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The Man In Black

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Likely catchspeech-s are conflicting? That or there's a limit to catchspeech that we dun know of =\
 

Thothie

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That... COULD be, I'd have to trace his speech and see what he's saying, but they aren't 'doubling up' or anything, like more than one event got tripped at the same time. It's almost like they are vaguely related, but it's jarring the way he jumps from subject to subject. He'll go like: Unbalance->Undead->Lor Mor->The Lordeldians->The Fallen->Apostles->Orcs. Like "someone" decided he had to go into every detail of every related subject in a single go... And I'll be like. :|
 

The Man In Black

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Almost sounds like a messed up bracket is allowing him to continue into the other speeches, but I dunno. Catchspeech doesn't trigger from his own speech, does it?
 

PBarnum

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Hah! Recursive algorithm?
 

PBarnum

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And if it called itself sending in a new value?
 

The Man In Black

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Then it would be recursive... But that's not what would be happening >_>
 

PBarnum

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I knew I was wrong anyway, I have no idea how MSC++ works.
 

Sabre

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Oic that someone was talking bout the armor model I threw together thar. Let me dig that up.
 

Thothie

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Meh, six laptops came in today I gotta gear up, so that suspends MSC work yet further. Wednesday-Thursday likely taken up being abroad, and Friday finishing the laptops, if I don't get them done tonight. New MSC release is about 40%, but at this rate, I'll be lucky to have anything ready in time for Santa to deliver.
 

Thothie

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By the gods and all that is l337 I hope not, but I am still missing from code I need from you. (I've still got the old attackprop/$get_attackprop code here.)
 

FER

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And even if you manage to finish the patch while still in december, you would have to bump new year's patch to february
 

Thothie

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Nah, I'd just quick-patch up whatever was wrong with DEC2007a in JAN2008a.

The new titles are one of the things I'm setting aside for expediency of release too. Might toss those into JAN2008a - or at least the first few of them.
 

Thothie

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DEC2007a to be released whenever Daragoth finishes re-compiling and tests alright (compiled the wrong map last night, g*ddamnit!)

I gotta be everywhere on the planet over the next few days, so I'll likely be cramming that in a morning patch some how. Everything else in regards to the patch seems to be working fine, and has a fair amount of testing (albiet, not all of it passing with flying colors, but functional.)

There will be no forced-update this month. Your FN connections will work with either OCT2007a or DEC2007a, as I figure most server hosts are going to be away from their servers for the next few days and likely not notice the patch. A copy of ye old client will also be in the betapackage (which, although I've not packed it yet, promises to be HUG3.)
 

Thothie

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DEC2007a BETA PUBLIC CHANGELOG:

New Maps
• Helena
- Helena has been recompiled and re-optimized. It now contains two seperate cave mini-dungeons. May expand further, if the edicts play nice.
• Old Helena (30+)
- Find the wizard to send you back in time to this classic MS 1.35 map with some new MSC twists.
- Old Helena can ONLY be reached via the wizard in Helena
• Gertenheld_Cape by Dridje
- This low-level multi-quest lighthouse map can be reached from Deralia
(LostCaverns by Jon should be available soon, but I do not have the final version)

New Stuffs
• Light Crystals
- This quest item can be broken in an emergency. It will blind all nearby players, but also nearby monsters.
• Heavy Crossbow
- AKA. "Old Iron Sights" - load up steel or dwarven bolts and send em into oblivion, or setup with some blesseds and lay down the wrath of the divine
• Healing Circle
- A stationary magic circle that heals you and your allies so long as you remain within it
• Ice Dagger (Thank MiB & Sabre)
- A Dagger... of Ice. (aka. Litch Tongue) - Freezing burst on secondary charge attack
• Northmaul
- This mighty hammer of ice can be swiveled and thus the backside used to switch from elemental ice damage to vicious piercing damage
- This can be handy when dealing with sets of elemental gay rainbow armor and other mixed elemental sets where some may resist cold and others maybe vulnerable to it
- In addition the Northmaul can summon blizzards and waves of ice via the third and forth stage charges
• Potion of Stability
- Three minutes of immunity to both push and stun
- Give Thothie a heads up if ye find a monster that can push you under the influence of this potion
• Sembelbin now offers name changing services (thank MiB)
- Fees start at 100gp and increase exponentially with each use of the service (to prevent abuse).

New Monsters
• monsters/wolf_ice (untested) - Winter wolf
- Winter wolf minions (30+) with freezing howl and breath attacks
• monsters/wolf_ice_alpha (untested) - Winter Alpha Wolf
- Ice wolf boss (40+)
- Summons uber blizzard (800 radius) at monster location or at the location of other/summon_point1 - if the script is present
• monsters/zombie_zygol - Zygoli, The All Seeing (level 25+ boss)
- This giant zombie is invulnerable so long as at least four of the eyes he summons are present
- Zygoli summons these at a 64 unit radius from himself on spawn, each is 32x32, the zombie itself is about 200 units high, so this boss needs a lot of room to operate.
- Zygoli is weakened as each of these eyes is destroyed, becoming increasingly vulnerable to attack, but the zombie grows a new eye every two minutes
- The Eyes of Zygoli themselves have stunning lightning attacks and use hit and run tactics coupled with partial invisibility
- Zygoli also has a necro-energy beam that slowly drags you towards him
• monsters/orc_cata_winder - Orc Catapult Winder - this big guy winds up catapults
- First entry in "params" becomes the prefix for his events (see New Mapper Toys), this allows multiple catapults to be manned by multiple winders
- Fires <params>_fire every 7 seconds, unless interrupted.
- Fires <params>_wind 1 second later, and again, 3 seconds later, to toggle the catapult winding wheel
- Fires <params>_died on death
- Kicks players away from time to time, but otherwise concentrates on his job
• monsters/doom_plant1 - Doom Plant
- A placable version of the doom plant used by the Bear God of the Forbidden Forest
- Slowly grows to a new stage every 30 seconds. Has three stages: shrub, bush, and tree, each with increasing health and variety of attacks.

New Mapper Toys
• new msmonster_XXX property: params ("Additional Paramaters")
- Allows customizability of monster though params seperated by semi-colons
- for instance: "race_human;make_invulnerable;glow_white;make_jumper" would set an orc to spawn as human faction, invulnerable, white glowshell, and jump at high targets.
- Params also have uses for setting special options on some certain scripts
- Available Params Include:
Code:
>Race Options (converts monster faction):
beloved_race - ally to all
hated_race - hated by all
demon_race - plays well with orcs and undead
evil_race - similar
good_race - player friendly
hguard_race - player nuteral, but agro if attacked
human_race
orc_race - does not play nice with undead or wild animals
rogue_race - attacks everything but its own
spider_race
undead_race - not fond of the living, but tends to ignore vermin and spiders
vermin_race
wildanimal_race

>Glowshell/Render
glow_red
glow_green
glow_blue
glow_yellow
glow_purple
glow_custom - glow_custom the next param MUST be the custom color, formatted: (RRR,GGG,BBB)
make_ghost - causes an additive render - it may cause the monster to flicker out temporarily when struck by glowshell effects

>Strength, Armor variants
make_invulnerable - Prefixes name with "Invincible", gives white glow-shell
add_10_health 
add_100_health
add_500_health
add_1000_health
double_health - Prefixes name with "Strong"
quad_health - Prefixes name with "Very Strong"
fifty_armor - sets armor at 50%
eighty_armor - sets armor at 80%

>Behavior
go_roam - Makes a normally stationary NPC roam
no_roam - Wont wander until enemy heard or spotted
critical_npc - Initiate siege system and set this as a critical NPC to defend (see Siege map system, below)

>Enhance (more pending)
demon_blood
speed_x2
speed_x3
speed_x4

>Immunities
lightning_immune
fire_immune
poison_immune
cold_immune

> There are also several monster-specific params I don't have time to go into just now. >_>

• other/web
- add the property "scriptname" with the value "other/web" to any func_wall_toggle entity with a targetname
- it will "web" any player that touches it, vanshing, and slowing them to a crawl for 10 seconds
- it will also make a sticky noise and give them the hud message "You have been webbed!"
- If someone wants a variant of this that also stops the player from attacking feel free to request
• Killtarget->msarea_monsterspawn bugs fixed
- You may now safely use trigger_relay->killtarget to remove an msarea_monsterspawn
- All the monsters tied to the spawn will fade away with it
• Siege map system (as used in old_helena)
- Giving (most) any NPC the param flag "critical_npc" activates the siege system, each NPC with this flag is critical
- (Some of the more primitive NPC's do not use the main NPC AI and thus cannot be used with this system, but most any with a store can be used.)
- When these AI's are struck or die, players will be notified. If they die from friendly fire, the offending player's name will be given.
- When siege mode is active, 1 in 3 non-human monsters ignore players in favor of NPC's, and will select a random critical NPC to hunt down.
• console command: fakehp <#>
- If not on FN, you can use this command to simulate #hp worth of players in the server to test your reqhp monster spawns

Map fixes
• The Keep
- Further efforts to ensure doors do not cause problems
• Calruin2
- Script based trigger system to replace the suddenly buggy multisource that's stopping the volcano
• Daragoth (recompile)
- Buggy ladders, buggy giant bats, buggy textures, hopefully all fixed
• Ara by J (recompile)
- Various efforts to further intensify and stabalize the Ara campaign

BugZ Squashed + Odder stuffz
• Fixed effects (eg. Poison, etc.) sticking on players post mortem (Thank MiB)
- This, however, includes beneficial effects, such as ice shield, protection, regeneration,etc.
- The cost of the affected potions have been reduced and the items made more plentiful
• Fixed some screwiness on the character selection screen (Thank MiB)
• Framework for new parry system
• Framework for new title system (Thank MiB)
• Function for changing names (Thank MiB)
• Function for altering weapon attacks (Thank MiB)
• Function for triggering weapon animations from the server side (Thank MiB)
• Ice Shield Reworked (untied from weapon reg)
- No more buggy casting
- No more "the mana returns" weirdness - it just never takes it to begin with
• XP Bug Fixes!!! ZOMG! (Thank MiB!)
- XP no longer fubars against resistance nor vulnerabilities
- XP now passes proper for most dodamage (ie. applyeffect damage, aka. DOT)
- Pretty much the only thing left to fix XP on is skeles that get back up repeatedly
• Boosted Orion bow into the anti-siege weapon it was meant to be
- Also manaballs no longer "burst" on collision with NPCs, and of course, XP passes proper
- Bugger still jams up during firing sometimes though, trick seems to be not to spam it too fast
• Crossbolts are now hitscan weapons
- Dwarven Crossbolts now also have AOE damage - but are less accurate than the others
- Crossbows now have their own limitless generic bolt
- Bugger has exposed some issues with civilian, guard, and bandit hitboxes, but otherwise seems to work well
• Fixed Crest of the Mushroom Kingdom crashing when placed in container (name was too long)
• Some higher-definition civlian models (Thank Orochi and Little-G)
• Temporarily nerfed the Pheonix Armor until we get the new parry system in (quit yer bitching!)
- I've increased the XP value of several bosses, and this makes it far too exploitable
- It currently returns MP instead of health, in addition to total immunity to fire
• Fixed Horfrost Blade and Kaz fire knife projectile attacks
• Knife special attack now increases attack speed as well (as I *think* was originally intended)
- It's also been reduced to once every 40 seconds to avoid abuse through "chaining"
• After two years, the "WOrth" bug has finally been fixed! (Thank MiB)
- Wish I thought of looking in titles.txt :|

• And the usual 10,000 bug fixes I'm not bothering to mention

Known issues: (lots)
- Daragoth has several sploitie bits that need fixing. Not worth another compile atm.
- If there's anything 'strange' going on in the cities, or with civilians in general, be aware that all will be back to normal after the 26th

Booted to next year:
- Barnum's Helm (requires adding new outgoing damage adjustment system)
- Bludgeon Bludgeon
- Spell removal system implementation
- Title system implementation
- Parry system implementation
- FULL INSTALL

Ye download: http://www.thothie.com/ms

Fugging 80MB

This should be the last big betapack. I'm not putting out another one of these without a full install.


PS.
You may now download the executable directly from the website, and skip the unzipping step: http://www.msremake.com/fn/msc_beta_package.exe
(or rather, you will be able to, 10 minutes after this edit.)
 

J-M v2.5.5

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Love and Merry Christmas!
love-heart.jpg


So I just finished reading the changelog and you outdid yourself again, which must be getting increasingly harder to do, since you keep jamming awesome stuff in the betapack. Those new mapper toys (such as set monster immunities and increase health) are awesome O___O
 

FER

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Ara drops FPS more than before, and helena, even tough it looks amazing, turns my game into slideshow mode
 

Tentadrilus

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Epic win.

Finally, I can look at the shop interface without cringing every time I see that horrid spelling mistake...
 
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