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Dridmar

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New items, yay!

Thanks Thothie
 

Sabre

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YES! Mah armor made it ingame :D
 

PBarnum

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Awesome update...


Please someone take my armor boss and implement him into a map!! that will mean a new armor set (complete the set when you find the helm), sword and shield!.
 

Thothie

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Sent you an e-mail in regards to that... If you have a compiled version of that map, or some other way to grab the textures, it would help. Also would help to have the actual sources of the models, although I suspect they won't suffer much from a texture skew.
 

evilsquirrel

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i'll be trying this...late tomorow, or thursday T_T

(after i make that update post on moddb! of course.. >_> <_< >_> *hopes no one notices last month*)
 

Gurluas

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P|Barnum said:
Awesome update...


Please someone take my armor boss and implement him into a map!! that will mean a new armor set (complete the set when you find the helm), sword and shield!.

They will be in Nashalrath im working on right now...but thothie ignored my pms...i need a test character... bludgeons kills me in 1 hit.

the new animations looks good though...also the new sounds
 

Thothie

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Sent ya test characters before, dunno where you lost them... Anywho...

This VERY minor server-side patch fixes the following issues:
- TDP's crest appearing as GOW's
- Fenrin giving wrong crest when asked for GOW crest
- Morc Chief Chest being empty on MS_SNOW
- Graznux going into 'generic warboss' mode on Orcplace2_beta/Foutpost

While I was at it, I also added the following chat-based summon commands:
- "all vanish" - makes all your summons, everywhere, vanish
- "all follow" - makes all your summons, everywhere, come to you
- "all kill" - makes all your summons, everywhere, attack your target
- "all stay" - makes all your summons guard their positions
- "all defend" - makes all your summons go into defense mode
- "all hunt" - makes all your summons go into hunt mode
This is to get around the limitation that normally a summon will not "hear" commands unless the game can draw a line between you and your summon, and said "line of 360 degree sight" can be broken by monsters you maybe in combat with, or other summons. (I didn't bother with an "all report" command, because if you have no direct line of sight, you won't "hear" the summon report its status anyways.)

I could not duplicate the "running around in circles" bit for either Atholo or Geric - but I upped Atholo's regen rate a bit while I was there. Maybe that'll get him another minute. :/

I've re-updated MAY2007a with this update, and the new orc models.

You do not need to grab the whole package, however, can grab the SC.DLL for your server here (2mb for this, vs 27mb for the whole package):
http://www.thothie.com/msc_dev1/MAY2007a_scdll_fix.rar

That also includes the new orc models, for those who want them.
 

Oedipus

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Gah more regen :[ took me long enouth to do him last night.
Not to mention that I only get 15 gha's from skycastle now, i had to stick to normal ones. Wasnt that he could kill me or anything just that he takes so freeking long to die :E.
I s'pose it would be differnt if i could ever find some ore >< but there you go.

Also is there a way to bind chat messages in local chat, seem to remember you could but cant for the life of me figure out how.
Just end up with box popping up and normal txt said at best.
 

Thothie

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I nerfed Atholo slightly from the original incarnation cuz I thought he was just way too insane hard (and so did Jelly, iirc). Now it seems he's far too weak, so I dunno waddup.

As for the local chat bind, I thought:
bind x "say_text 1 hail"
Or such would do it, but apparently not... Just opens the chat bar.

...anyone else have a way to do this? If not, maybe I can add a new client command to make it possible.
 

The Man In Black

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Last time I checked "say TEXT" works. I don't remember having to do anything different, even with MSC's OMFG F*CK UR LOGIC
 

Shurik3n

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I think "say TEXT" will say it globally.
 

Thothie

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Thanks to Dridje, we have a temporary solution to the chat bug.

Like all other MSC solutions, it is completely half-assed, but hopefully it will lead us to something more permanent. (like a fake client... I'm thinking maybe even via an AMX plugin).

Basically the chat bug occurs when slot#1 leaves.

Solution: Make fake slot#1 client.

Method: use HLTV.exe (located in your HLDS folder)

Just connect HLTV before any other players join, and walla.

HLTV works just like a client, save its console only, so just type "connect [yourserverip]" and yer on.

Tested it out a bit, seems to eliminate chat bug.

In anycase that is what "Fake Player: Anti-Chat Bug" on my server is about.
 

Dridmar

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Thothie said:
Thanks to Dridje, we have a temporary solution to the chat bug.

Like all other MSC solutions, it is completely half-assed, but hopefully it will lead us to something more permanent. (like a fake client... I'm thinking maybe even via an AMX plugin).

Basically the chat bug occurs when slot#1 leaves.

Solution: Make fake slot#1 client.

Method: use HLTV.exe (located in your HLDS folder)

Just connect HLTV before any other players join, and walla.

HLTV works just like a client, save its console only, so just type "connect [yourserverip]" and yer on.

Tested it out a bit, seems to eliminate chat bug.

In anycase that is what "Fake Player: Anti-Chat Bug" on my server is about.

Yes, this is the temp fix and I will be looking for bots and trying to get them to work on my msc server. I'll keep you guys posted if I get one to work. ttyl
 

Thothie

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I got one! :D

Here's a modified AMX plugin that does the job
http://www.thothie.com/msc_dev1/msc_fakeclient.amx

I can't promise that'll be listen-server friendly, but I suppose it shouldn't happen on a listenserver anyways.

Just pop that it into msc/addons/amx/plugins
and add it (via notepad) to: msc/addons/amx/config/plugins.ini

Restart server, and yer good to go.

This is based on an old plugin by Freecode for adding fake clients with random names and frags.

But I feel damned stupid, as after going through the damn code I realized: Vexdum has a bot creation command built in! - So even this simplified version is more complex than need be.

Still, much easier, and much less resource intensive than using the HLTV.
 

Dridmar

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Thothie said:
I got one! :D

Here's a modified AMX plugin that does the job
http://www.thothie.com/msc_dev1/msc_fakeclient.amx

I can't promise that'll be listen-server friendly, but I suppose it shouldn't happen on a listenserver anyways.

Just pop that it into msc/addons/amx/plugins
and add it (via notepad) to: msc/addons/amx/config/plugins.ini

Restart server, and yer good to go.

This is based on an old plugin by Freecode for adding fake clients with random names and frags.

But I feel damned stupid, as after going through the damn code I realized: Vexdum has a bot creation command built in! - So even this simplified version is more complex than need be.

Still, much easier, and much less resource intensive than using the HLTV.

Woot, congratz Thothie!
Don't worry about it being "Listenserver friendly" because listenservers don't need it since the person who hosts one has the #1 slot.

I take it that this is going to be the Permanent solution? Pretty amazing that in one day we found a temp solution then about 45 minutes later we got a perm solution?

If you guys are hosting a 5 person dedicated server (for example.) Only 4 players can actually join now, so remember to make your server be able to hold another player. So if it was 5 person server, change max players to 6 and then 5 players will be able to join again.

I'll wrap this up saying what I already said before. Good job Thothie!
 

Thothie

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Half-assed indeed.

I have absolutely no clue what causes this chat bug, so I fear like many of our half-assed fixes, this one may become permanent. :( Hopefully I can figure a way to at least clean it up.

I think it fuxes with the amx_voting system or transition system though...

I've changed the AMX vote system a bit on the ultra-beta server to compensate... Namely, I've rigged it so:
1) You have to press ENTER on a transition to start a map vote
2) Only ONE player needs to do so, to start a vote

I've made changes to the MS.DLL so HOPEFULLY all the relevant data that keeps the gauntlet maps in line, and such, saves to all characters before they transition, even if they never touched the activating transition. This needs to be tested.

It shouldn't be an issue, as the way the gauntlet map system is set up, if any player with a legal transition comes across, all other joining players are considered legal. Even if non-legal players join first, a legal player joining should "redeem" them. But I'd like to see it tested to be sure.

This involves changes to both the MS.DLL and adminvote plugin, if it works out, I'll stick it in the patch next month.

Oh yeah, while I was at it I found that the PVP_ map detection thing was never implemented, so I stuck that in there too.
 

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I don't know where to add this since I'm not sure if it's a bug, or an idea. My scrolls currently go to my small bag after I use them instead of my spell book. Kind of annoying. Wondering if this is a bug because they used to go into my spellbook, I believe, in the march or february patch?
 

The Man In Black

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Items go into the first container (from the top of your list) that they can. I'm willing to bet that your small sack is higher than your spellbook. If you really want to change it, remove the small sack, drop it, pick it up, re-equip it.
 

Thothie

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Small sack is bugged in some way that prevents me from redefining it's item types, so it holds some thing sit shouldn't, and fails to hold some things it should.

Tis a bug I thought I'd be able to fix when we got the hard code going, but I don't see it fixed anywhere in there now... It may have something to do with the fact that it's a starting item. Seems it makes it undefinable somehow. Crashes every time I try to define what it can hold.

Maybe I could remove it from the starting item list, and have the game "give" it to you automagically the first time you spawn, if it sees you don't have it... May fix it.
 

The Man In Black

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Do you mean the VERY first time they spawn? If you can tell the very first time, you don't need to check if they have the small sack. If you CAN'T tell the first time and are just going for the first time on a map or something, people will get small sacks even if they don't want them =\

What's the error given? If it doesn't give one, have you tried it with your new error-message-making changes?
 
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