[RELEASE] LostCaverns

Dridmar

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What's the status on the beta testing package?
 

Thothie

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Standard_Alphapack_Disclaimer said:

• Do not run this alpha package on [FN]
- Bugs in the package may inadvertently delete your character or those of your clients
• You may share this alpha package with people who can help you test
- BUT don't give it to them if they are the sort of person who cant adhere to the rule above
- ie. Are the sort of people who always have to be running the "latest thing"
(This would obviously include all Vista users)
• Backup your dlls and cl_dlls folders before installing

Paste_Changelog_Here said:
DEC2007a ALPHA 11 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 values 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)

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

This alpha package also includes:
lostcaverns (beta)
Gertenheld_Cape

Ye download (16MB)
http://www.thothie.com/msc_dev2/DEC2000 ... ackage.rar
 

Dridmar

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Sweet. Now do we just wait for a test server to appear? Also, will my map put the stuff into the proper places? (Ie: The musics)
 

Sabre

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Glory days of Helena, here I come :D
NO MORE PICKING UP ARROWS! xD
 

The Man In Black

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Charge bars
Possibly Keledros :p
Edit: Name changing
Edit2: weaponprop system. Yes, it's already ready for testing ;-)

Those are all I really remember right now. There have been quite a few things....

Tell you what.. Give me a custom crest and we'll call it even :oldlol:
 

Dridmar

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Just looked at it, you didn't add the music. Was this an accident or done on purpose to keep file size down?
 

Dridmar

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Sabre said:
I'll make it, if he approves.

His locked server has suddenly appeared.
 

Thothie

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Server is up at:
thothie.game-host.org:27017

( 69.106.105.21:27017 )

Bleh, need to update characters though.
 

The Man In Black

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Thothie - it be the SC. I just reverted and went to my server and it worked.
 

Thothie

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EPIC FAILURE

Test canceled.

Something has gone HORRIBLY wrong and the SC.DLL is compiling COMPLETELY CORRUPT. All monsters are invincible, and some NPC's are actually spawning AS CHESTS... >_> No clue what's wrong. Down to rebooting suspecting memory corruption.
 

The Man In Black

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Ye can try sending it this way and I'll try compiling =\ (I DID update winrar)
 

Dridmar

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Thothie said:
EPIC FAILURE

Test canceled.

Something has gone HORRIBLY wrong and the SC.DLL is compiling COMPLETELY CORRUPT. All monsters are invincible, and some NPC's are actually spawning AS CHESTS... >_> No clue what's wrong. Down to rebooting suspecting memory corruption.

:-( Oh well. Just keep us updated will ya? I agree with Jon. It would be very good to have testing tomorrow.
 

Jon

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I don't know if this has to do with anything you changed to get my chests in my map working... I would look to make sure. Im gonna go to bed now, if you guys test..tell us the news :]
 

The Man In Black

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I doubt some chest changes would do this. This is something along the lines of, as he said, memory/compiler corruption >_>
 

Thraxis

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Either way, I guess we can be glad this wasn't the big 1.1 update and everyone logging on and going "HOWDOIHITGUYZ??!?!?!!!1111".

We have approx 24 hours to fix yes?

I can stay up that long :p
 

Thothie

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Yeah, this is absolutely insane... I've rebooted and its still making bogus compiles. I've looked at all the recently modified scripts, very few of them are central, and none are missing any critical brackets or anything (which usually puts a message in the log)

Total BS too - I had a working compile just 3 hours ago. I don't think I even changed anything since then.
 

Thothie

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Alright... Chalk it up to HDD dieing.

I got a truncated file between the chest I made for Jon (about 3 hours ago), and a critical section of the main monster AI.

(This was kind of creating a bastard imbreeding of monsters and chests - thus they became invulnerable, and those few using generic model settings, actually became chests).

I've fixed this, but I had to roll back a section of the monster AI, to November 5th, and try to recreate what I had.

Those still stupid enough to be interestedin testing may join the server with this patch:
http://www.thothie.com/msc_dev2/DEC2000 ... _PATCH.rar

In addition to the previously fubar'd package

Quick notes on the package:
- Your title will be "Tranee" cuz the title system is still being worked out
- You'll get a note telling you what your parry WOULD be - but it doesn't actually change anything at the moment.
 
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