[RELEASE] LostCaverns

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
DEC2007a map testin tonight (maybe)

Just a heads up, hopefully, I'll be able to set some time aside for map tests tonight.

Main this is to test old_helena, things to check for:
- Too hard (maybe raise hp of civis)
- Too spammy (reduce monsters / remove monster droppings)
- Too repeative (greater variety of waves)
- Sploitz

If it goes well, and I have the extra time, I'll also look into testing:
- helena2
- lostcaverns (if I have a new compile by tonight)
- gretenwhatzitz cape

I dun have a copy of Lodagond-2 or -3, so I dunno whaddup with those.

So if you've got nothing to do on a Thursday, somewhere between 8pm and midnight -8GMT (PST), maybe you can download a closed-beta package, some maps, and help us out.

Leave an IM contact here if yer interested, and I'll page ye via MSN/ICQ/AIM/Yahoo/or the MSC IRC.
 

Mikkel

New Adventurer
MSC Developer
The Pirates of Dreadwind
Joined
Feb 13, 2007
Messages
1,000
Reaction score
0
Age
31
Location
Denmark
I would like to help, maybe I could host a server?
 

Sabre

New Adventurer
MSC Developer
RiP
Joined
Aug 24, 2004
Messages
4,545
Reaction score
1
Age
35
Location
SoCal
I am interested as well, and can help. I've an AIM contact below.
 

Moira

New Adventurer
Joined
Nov 2, 2007
Messages
25
Reaction score
0
Hmm... 5am.
I can make it, if there's anything I can do.
ICQ contact below.
I'll get up at a quarter to, to check it.
'til then, goodnight (subjectively speaking).
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Re: DEC2007a map testin tonight (maybe)

Thothie said:
Just a heads up, hopefully, I'll be able to set some time aside for map tests tonight.

Main this is to test old_helena, things to check for:
- Too hard (maybe raise hp of civis)
- Too spammy (reduce monsters / remove monster droppings)
- Too repeative (greater variety of waves)
- Sploitz

If it goes well, and I have the extra time, I'll also look into testing:
- helena2
- lostcaverns (if I have a new compile by tonight)
- gretenwhatzitz cape

I dun have a copy of Lodagond-2 or -3, so I dunno whaddup with those.

So if you've got nothing to do on a Thursday, somewhere between 8pm and midnight -8GMT (PST), maybe you can download a closed-beta package, some maps, and help us out.

Leave an IM contact here if yer interested, and I'll page ye via MSN/ICQ/AIM/Yahoo/or the MSC IRC.

I would also like to help you Thothie. I look forward to hearing from you. Will you be contacting the people at 8 or anytime before that?
 

Jon

New Adventurer
RiP
Joined
Jun 23, 2007
Messages
304
Reaction score
0
Location
NJ. Teh Uber Chemical State
Just to let all the people who like to play maps by themselves... You'll probably hate my map due to the last boss being really really hard to solo :X
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
Let's hope I'm not ASLEEP *Glares at Thoth* Bastard "making" me stay up to code all night :p
 

Sabre

New Adventurer
MSC Developer
RiP
Joined
Aug 24, 2004
Messages
4,545
Reaction score
1
Age
35
Location
SoCal
The Man In Black said:
Let's hope I'm not ASLEEP *Glares at Thoth* Bastard "making" me stay up to code all night :p
You're awake anyways, we all know you've no life...Plus that's only 10PM your time. :roll:
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
I got 3 hours of sleep + a day of classes and more coding :roll:
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Gotta head out for abit, be back around 7ish... Then I'll assemble an alpha/beta/ralphs pack and stick something in it to make it not work on FN, so there won't be any issues with the wide distro.

29th jeeze.. I've been doing weapons last to make this test easier (after I add new weapons, I gotta send out new models too). I've got like seven new spells/weapons to add before release, in addition to all the other crap. No clue how I'm gonna get this all done in time. >_>
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
I got tons... It's the scripts I neeed...

That NorthMaul of yours is EVIL - I've no idea how I'm going to implement any of the animations on it... There's no real function to "change weapon mode" - so we can use that rotating it to use the other end bit it has. Damn crappy ass weapon registration system.

...and all that work and ya didn't fix the arms? ;)

PS. I meant to put all this in another thread, so regarding Jon's map:

- It's ultra blocky (again, maybe just a notch above Little G's maps - screams MS1.35 third party map), but it has a fun monster layout, and doesn't look *too* terrible, even with all the overlapping brushes.

- The boss should be quite a different experience. The final boss has no fatal hazard to knock you into (there's an escape pit, that teleports to safety, but you don't really need it, given the size of the boss chamber). There are some fatal pits near some of the other mini-bosses leading up to him, but they are avoidable and/or damaging rather than fatal.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
I'll help you with what I can, but I have a feeling it's all over my head/scripting, so I don't know how much I could do.
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Here's a quick script challenge for ya:

I've got an icey dagger that needs a script:

- Make a copy of the Flame Lick, call it ice poker, or something
- Rig it so it does cold damage, maybe raise the damage say 10%
- Find the script summons for the Flame Burst, make a copy of it called icey_burst (or what not) - point the weapon to the new script
- Raise the mana cost for that to 100mp
- Raise the level req (BASE_LEVEL_REQ) by 3
- Change the skill on the secondary attack (now icey_burst) to spellcasting.ice
- Switch the applyeffect of the new icey_burst to be 50% chance of effects/effects_frost_dmg for 5 seconds at the owner's ice skill damager/pulse, or effects/freeze_solid for 5 seconds w/no damage.
- Change the Flame Burst sprites in the client side effect to blue

Then all I'll have to do is point it to the new model and submodel indexes, and it'll be done. That's probably the simplest of the new weapons I gotta do.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
I'll get right on it.

Btw, you always complain about weapon registration... Is it because you "can't" change weapon stats after it's done? 'cause I could VERY easily add a script command for it, much like SetProp >_>
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
THAT WOULD BE VERY NICE (He says being dragged out the door by his ear…)

Also it would be good if we had a new msstring property on the player:
m_CurrentSkillStat

- This should default to “none”

It should be settable by a script command:
setskillstat <target> <skill>

Where experience is calculated (near one of Shurik3n’s changes), it should check this property on the player. If it is not set to none, it should override whatever skill stat it would normally use to store experience, and use this one instead.

See the "setstat" in script commands for help on finding skills by name.

That would go a long ways to solve a lot of experience passing problems (although it’ll have to be used carefully to avoid mass XP sploitz)
 

Sabre

New Adventurer
MSC Developer
RiP
Joined
Aug 24, 2004
Messages
4,545
Reaction score
1
Age
35
Location
SoCal
Thothie said:
Here's a quick script challenge for ya:

I've got an icey dagger that needs a script:

- Make a copy of the Flame Lick, call it ice poker, or something
- Rig it so it does cold damage, maybe raise the damage say 10%
- Find the script summons for the Flame Burst, make a copy of it called icey_burst (or what not) - point the weapon to the new script
- Raise the mana cost for that to 100mp
- Raise the level req (BASE_LEVEL_REQ) by 3
- Change the skill on the secondary attack (now icey_burst) to spellcasting.ice
- Switch the applyeffect of the new icey_burst to be 50% chance of effects/effects_frost_dmg for 5 seconds at the owner's ice skill damager/pulse, or effects/freeze_solid for 5 seconds w/no damage.
- Change the Flame Burst sprites in the client side effect to blue

Then all I'll have to do is point it to the new model and submodel indexes, and it'll be done. That's probably the simplest of the new weapons I gotta do.
YOU'RE WELCOME FOR GIVING YOU AN EASILY ADAPTABLE MODEL!
:p
 

Dridmar

Old Skool Apostle
MSC Developer
Socialist Guild
Alpha Tester
Joined
Feb 2, 2007
Messages
2,252
Reaction score
73
Crow said:
I had problems too.

You gotta treat em like a monster. Tie them to a monsterspawn entity, trigger it, and the chest should spawn at placement.

He told me he has them set up like that.
 

The Man In Black

Administrator
Staff member
Administrator
Moderator
RiP
Joined
Jul 9, 2006
Messages
6,904
Reaction score
71
I should probably stop pullling this offtopic, but meh.

Thoth, couldn't you pull of the exp thing with "weaponprop WEAPON statexp XXX" (or propexp instead of statexp)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
The Man In Black said:
I should probably stop pullling this offtopic, but meh.

Thoth, couldn't you pull of the exp thing with "weaponprop WEAPON statexp XXX" (or propexp instead of statexp)

No cuz it only gives XP when you hold the button.

I'm looking at Jon's map now, but I already put together the alpha package with the beta version of the map.

edit:
miniboss fires MiniBossChestArea1 on death, check
There is a msarea_monsterspawn named MiniBossChestArea1, check
Said monster spawn's spawnstart is set to 1, check
There is a msworlditem_treasure with the targetname MiniBossChest1 - BAD
Said chest has a spawnarea named MiniBossChestArea1, check
Said chest has spawnstart 0, check

Only potential problem I see there is that the chest has a target name, and it may get to thinking it's not supposed to spawn until that's triggered.

edit2:
Okay, I see the problem... It's not your fault. There's a placeholder script, but it's not a chest (it's just empty) - thus, nothing spawns. I'll update the sc.dll in the alpha package. I *suspect* your map will work as-is.

(It compiles in 47 seconds flat, so I'll update my alpha server with it.)
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Probably. I'll know soon enough.
 
Top