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The Man In Black

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They SHOULD at least... Thothie wouldn't have gotten around to testing until after a got to bed, so who knows if he was still sane enough to manage a good test :p

In theory, though, it all works. Assuminng I didn't screw up dodamage (which is entirely possible... That bit of code is BEASTLY.)

Edit: /me notices inbox




*grumble*
 

J-M v2.5.5

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Thothie said:
Unimaginable horror.

Just having full XP for all DOT is going to make a huge difference.
The difference is: leveling magic would actually be worth your time and it would be fun, right?
That would be pretty horrible :mrgreen:
 

The Man In Black

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You would be levelling a LOT quicker in some schools, and that's likely a bad thing. Unexpected level jumps == everyone being gods at magic...
 

CrazyMonkeyDude

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So... Ice and affliction, basically? Well, now lightning, since you can't hold attack or your mana drains horribly fast.
 

The Man In Black

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Any DOT trains the right stat - even if you have a new weapon out. Well, I say any, but that assumes Thothie gave the property to them (not criticizing, Thoth, just saying you're a busy man today ;-))
 

FER

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I remember when he added an extra letter in code of the bandit boss to give xp
 

Thraxis

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Ye could always open up your hamachi server Jon and run through the new stuff a few times to quench of bit of that thirst :p
 

Thothie

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FER said:
What would be the biggest change in this patch?

Hmm...

scratchpad said:
MSC++: (p:low,d:mod) scriptcommand 'removeffect <target> <name>' - Remove applyeffect by reg.effect.name
MSC++: (p:mod,d:eas) Code side limit of server-side effects generated by scripts (count and make note of duration whenever 'effect' command is used)
MSC++: (p:mod,d:eas) Code side limit to clientevent's generated by scripts (already had this, but done hacky, make server var and global rule)
MSC++: (p:mod,d:mod) Optimized glow shell code - static glow shells don't need to think until its time to be removed
MSC++: (p:hig,d:mod) See if sprite code can be optimized - do they think too often? are they purely client side?

ice shield changes:
-(remove weapon reg dependancy to fix 'I dun wanna' bug) (test on ded)
/(see if can rig to reset timer on effect)
=effects/generic_damage - needs a pass skill param

fixing XP with DOT:
in /items /player and /monsters/summon
=test circle of ice on frostblade
=update all uses of generic_damage (test demon blood)
update all uses of send_damage
update all uses of effect_damage
update all uses of createnpc (-/items)
update all uses of applyeffect (-/items)
Issue: lures maybe messed up by new applyeffect damage (cant resist player damage)

doom plant scripts
-search for proj_spawner in scripts
bug:skeletons not being turned by rebuke
test:golden axe vs. undead secondary atk (now that it does holy damage)
-test:eek:rion bow XP
-test: make sure skill passing to monsters does not crash (test with greater elemental snowball)
-test: lightning mace beam reg.attack.noautoaim (also thunderaxe throw)
recompile daragoth (rename {texts, tweak ladders, -remove second giant bat)
recompile wicardoven (switch torches for light crystals)
recompile calruin2 (" " , try to reduce sprite count in general, test triggers)
recompile lostcastle (fix chair bits, check chest spawn, restructure orc_place entrance)
recompile chapel (fix sploitz)
recompile sfor (fix spider door, fix timidus sploit, fix waterfall, add transition, add portal to undamael area [disabled])
=healing circle (large, stationary)
-MSC++: Fake hp read var for testing hpreq, off FN only (global var for optimal access)
Fix all {textures in all wad files
retest Keledros
reward system for lighthouse keeper (ice_shield_lesser)
-fix glow not being re-applicable after death
additional parms (glow, ghost, model, etc.)
lostcaverns: populate chests, retest Zygoli

Helena2:
serrold not responding sometimes
make serrolds mouth move longer in intro speech
fire shamans should never ignore players on helena (turret or otehrwise)
setup NPC survival scripts
make overhang breakable on third catapault volly
test multisource break triggers with bandit raid
setup orc raid trigger proper
populate chests

old_Helena:
<block of sploilerz>
re-test sp counters, and window breaker
update inventories with useful resupply
set guantlet

blooddrinker(?), blugdgeon bludgeon, ice maul, ice poke
(check with crow - don't do blooddrinker if he's not to maldora yet)
(if he is, you also need to re-opt maldora and make sorc_chief2 script)
Test winterwolves
Test arrow prices
-MSC++:base arrow for crossbow
-MSC++:kick script command (use for cheaters so cheat attempts dont kill server)
- try to switch crossbow to hitscan (maybe have projectile run a $get_traceline?)
- rename scrolls uniformally
test calruin2 reward (checked script, dont see any issues)
=fix k_nife and frost sword projectiles, test dedicated
\gfx\vgui\fonts for all res on full installer
make new test characters and repopulate lazy_sob
do we have a working trans for demontemple?
lightning storm not registering as lightning damage? (check takedmg filter in MSC++)
=hugger dagger rebalance (speed is wrong)
Error (SERVER): CMSMonster::Script_ExecuteCmd() --> Script: helena/weapstore, addstoreitem: non-existant item sheath_holster_snakeskin
move update_parry message to console, if not implemented

if time:
setup title system and implement if you can get at least 10 basic titles going in time

hpreq_related_mapedits said:
>ww1
ogre backup for trolls on WW1 @ 2000hp (second at 3000hp)
modified 'Rabid Monsterous Boar' @ 2000hp
>ww2b
stone skeletons in WW2d @ 2000hp (greater stone at exit @ 3000hp + extra treasure)
>ww3d
stone guardians for BS on ww3d
bludgeon at maze exit @ 2000hp, second, demon bludgeon @ 3000hp + extra chest
highlands_msc
ogre on cliffs @ 2000hp & 3000hp
>lostcastle_msc
poisonous randoms @ 2000hp
random anim archer hards @ 2000hp
lightning skele at exit @ 2000hp
>sfor
dragonfly queen @ 1000hp
>keledrosruins
anim archer hards @ 1500hp
anim warrior hards (fire) @ 2000hp
>mscave
brawlers @ 2000hp at each treasure room
>goblin town
goblin shamans? (new weak monster, poison orient) @ 1500hp
>ms_snow
@ 2500hp, winter wolfs (new monster)
@ 3000hp, Moragor Ogre in orc camp
>gatecity
goblin shamans @ 2000hp
make guard there ignore monsterclips
find out why he wont atk players
>Heras
@ 3000hp
Maldora Warriors (rename)
Moragor orcs
Ice troll lobber
Some renamed spiders (tripple damage/hp spitters/giants)
Mucho extra treasure
>Sewers
@ 2000hp
giant black pudding x2
giant zombie
giant bat
extra treasure
>Mines
@ 2000hp
Cursed snakes
Cursed Scropians (rename, boost)
Extra treasure near mace

Changelog_WIP said:
DEC2007a ALPHA 14 CHANGELOG: (Partial)

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.

New Stuffs
• Light Crystals
- This quest item can be broken in an emergency. It will blind all nearby players, but also nearby monsters.

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 three 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


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
- <<complete list of options pending to be here after alpha>>


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 chaning names (Thank MiB)
• Function for altering weapon attacks (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

- Lots of other stuff (PS. MiB - I know there's some stuff I forgot here, gimme heads up.)

Take yer pick… If it has a dash by it, it’s more or less done. (= means needs testing, and / means just about given up on.)

Oh yeah, and a whole new installer. :oldcry:
 

scaredwolf

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*fall and start twitching* can't wait....hope its out....before my birthday...
 

Thothie

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If anyone wants to volunteer to help with any of that FEEL FREE TO PM.

Right now all we've got MiB and myself bravely chugging away.

...Dridje was supposed to handle the {Texture fixing, which is a real lengthy and tedius process... However, I think he caught onto the fact that when I set him with the task, I might has well have asked him to count all the grains of sand in the Sahara and report back to me.

(PS. In regards to Barnum's question, I've no new working models from you to add anymore bits of your armor boss to your chest. But ATM there are two chests: boss chest, and the, mostly potions, jump chest.)
 

The Man In Black

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scaredwolf said:
*fall and start twitching* can't wait....hope its out....before my birthday...

Depends on when your birthday is ;-)

Edit: Thothie, ye may be chugging, but I think I'm doing something more along the lines of a Three Stooges circle-run-on-the-ground, right now ;-)
 

Thraxis

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Any chance we will see another basic test before the full update?

Just seems like with maybe 4 - 5 people testing things might catch a few things that you might not (granted you know everything that needs to be tested).

Also, as it has been shown before sometimes things mess up when released that were working when you tested them previous to the release.

And the tests were quite fun before.

Biggest change (To answer FER's question)

Hmmm..old_helena nostalgic goodness. It is honestly one of the most challenging maps I've played so far while still remaining finishable. Imagine orc area x2.5 monsters per wave, with having to save people + catapult + harder to kill monsters + Big Orc cart + Granux (I hope you beefed him up thoth as I was protecting one of the shop keeps last time so I've no clue) + actual reward + NOSTALGIC GOODNESS.

But hands off to the team for getting xp tp pass, a parry system in the works, a new title system in the works, and a bunch of other things that are mentioned in the changes.
 

FER

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Thanks for the changelog. Real question was: Anything that changes gameplay dramatically?
 

Thothie

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Read it, and decide for yourself.

IMO this patch could fux all sorts of stuff, and I don't think I'm even going to have the titles and new parry sys in, which will fux all sorts of more stuff.
 

Dridmar

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Thothie said:
...Dridje was supposed to handle the {Texture fixing, which is a real lengthy and tedius process... However, I think he caught onto the fact that when I set him with the task, I might has well have asked him to count all the grains of sand in the Sahara and report back to me.

Yeah, I'm slowly working on it right now. I had some computer problem which made me have to start all over again so I'm currently testing which '{' textures work and which don't. It also doesn't help when I keep losing power. >:O Damn snow....

I'll probably be PMing you later about this annoying task.
 

Thraxis

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Jon said:
Thothie said:
If anyone wants to volunteer to help with any of that FEEL FREE TO PM.

If you teach me, I shall code.

If you find me a way to get VS2003 to work on Vista, or Somehow manage the godly task of getting the MSC code to work on VS2005/08 Beta, I could help bit by bit as I only know basics.

Alas, I may just turn to mapping, and maybe scripting.
 

Thothie

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I don't think I'd want a Vista user coding for us... Might has well go back to Pimpsta. ;)

...Granted, I know I'm going to have to finally get around to setting a dual boot up on that damned new laptop to do so.
 

Thraxis

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Ow thoth. Really, Ow.

It was beyond my choice as being 18 and still living in my parents house with my dad being the guru of comps here he has been trying for a while to put me on Vista. After updating Itunes which screwed something somewhere up that was pretty much irreversible I saw the glint in his eye and now I have this damn OS which has nothing more to offer me than XP did.

Either way, I'll be going to dual boot after sometime before the new year rolls around.
 

The Man In Black

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Depends - are you talking CODING or MS:C coding >_>

Seriously, though.. If you don't know any coding, this will be too much for ya. I came in with a fairly good knowlege of Java, and I'm just getting to the point where I can be ANY use to Thothie. Of course, I wasn't spending night and day trying to learn, but the code can be pretty overbearing if you don't know C++ well enough.
 
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