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Thothie

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So can you just restore it to previous? i want to play!!!
I'd need your ID to roll you back for that. You can also try joining a dated server.
 

Basher

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noob question.

Well sorry for being noob, when can i find my steam id?

PS: well i joined dec2006 server and i couldnt load my character but it gets to choose one.
PS2:it didnt change that i just crashed another server (im really sorry for that guys)
 

Thothie

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Join any HL1 game, and type "status" in console. Yer ID will look something like: STEAM_0:0:4528762
 

Basher

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thank you

my steam id is "steam_0:0:9884752" thank you.

edit: Thanks for restoring, too bad that to pretty bad state with almost no items and cash. oh well at leats i can play now. Lilttle bitter but thanks Thott
 

Thothie

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Peeps should be aware that a lot of the crashes on my server are due to faulty memory on my craptastic server. I'll hopefully replace it in a week or two.
 

Thothie

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Major computer upgrades going to put me more or less off-line for awhile.

Sux, I just got Steam working again too (turns out it was a new conflict with Adobe Acrobat Pro - some shared DLL somewhere, we're still trying to figure which). No guarantee it will work on the new system.

Between my Steam outages and this, I'm not getting a whole lot done this month it seems. I'll still release a betapack, but its going to be mostly for Foamy's new maps I suspect.
 

J-M v2.5.5

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A bug report and a question.

The following scripts have issues:
Code:
monsters/anim_warrior_hard_fire
monsters/anim_warrior_hard_thunder
monsters/anim_warrior_hard_frost
All of them spawn a monster named "Npc", which looks like a normal "Animated armor". Each of these "Npc" monsters, however, is stronger than an ordinary "Animated armor" and they all have the ability to set you on fire.
Code:
monsters/anim_warrior_hard_random
The random spawner obviously spawns one of the above three, but it's not very useful, considering the scripts it should spawn are pretty much bugged.

Now for the question: as far as I know, there are three scripts which spawn different monsters, depending on what map you're in:

mscave/Shadahar can spawn "Shadahar" and "Gold Forged Skeleton".
calruin/cavetroll can spawn "Garonhroth the Blacksmith" and "The Dread Knight Sir Geric".
helena/orcwarboss can spawn "Graznux the Warboss" and "Orc Warlord".

I would like to know if there are more scripts that do this in order to make sure the information in my script list is accurate and complete. Thanks in advance!
 

Thothie

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Sounds right... Like I said, never got a chance to test those damned animated armors.

The puter is semi-functional, but I'm going to have to pull something out of my arse to get the other two drives working now...

I'll run the server for tonight, with any luck, see if it helps the lag. I'll be taking it down about noon to do more sugery.

edit: Dunno why my server was reporting dev_g - but seems to be reporting right now...

edit2: Someone find and murder whoever "The Spoon" is and his DEC2006b server. If I get one more request to restore from backup due to loss of bank tickets, I'm going to ban both that IP and Hellz from FN. WTF did he even *find* a copy of DEC2007b!? ><
 

evilsquirrel

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would it be possible to get a 300hp lure? 100 is much too weak, but 500 seems to make the monsters hit the wall forever...300 or 250 would work nicely.

(foutpost walls)

and i wouldn't think this would take very long, as it'd be copy+paste the 500 and change the number to 250 or so...
 

Thothie

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Yeah, can do, no problem. Made the lure adjustable.

The ms_npcscript event "double_health" should work on them too, but they might get a visible name a result.

Wondering if I should make one that takes X# of hits, rather than hp drain - that'd take more doing.
 

The Man In Black

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If you can set up damage to a lure so that they ONLY take 1 damage, you could use that as the counter :)

I'll try to think of some other things, too. Something that would be cool is if you could have it so that the mapper can set EXACT values for hp/counter.
 

evilsquirrel

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lol...make a batch file to make 1000 different script files with lures of health 1-1000 XD

but uh, yeah..other than that silliness, i assume the new lure is "monsters/lure_250hp"?
 

Thothie

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I dunno if you got that code yet, but I'd *really* like to add HP, and Name attributes to the msmonster_xxx entity and pass them to the script.

But there's no way to ensure it only takes 1pt of damage per strike (I'm supposed to be able to adjust incoming damage, but it only works on players via items, evidentally). Rather, all I could do is give it a counter that goes up by 1 per strike by a non-player, and give it neigh infinite hp.

The new lure scripts are (predictably in green):
monsters/lure //default with 1hp
monsters/lure_25hp
monsters/lure_100hp
monsters/lure_150hp
monsters/lure_200hp
monsters/lure_250hp
monsters/lure_300hp

monsters/lure_500hp
monsters/lure_750hp
monsters/lure_1000hp

I'll stick that in the change log.

I'd recommend using the smaller values (150-200).
 

The Man In Black

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I think the CD will be waiting for me when I get back to Lincoln :)
 

Thothie

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Sorry, got carried away sneaking stuff in at the last second... Gathering files and uploading now...

edit: ...and we're done

FEB2007a PUBLIC CHANGELOG:

- Major SC.DLL Changes: -
New Stuffz
• New console commands:
- day = set time to noon
- dusk = set time to sunset
- clearsky = clear all weather effects (from YOUR client only)
-- All weather/time commands have a 30 second delay to help prevent abuse
- show_health [0/1] - causes health/mana to show up in combat console (lower left) - good if your hud is hidden to improve FPS
-- if you ommit the 0/1 it toggles whatever mode it is in
- -health will display whenever you are struck or healed, and mana will display whenever you cast a spell
- -note that it is a console command, not a true cvar, so autoexec wont catch it, but you can bind it (not perfect, but works)
• Minor NPC fixes: Fixed/replaced Tristan quest, NPC menu for barmaid, tweaks to Vadrel
• Summons now on new AI
• Summons have interaction menu with commands (press +use to control individual summons)
• New summon command: stay/guard (causes summon to stay in specific spot)
• Restored Foglund to his distinct MS 1.35 look
• Gave shop keeper aprons due to Orochi's bitching (I think it looks awful though)
• Boosted Flesheater
• Boosted Sir Geric (+new model)
• Levelup FX and global message when you gain experience
• Chain Lightning - Go out Palpatine style, with this nasty spell that is now in the game
• Golden Axe - An undead slayin' axe that does goads of damage! But can ye find it?

New Beasties
• monsters/slime_black_small - black pudding
• monsters/slime_black_large - large black pudding, splits into small puddings
• monsters/slime_black_huge - huge black pudding, splits into large puddings (mean)
- note large and huge slimes and their children are "demon" faction while small slimes are "wildanimal" faction - this is to ease placement (low level areas tend to have more "wildanimal" types)
• monsters/anim_warrior_hard_random - random elemental animated armors, not new, but works now (mean!)
• monsters/slime_ceriux1 - tiny green slime - do not tie to firepershall events, buggy model forces buggy kill meathod - it will not detect
• monsters/fallen_armor_triggered - this variant of the fallen armor doesn't get up until he recieves the ms_npcscript event " enter_combat " (v.mean!)
• monsters/zombie_decayed - a weak zombie - zomg it sounds like brain bread! (even though its some other mod entirely)
• The following "no roam" variants of these monsters exist due to there being no monster spawns in edanasewers and the need to restrict their movement in said map:
- monsters/slime_ceriux1_nr
- monsters/zombie_decayed_nr
- monsters/slime_black_large_nr
• monsters/skeleton_geric - Alias for The Dread Knight Sir Geric, ww3d style. Note: New model, and in some ways (many ways), meaner than his cousin Lord BS.

New Mapper Toys
• More lures (new ones in green)
-monsters/lure //default with 1hp
-monsters/lure_25hp
-monsters/lure_100hp
-monsters/lure_150hp
-monsters/lure_200hp
-monsters/lure_250hp
-monsters/lure_300hp

-monsters/lure_500hp
-monsters/lure_750hp
-monsters/lure_1000hp

BugZ Squashed + Odder stuffz
• Further attempts to cut down on edict errors caused by fire dart/ball spam
• Fixed issue with some monsters going into "perpetual flinch mode" when struck by fireball/poison, etc
• Helena stores now close during raids (still need to get them back into their stalls when raid ends)
• Blizzard changes:
- Made blizzard look "a little more threatening" via ice-shards. Some rebalance.
- Blizzard now scans more like Poison Cloud. (ie. has a % chance of freezing things that walk through it.)
- Also renamed it "ice storm" for no paticular reason (sounds more threatening?)
• Obliterated and rebuilt old AI based on January + new AI mods (all clean again)
- This should fix love-making boars, ice djinn throwing himself, etc - all sorts of crap really
• Studio frame advance errors on temporary entities
• Scattered xbow bolts - EVERYWHERE - and the fletchers are catching up with this "cutting edge" crossbow technology as well!
Boosted the arrows a bit, pending are more permanant solution

- Major MS.DLL Changes: -
• Addded SMID extensions for SSE2 enabled processors
• Further efforts to get the thing to realize it isnt in debug mode

- AMX Changes -
• Attempts to get the vote counter to work right (really need to re-write from scratch)
• Three new vote systems, set cvar as desired:
- ms_votemap_type 0 - the classic system: allows votes for adjacent maps
- ms_votemap_type 1 - retricted voting: allows votes only at transitions
- ms_votemap_type 2 - ultra voting: vote for any map you can name (amx_ultra_vote no longer works - use this instead)
- all modes also allow you to vote for root towns and custom maps (as defined by your custommap cvar)
- all modes prevent voting into gauntlet and boss maps
- Vote system now parses custommaps string so players can read all the map names (up to 1280 characters)
(Even this has its limits, eventually going to have to make it via custom config file instead of cvar)
[font color=red]THIS WILL AUTO-INSTALL WITH THE BETAPACK
- just the vote plugin, not all of AMX - it wont affect your configs. You still need AMX to actually use it.
AMX LINK


- MAP Updates -
• Edanasewers
- Edanasewers, in an effort to increase tourism to aid an aleing economy has hired new staff in their "massive beef up" campaign
- Still about the same level map, so n00b friendly
- see if you can find: 2 electric slimes, 8 sewer slimes, 7 decaying zombies, a flying leech or two, and 1 large black pudding
- Green fog makes for low end-puter friendly graphics (rough having your light on all the time), type clearsky at console to remove
• Minor fixes/tweaks on various other maps

- Installer Changes -
• Installer will now attempt to patch your maps! (It'll ask)
- If you see "bspfile '%s' does not exist" it simply means you do not have the map to patch. I'll clean this up in the next ver.
• Installer will install Microsoft VS2005 runtime for those of you who are having trouble patching
- I had to install XP SP1 on a seperate drive to figure out wtf was the issue, so someone better appreciate that.
- If you've had no trouble patching in the past, simply click on the no option when it asks.
• Installer will also ask if you want to add FN to your configs

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

TO THOSE OF YOU WHO MADE NEW WEAPON MODELS: Just cuz it aint in game, doesn't mean it was rejected. It's been a hard month, these things take time.

Oh, and things I did not manage to do in time:
- Upgrade Shaddarh
- Erkold Wife's Mission
- Lightning Rod (actually couldn't - no player model) You weapon smithing modelers need to submit player models! :(
- Complete client-side weather control (may get before next patch)

PS. Useful script for those with craptastic graphics cards. This makes use of this new patches trick:
Code:
alias toggle_hud_on "show_health 0;ms_hidehud 0;alias toggle_hud toggle_hud_off"
alias toggle_hud_off "show_health 1;ms_hidehud 1;alias toggle_hud toggle_hud_on""
alias toggle_hud toggle_hud_on
bind "x" toggle
That'll turn off your hud, and turn on your health reporting, and visa versa, everytime you press the key "x".
 

DarkWasp

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Ooo sneakin stuff in. This could be good. (Or bad)



I'll be sure to back up all my non FN characters sometime before the release.
 

Hush

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Vive le Thothie! :D
Great work as always - it's just a pity that there is no new map, but who cares? :wink:
 
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