seconds after spawn
- Known Issue: Glow shells not appearing on players
Fixed Sumdale<->Urduaf quest interaction (still works best through menu)
Fixed cave bats (firebats may need fixin' too, I've not checked yet...)
Improved Horror flight AI a tad (still sux arse)
Fixed issues with spitting spiders not acquiring targets

- Major MS.DLL Changes: -
Damage types can now be declared in dodamage lines, allowing for more dynamic damage resistance/vulnerabilities
Improved parry system
Parry no longer responds to: poison, fire, lightning (except direct attack), freeze damage, 0 damage attacks, or target acquisitions
Shields, ditto (except deflect, which we'll work on later)
Parry success reports (parry_roll / attacker_roll) - helps gauge shield effectiveness
New remote removeitem function for new banking system
XP penalty is selected from a random skill

- AMX Changes - ( AMX Linky )
Fixed minor display bug in vote system

- MAP Updates - ( Map Updates Linky )
Added Galat's storage to Edana (It won't work inside that room, so he has to stand outside)
Added Galat's storage to Deralia
Added Galat's storage to Gatecity
Added Galat's storage to Helena
Made Helena raids a bit more interesting

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


I also tossed the msc_map updates archive into the betapackage, so those of you who have it working proper can save yourself one download.

For those of you having issues with the map updates package, due to administrative permissions or whatever the eff is going on with that, I've not had the chance to experiment with an older HLCSG/Ripent yet. I'll try to get map updates for those two peeps in the next few days.

As for the rest of you, grab it all at the usual place: http://www.thothie.com/ms

* Minor distro fix involved fixing of map update installer for Edana
 

Gurluas

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wait a minute?
theres actually a source code in my leak?
 

Thothie

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Apparently...

Other bugs yer gonna run into:

New players without armor will be invisible until they buy and apply armor (any type) - afterwards they are visible for good, even if they remove it...

This SHOULDN'T BE THE CASE. I dunno why it is, and it pisses me the hell off.... Hopefully I'll have it fixed next month.

Also, if you remove and re-equip your armor, your armor will display to other players as with the old bug (ie. body showing through). Other than that and the previously mentioned stuff, the armor fix seems to be working though.

I think, over the next month, after that, my highest priority is going to be old_helena (ie. I'll be taking a break from coding to map - as we really need an easier accesses Pot of Forget as I promised before, and new maps.)

In case ya missed it, the changelog and links to patch are on the Previous Page so umm... Happy mew year! =^.^=
 

Belmont

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I love your patch, but you keep leaving bows dead, I don't like the current X-Bow, too slow, maybe could we get a new type of bow and cheaper and lighter arrows too? (800 for 30 holy arrows T_T") (Most arrows weight too much, poor people who love bows) Maybe instead of new bow, just make the elven do more damage than the wooden long.
 

Sabre

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Nice work...But I think the Raven Mace is bugged; I equip it, and I cannot move at all...Anyone else have this issue?
 

The Man In Black

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That's because the server you were on hadn't updated yet. That's why I wanted to know if either of you owned it. Just go to a normal server and it works fine.
 
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