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FER

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The only thing i care to see in the new shad 2.0 is an incresed drop rate :p
 

Vomica7

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so i noticed that skeletons only have one life.
whaddup wit dat?
 

Thothie

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Eh, should be plenty of skeletons that get back up (plenty getting back up last time I as on), it's just some do, some don't. Depends on the map/location. Most any skeleton that normally gets back up can be forced to not to do so by suffixing the script with _once (eg. monsters/skeleton_once etc.)

Gurluas said:
what exactly was changed on the bludgeon?

http://www.thothie.com/msc_dev1/kick_bludgeon.avi
 

Thothie

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Someone, somewhere, asked "What does it take to get this thing out of Beta!?" - or words to said effect, so I thought I'd recap with a double post:

The Goals for a non-beta MSC 1.1 release are:

• Stable release
- Atm, this simply means eliminating the No Free Edict errors
• PVP/Clanmatch system, and at least one associated map
• Underkeep/Mining System
• Pet system
• Documentation

Add the following maps
• Helena2/Old_Helena
• Skycastle/Orcplace (remakes)
• Ocean crossing
• Daragoth2
• Hall of Deralia
• Bloodrose

• Enough scripts for the *possibility* of world completion. (ie. place holder scripts for apostle system, quests, the return of Lor Morlgand, etc.)
- This means leaving a lot of dynamic scripts around for mappers to play with.

MSC 1.2 release entails:
• Completion of World Map and Apostle Storyline
- This likely to be done bit by bit, but hope to have enough scripts that it can be done by simply downloading maps without any new DLLs. (or through the introduction of more dynamic map entities and/or custom map script files.)


Seems like this has been going on forever. I've been doing map fixes since the week after it came out (back in January 06)... and I know I've been scripting for this thing for almost a year (it will be a year come May), and coding since... Jeeze, when did I get the first compile? November 06? But at least the goal looks more obtainable now, looking forward, than it does, looking back. (*shiver* Never look back!) ;)
 

Jelly

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You should also make an entity that tells the mapper how many players are playing the map.
 

Thothie

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I can't think of a way to do that... You can't really "read" a number in from a map entity, and respond to it at the mapper level. I could (and have) made *scripts* that respond to the number of players. (Originally, monsters/skeleton_gstone1 only spawned 1 floating boulder per player, to a max of 4 - but I just thought he looked a lot kewler with all four floating above him) ;)

One method a mapper can use though is trigger_counter... The only issue being is that it will be fooled into thinking there are more players when they reconnect and/or pass through the same trigger again.

player_joined fires whenever a new player joins or reconnects. You can tie that to a trigger_counter, or use a brush trigger_multiple. ...multiple trigger_once's may even work, but it won't be able to tell when players leave and adjust accordingly.

If I can get the scripts to read elements from msmonster_xxx, as I hope, I maybe able to make a "req_players" property. Ie. "I only spawn if X# of players are present" - but you'd have to be careful how you used such a thing, as it could mess up trigger_counters and other fireallperish methods. (ie. "when X# of monsters here die, fire event Y" goes down the tubes).

Another nasty thing I've been considering is raising the HP level of some bosses based on the # of players to stop the " under 3 second boss pwnage" we've been getting, but I think I'd have to make a new function to tally their total levels/hp as well, as I'd like the low level guys not to be screwed when they try to gang bang something.
 

Thothie

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EXPERIMENT RUNNING ON BETA SERVER

I've tweaked out the scroll scripts again, this time thoroughly. If yer running on the MAR2007a, as a side effect, your scroll FX for Divination, Summoning, and Lightning will vanish entirely.

However, the scroll should return instantly (and thus, less chance of it being lost). It should still work proper. I've not been able to test in laggy conditions, so I'm depending on a bug report for this, lest I happen to see a full server before then.

Scroll FX will return next month, or on a B patch, should an emergency call for one, but thus far, we don't seem to have any problems this month to make one critical (cross fingers). (Some scroll FX have been snazified a bit, lingering client bits removed, and I changed the way base_scroll work, hence this temporary awkwardness, as new fx are invisible without client side patch.)

Frost bolts should also display proper on the beta server.
 

Vomica7

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i havent encountered any ressurecting skeletons since the release :S

(sfor, mscaves)
 

Thothie

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Vomica7 said:
i havent encountered any ressurecting skeletons since the release :S

(sfor, mscaves)

Dunno, maybe server the server you were on was temporarily on crack, as we had skeletons getting up left and right all through the CotBG maps... Or someone was running around with Rebuke Undead.

PS. The aforementioned "experiment" seems to be a sucssess.
 

Gaz

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Skeles work for me, maybe your just so powerful they die quicker and don't have time to pretend to die?
 

ITS'aME'aMARIO!!!!

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or maybe the skeles dun wanna play with you =P

especially since ur making that "Grand Cross" or magnus crucis spell =P

("Grand Cross" is one of the two giant holy cross aoe spells from Ragnarok =P)
 

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Thothie said:
Someone, somewhere, asked "What does it take to get this thing out of Beta!?" - or words to said effect, so I thought I'd recap with a double post:

The Goals for a non-beta MSC 1.1 release are:

• Stable release
- Atm, this simply means eliminating the No Free Edict errors
• PVP/Clanmatch system, and at least one associated map :oldshock:
• Underkeep/Mining System :?
• Pet system :oldshock: :D
• Documentation

Add the following maps
• Helena2/Old_Helena
• Skycastle/Orcplace (remakes)
• Ocean crossing
• Daragoth2
• Hall of Deralia
• Bloodrose

• Enough scripts for the *possibility* of world completion. (ie. place holder scripts for apostle system, quests, the return of Lor Morlgand, etc.)
- This means leaving a lot of dynamic scripts around for mappers to play with.

MSC 1.2 release entails:
• Completion of World Map and Apostle Storyline
- This likely to be done bit by bit, but hope to have enough scripts that it can be done by simply downloading maps without any new DLLs. (or through the introduction of more dynamic map entities and/or custom map script files.)


Seems like this has been going on forever. I've been doing map fixes since the week after it came out (back in January 06)... and I know I've been scripting for this thing for almost a year (it will be a year come May), and coding since... Jeeze, when did I get the first compile? November 06? But at least the goal looks more obtainable now, looking forward, than it does, looking back. (*shiver* Never look back!) ;)


WOWWOWWOWWOWWOWWOWW


:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:

Underkeep/Mining System What does that mean?

Stables = Horses?
 

Thothie

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Stable = doesn't crash. ;)

There was talk of horses, but not absolutely critical; they'd be more of a fancy map warping device.

For the rest, hit the old poll and click on the item you have questions about, there's a description of each goal on there:
http://www.thothie.com/msc/poll2.html
 

FER

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Don't forget im working on the behemoth :wink: looking good so far, but I don't have any textures for it tough.



When i got in the poll and see the "more weapons" comment it says orochi has gone. Is that true :?:
 

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aaaWHA? Orochi is gone?! We'll never get them sleaved hands now :oldcry: ...

I'd like to help with the documentation...I've nothing better to do.
 

Gaz

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I don't think he has gone, he just likes to vanish off the face of the planet occasionally. He was on MSC today, I spoke with him.

Maybe he's one of the aliens that abducts Thothie, but Thothies not twigged yet ;)
 

Sabre

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Ok, had me scared there for a moment.
 

Thothie

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He comes and goes, which is why I really need to get his model sources from him. 'specially the p_weapons which are likely to change a lot.

Also gets oblivious on me from time to time... Recently left me a message telling me the player model was using the wrong kick animation. Forgetting he never sent me the "right" animation. ;)
 

Thothie

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Changeing the name of the beta server to:
Get CLIENT.DLL @ http://www.thothie.com/ms

Due to masses of players attempting to connect with wrong DLL, and no intuitive error message.
 

Thothie

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APR2007a PUBLIC CHANGELOG:

New Stuffz
• Die Rolling and Coin Flippin'
- Type "flip" in chat or console to flip a coin and announce the result.
- Type "roll xx" in chat or console to roll a die with xx sides and announce the result.
- ( "roll" with no number defaults to a 20 sided die )
- High rollers get first go at chest? :twisted:
• Ye Edana Tutorial Panels are Back!
- Updated for MSC
- Type 'help' in console or chat to turn them on or off. They are off by default.
- They will turn on automatically, if a character with less than 20hp spawns
- Mappers note: On any map, any sprite with the targetname "help_spr" will behave this same way
• Map Descriptions (yet more n00b friendliness)
- For most maps. Include intended levels, and a warning if you are far too weak for the area*
• Rune Blade of Affliction
- The first of the Rune Blade Series offers three levels of alternate attacks, for those with sufficient affliction skill, and resistance to poison
• Bronze Helm
- New, light, mid-level helm
• Helm of Stability
- Offers 70% stun resistance (gotta do something with that gray helm, as Odin pointed out.)
• Magical Fire Wood
- "Don't ask. Don't tell." is the only sound policy here. Sinister squirrels ask for weird stuff...
• Salamander Vest (lesser) - 25% poison resistance, 40 dmg reduct, v. light
• New medium-size spider skin by FER
• New, stunning, models for Greater and Lesser Ice Blades - thank Gaz (also Vomica and Drigien)
- Also additified the texture on the middle ice blade for consistency
- May use Cerix's old giceblade model for the mid-range model in the future
• Player model now has a kick animation, and less 'highwater' pants - thank Orochi

New Beasties
• Nadda, although framework for Ice Reaver Patriarch, Ice Mages, Cold Lady, Crystal Skeletons, Maldora, and Borch Orc Chief are in place

New Mapper Toys
• monsters/skels_normal
- This temporary monster spawns and orders any monsters/skels_sleep and/or monsters/skels_deep_sleep to commit suicide, then removes itself. Use this in case the killtarget method is not being dependable for some reason. Downside is, once you use this, you cannot order skeletons to sleep again (this is likely true of the killtarget method as well, I think I'd have to come up some new central controller method to get around that.)
• other/hp_trigger_300 - when a player with 300 hp walks within 256 units of this entity, it fires the map event " found_300 " and removes itself (good for locking off high level areas)
- note to Foamy: You may want to use this at the ms_snow entrance on Bloodrose until we get our elves
• other/hp_trigger_200 - same thing but only requires 200hp and fire event " found_200 " (other variants can be made easily)
- note to Foamy: You may want to use this at the ruins entrance on Bloodrose until we get our elves
• Bunch of map specific stuff for Foamy.

BugZ Squashed + Odder stuffz
• Fixed issue with XP loss reporting wrong
• Fixed a lot of lingering scripts, which may help some with the 'lag' reported this last month
- also may fix the mysterious non-item related 'overflow' reported on some servers
• Frostbolts now use proper submodel
• Ice Storm should always render
- Provided ms_fxlimit isnt reached
- On a few maps (Foutpost), just the shards appear and no flakes :\
• Lesser stone masons no longer leave their rocks floating around when they die
• Fixed remnant of the 0x0x0 bug applying to helms
• Fixed all sorts of nutty stuff going on with Keledros
- also some revamping
• Scroll FX and return time fixed
• Fixed some stun resistance issues
• Fixed some poison resistance issues
• Fixed issues with purchasing/removing dwarven bolts
• Reduced decorative armor to plate mail weight, renamed "Banded Mail" (10% less protection than platemail)
- Was tempted to go back to ye old "Mongol armor" but figured better not for cultural reasons: namely, a lack of Mongols.
• Fixed helms turning into other things when dropped into the world
- Cleaned up resistance report spam from helms some
• Some minor improvements to the newer AI
• Attempted but unconfirmed fixes (just know they work for me): g.iceblade tickets, skycastle chests
• Restored OpenGL awareness on client.dll (it'll still TRY to go in D3D, but give you a big screen of bitch first)
- Hopefully in the future we can support D3D, which is much faster on some older cards, also more Vista friendly
• Some FN security improvements
• Fixed/adjusted various XP issues (the system is still a bit broke though)
• Some gauntlet map anti-cheat improvements
• Buncha sploitz fixed
• Fixed texture skew on some p_weapon models
- but, also added more to others, cuz I forgotz to ask the Orochi to add the ice blades to p_weapons1 ><
• Reduced some of the annoying client-side debug spam
- Will reduce more in future, rest is disabled by typing 'developer 0' in console
- Some debug spam can be restored by typing 'developer 5' in console
• Trolls vulnerable to bows and e.lightning again (some peeps got this fix early)
• Bows now in proper hands (thank Orochi)
• Max item count reduced to 75 (too many people overflowing in the 60's)
- Also made the warning's wording a little stronger

- AMX Changes -
• Nadda, but a total reconstruction of the votemap system is in progress, and maybe released before next month

- MAP Updates -
• Heras - Undid 'blindness' generated to all players via env_fade when teleporter used.
• Skycastle - Yet another attempt to make chests spawn more dependably
• ms_snow- Bloodrose transition active

- Installer Changes -
• Installer shows [FN] rules upon completion (so no one pleades ignorance)

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

Bumped to next month:
- game_text bug (going to be a major project)
- Entity-in-Sphere script awareness
- Yet "more better" PVP awareness
- Crow's skycastle2 scripts (got bumped by Bloodrose)
- Mining System (didn't look as though Vomica was going to be done anytime soon)
- Script side FN awareness
- Single Player Mode (adjust for single player + not on central server)
- Implement new flight/swim AI
- Helena NPC post invasion award (complicated, and likely made pointless by Helena2)
- Chain Lighting Aesthetics (bumped for second month in a row)
- Shadahar revamp (bumped for third month in a row)
- Giant Bat re-write (almost a year of being bumped now)
- April Fools Changelog ^_^ (barely managed to resist doing that to ya guys)

* Known bug: sometimes you'll get the 'low level' warning from the map description even though your character meets the HP requisite. This is due to a minor bug where it checks your current HP, instead of your max. Was so minor I didn't feel it was worth it to re-upload the package, but fixed on the next.
 

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bananahuge.gif
 

evilsquirrel

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now to go fix up bloodrose with them scripts....ah the scripty goodness...

then its just one or two more beta tests and a release :D
 

Gaz

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What about the uber straw hat? Did that get in?

GJ on the update :D
 
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