Semi-open beta test (closed)

Thothie

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Need volunteers for a MAR2010c test. Need folks who know how to rename folders located in MSC, to prevent the alpha-beta-ralphs package from fuxing with their standard install. Will have a server open, running with server-side chars, with only two maps on it:

Umalak - Dridje's new curse of the mummies map
The_Wall - Various attempts to fix the_wall

If I manage to get on, I'll probably run through the_wall, slaughtering everything up to Forsuth with dev commands - as the primary concern is ensuring Forsuth is straightened out - most of the other changes are fairly minor, save for a rather generous smattering of treasure and some optimizations.

Mummy map will be more concerned about balance and figuring final treasure layout. There's a few dicey triggers and elevators that will need testing as well.

Will need characters of appropriate levels for the map (35-40+), but can provide test chars for those who do not qualify, if need be, should I be about to arrange it.

Various MAR2010b fixes will need testing too.

The test server's character database will be from just before the MAR2010a update. If the server crashes, it *should* reset to the_wall automatically (this maybe inconvenient if it crashes while testing Umulak, but I had to write-protect the crashed.cfg to stop it from going to Edana). You may Votemap umulak or the_wall as needed, but no other maps are on the server.

Those of you who know the dev commands should be aware that they will function on this non-FN server.

Originally, I was going to have folks PM me if interested, to make sure no foos fuxed their MSC installs, but seeing as how the forums are rebelling... I'm just going to leave the alpha-beta-ralph's package here with a warning:

DO NOT INSTALL THIS: [closed]
- If you install this, you will no longer be able to play MSC on FN.
- To install this safely, you must first make sure you rename/move/backup your "dlls", "cl_dlls", and "maps" folders prior to installing.
- Once you are done on the test server, you can then delete the "maps", "cl_dlls", and "dlls" folders, and restore the older folders to again be able to play on FN.
- This package is only playable on Thothie's Test Server, will not function on FN, and requires MAR2010 (a or b) already be installed. The password for Thothie's Test server is "waga".
- Do not install on a server, for this package cannot connect to FN
 

zeus9860

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Re: Semi-open beta test

Wanted to volunteer for that testing i guess, if it's ok to do so :roll:
 

Gurluas

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Re: Semi-open beta test

About the wall...I have a question, why are the elves in the start calling you a child of Torkalath?

Are they Torkalath elves or what?
 

Postal

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Re: Semi-open beta test

Volunteering, 809 hp, level 37 thug.

@Gurluas: I believe Torkalath created humans, Urdual created dwarves (Olololol balance) and Felewyn made elves.
 

Gurluas

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Re: Semi-open beta test

Postal said:
Volunteering, 809 hp, level 37 thug.

@Gurluas: I believe Torkalath created humans, Urdual created dwarves (Olololol balance) and Felewyn made elves.

True but humans are not Torkalath worshippers?
 

SilentDeath

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Re: Semi-open beta test

Ran the wall 3 times.

1st run the ice reaver wall still does not break quickly and ice reaver still gibs. I got Forsuth on the elevator hit the button to go up. The elevator rose about 8 feet then came back down and the elevator was lower than its starting position and in the floor try a few times and then he teleports up. I go up top and lead him toward the normal spot. I saws the chests and went to them. Forsuth did not stop at his normal spot and do his speech, instead he started running around and when I went outside he ran off the cliff and died.

2nd run same thing with the elevator it tried a few times to go up without success and then Forsuth teleports and it went up. This time I stopped at his normal end zone and after a sec he does the reward sequence.

3rd run same as 2nd.
 
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Thothie

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Re: Semi-open beta test

Reaver, pissing me off no end... The damn brush as 1hp now and is trigger only - so if the Multi Manager doesn't break it, I dunno how you get through it at all. Wonderin if the musak trigger is fuxing with it somehow.

No idea what's up with the gibbing. Code side issue me suspsects. Aside from some music, there's no triggers for his death though, so it shouldn't be a problem.

Did have trouble with forsuth recognizing that top trigger - even though he had none before... I may have to change its shape (yay, recompile).

Gurluas said:
True but humans are not Torkalath worshippers?
Most humans do. All are children of Torkalath by nature of the creation of the species.


Any news on Umulak? (I've not gone over the chat logs yet... But I noticed some folks playing.)
 
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Thothie

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Re: Semi-open beta test

I've done some changes to the ms.dll relating to music triggers and did a ripent on the map - feel free to try it again, at least as far as the reaver is concerened.

Got Forsuth to the top without a teleport and his final trigger worked fine... But the elevator did balk once. (And yes, it is a known issue that if it balks, it'll be 16 units below ground when it hits the bottom - this is a side effect of the effort to stop you from having your feet stuck in it when it hits the top.) Hmmm... Wonderin if that last trigger being screwy has something to do with the teleport.
 

Gurluas

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Re: Semi-open beta test

Thothie said:
Reaver, pissing me off no end... The damn brush as 1hp now and is trigger only - so if the Multi Manager doesn't break it, I dunno how you get through it at all. Wonderin if the musak trigger is fuxing with it somehow.

No idea what's up with the gibbing. Code side issue me suspsects. Aside from some music, there's no triggers for his death though, so it shouldn't be a problem.

Did have trouble with forsuth recognizing that top trigger - even though he had none before... I may have to change its shape (yay, recompile).

Gurluas said:
True but humans are not Torkalath worshippers?
Most humans do. All are children of Torkalath by nature of the creation of the species.


Any news on Umulak? (I've not gone over the chat logs yet... But I noticed some folks playing.)

Are you sure that most humans do?, i have never seen torkalath temples.
I have actually mostly seen human felewyn and urdual worshippers.

But yeah, you are right about the creation thing.
 

Thothie

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Re: Semi-open beta test

>_>

According to Lanethan they do... As he said, there should be a large Torkie temple in each human town, and smaller shrines for each of the other two gods. He's said the temple outside Edana should also be at least partly dwarf populated - but I've let that slide. Last I heard, the MSS plan was to convert it into a Torkalath temple.

Humans are the only of the holy races that put up with the worship of the other gods within their own ranks. Some Dwarves worship Felewyn or Torkalath, but most are shunned, and wind up either on their own or living among the humans. Elves kill Torkalath worshipping elves upon discovery, and banish the Urdual woshipping ones to the forests (which is where you get your Rammata tel Mal [drow'esque elves] and your Eshu tel Mal [wood elves]).
 

Gurluas

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Re: Semi-open beta test

Interesting i did not know that, should be reflected a bit more ingame.
 

J-M v2.5.5

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Re: Semi-open beta test

Thothie said:
No idea what's up with the gibbing. Code side issue me suspsects. Aside from some music, there's no triggers for his death though, so it shouldn't be a problem.
Hey I noticed that the ice reavers in nightmare_thornlands and ms_snow work fine. The only difference between these friendly critters and the killer reaver in the_wall (as far as I can tell) are the dmg and HP multipliers.

Maybe they're screwing him up?

But I have to say: it's pretty funny watching Velend launch the ice reaver in the air with his lightning attack, only to get the reaver to gib mid-air. Ice reaver balloons!!!

Edit: "launch" and not "laucn"...
 

Thothie

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Re: Semi-open beta test

Been slowly moving in that direction - things have been this way for so long though, was kinda hoping MSS would be the game solidify the religious cultures better, but alas...
 

Gurluas

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Re: Semi-open beta test

Thothie said:
Been slowly moving in that direction - things have been this way for so long though, was kinda hoping MSS would be the game solidify the religious cultures better, but alas...

Well, thanks for telling me, while the Urdual temple stays an Urdual temple i will try to make the religions more prominent.
 

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Re: Semi-open beta test

J-M v2.5.5 said:
Thothie said:
No idea what's up with the gibbing. Code side issue me suspsects. Aside from some music, there's no triggers for his death though, so it shouldn't be a problem.
Hey I noticed that the ice reavers in nightmare_thornlands and ms_snow work fine. The only difference between these friendly critters and the killer reaver in the_wall (as far as I can tell) are the dmg and HP multipliers.

Maybe they're screwing him up?

But I have to say: it's pretty funny watching Velend laucn the ice reaver in the air with his lightning attack, only to get the reaver to gib mid-air. Ice reaver balloons!!!

I'm thinking it has to do with the mstrig_music triggers - the reaver fires one on death, and the multi_manager that's failing to break the breakables fires one mid sequence...

I've changed the code for them, recompiled, and stuck it on the test server... I ran through once and the breakable worked... I don't *THINK* the ice reaver gibbed... I'm not absolutely sure, however, as when I got him over to Velend, so he'd make short work of him, Velend blasted him out over the edge of the cliff. (To add to this entertainment - one of the elven hottie escorts managed to jump after the reaver, suiciding in the process). However, I did hear the standard death sound when the reaver hit cliff bottom, rather than the gib sound, so I *guess* it worked out. >_>
 

Truewarrior

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Re: Semi-open beta test

Can i play with my two handed axe on these premade characters? :p
 

J-M v2.5.5

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Re: Semi-open beta test

Here's everything I noticed in the testing today:

the_wall:
The two breakable walls in front of the reaver actually broke! Yay!
The reaver didn't gib! Yay!
Elemental mists showed up half the time, which is more than previous times.
The Cold One is immune to demon blood.
Frosty did only the last line of his "Bleak" chat, he didn't do his "staircase" chat at all, he didn't do his "living together" chat at all and he didn't do his "elevator" chat at all. He did obviously get 'into position', but he appeared to be in his (Talking...) state when he was standing on the elevator. The elevator then did three failed attempts at going up (barely up, fail, barely up, fail, halfway up, fail) and then he teleported away. The fourth attempt the elevator went up, but he wasn't standing on it, obviously. He then ignored his final trigger and walked into territory where no Dwarf has gone before. He was still constantly in his (Talking...) state.

Then you joined and summoned another Frosty, who also ignored the final trigger.

That chest test business: there was an ethereal dagger or a phoenix bow in all the five chests, and the inventories appeared to be tied to players.

umulak:
I'll PM this now to you and Dridje because he might want to keep some things secret or something.
 

Thothie

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Re: Semi-open beta test

J-M v2.5.5 said:
[*]The pharaoh is a pushover. Suggestions:
  • Make him move faster - don't overdo it though, he really doesn't need to be as fast as those guys with the swords imo.
  • Give him more lightning spells (lightning storm, bear-god-lightning-bolt).
  • The pharaoh used to throw his spear for mad damage. Why did that get removed? That used to be the only thing I really tried to avoid.
  • Have him cast spells more often.
  • Give him more escort (include a healer)... [request repeat]just don't do infini-minions please[/request repeat].
[/list]

The pharaoh never threw his spear :\ - Me thinks yer getting confused with the Warlords... Lil worried about having him spell too often due to the spamminess of lighting spells though. Could probably up it some... Damage multiplier probably help. Escort, yes, definitely needs better escort. Thinking warlords + healer + some minor minions on separate spawn cycles (healer with insane long spawn cycle, and maybe 1 or 2 lives only - as he'll effectively reset the pharaoh).

I'm trying to think of a good way to fix the mummy death - but I can't really think of one without going the same way the basic skeles do - ie. just remain solid - which makes feigning death rather obvious. I don't quite understand why they often don't get up where they fell - nothing in the script moves them - they just wind up inside walls and stuff sometimes... *might* understand that if the last attack was a push (like kick), but I dun think this is what's going on.

Also, take about half your monsters/mummy_fodder and replace them with monsters/mummy_slave - think ya forgot those somehow. They are roughly the same power, but the mummy_slave has the nifty "I bite yer head off nao" attack.

PS. I got done with my first scarab beetles today... These things are kinda fun to fight and can fly for short distances. If you axe that monsterclip on the cliff edge, and have them drop out of the ceiling, I think it might be a good idea to just go with maybe a dozen of these, and forget the giant ones or the swarm latchlings for expediency. They'll be *much* happier in that environment than the scrops. ('specially that giant one - he's so huge it causes clip issues when he tries to squeeze through a hole too small for himself.)
 

zeus9860

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Re: Semi-open beta test

I noticed yesterday the pharaoh throwing 1 spear when i was playing with Dridje and Zilly, he did hit me but that was it, other than that he used the lightning knockback spell and some close range lightning spell on which i havent figured out what it does (since i dont get too close to him at all) :roll:
Other than that i also thought on the same idea has JM when i played with Dridje and beated the boss, he is too weak compared to the warlord in my opinion. He should get a small speed boost (similiar to the other mummies), maybe more minions on the boss room to help him out aswell, about more spells, i dont think it'll be necessary if there's more mummies in the boss room taking care of other players while the pharaoh focus on 1 player like usual. :wink:
 

Thothie

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Re: Semi-open beta test

Yes, most innovative spell, ever.

(Think it's just standard lightning ZAP with DOT.) I'll have to look him over and see if I can spruce him up some, but yeah, escort be the real key here.


Bugger really shouldn't be throwing his spear though - doesn't have the flag for it. :\
 

Thothie

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If the taser shoots from your mouth and has a 45 degree arch coupled with 20 foot reach, then yeah... Extended that reach to 40, and added raw damage to the DOT - since just about anyone facing this guy is going to have around 60% lightning resistance, and is thus unlikely to face the DOT.

In anycase, tests are concluded for now. Subsequent tests pending map recompiles which will require another alpha pack.
 

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Re: Semi-open beta test

Thothie said:
>_>

According to Lanethan they do... As he said, there should be a large Torkie temple in each human town, and smaller shrines for each of the other two gods. He's said the temple outside Edana should also be at least partly dwarf populated - but I've let that slide. Last I heard, the MSS plan was to convert it into a Torkalath temple.

Humans are the only of the holy races that put up with the worship of the other gods within their own ranks. Some Dwarves worship Felewyn or Torkalath, but most are shunned, and wind up either on their own or living among the humans. Elves kill Torkalath worshipping elves upon discovery, and banish the Urdual woshipping ones to the forests (which is where you get your Rammata tel Mal [drow'esque elves] and your Eshu tel Mal [wood elves]).

Thothie, did i ever mention i love your knowledge of the Lore. :D
 
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