The forgotten outpost - RELEASED

evilsquirrel

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problems have arisen...which will delay the release..for one...WHY DO THE TROLLS KNOCK AROUND MY LURES :mad:

secondly...teleporters are odd, i'll have to fiddle with it some more...

and i might replace the floor, i noticed a crack in it... >_>?
 

evilsquirrel

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evilsquirrel said:
problems have arisen...which will delay the release..for one...WHY DO THE TROLLS KNOCK AROUND MY LURES :mad:

secondly...teleporters are odd, i'll have to fiddle with it some more...

and i might replace the floor, i noticed a crack in it... >_>?


fixed floor, fixed ending (when you lose), playing with lures now...and for some reason my small tower isn't falling anymore...have to lok at that...
 

evilsquirrel

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evilsquirrel said:
evilsquirrel said:
problems have arisen...which will delay the release..for one...WHY DO THE TROLLS KNOCK AROUND MY LURES :mad:

secondly...teleporters are odd, i'll have to fiddle with it some more...

and i might replace the floor, i noticed a crack in it... >_>?


fixed floor, fixed ending (when you lose), playing with lures now...and for some reason my small tower isn't falling anymore...have to lok at that...


tower should fall properly now, fixed bug with trolls getting stuck and sploited, fixed a small texture issue, fixed the walls not breaking sometimes, hopefully fixed lures getting thrown away, but possibly not...may have to be done script-side (they're jammed inside a monsterclip atm)....


but uh...other than that...and a minor issue i can't really fix...just needs ONE MORE THING LOL, just remembered it needs a way out when you lose, and you will.
 

Thothie

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problems have arisen...which will delay the release..for one...WHY DO THE TROLLS KNOCK AROUND MY LURES >
Lol, yeah, they knock around anything they hit now (I love watching them play soccer with the rocks in highlands_msc)... Hmm... I could rig the lures so they periodically teleport back to their origins. I dunno if I can give them a movetype that would make them immobile though.
 

evilsquirrel

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Thothie said:
problems have arisen...which will delay the release..for one...WHY DO THE TROLLS KNOCK AROUND MY LURES >
Lol, yeah, they knock around anything they hit now (I love watching them play soccer with the rocks in highlands_msc)... Hmm... I could rig the lures so they periodically teleport back to their origins. I dunno if I can give them a movetype that would make them immobile though.



in the current compile (compiled full overnight) they're boxed in by a monsterclip which disappears when they die...might work, unless they "anti-stuck" out of it...do lures anti-stuck? if they do i'll just have to make boxes...completely around them...instead of jamming them in a single brush
 

Thothie

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in the current compile (compiled full overnight) they're boxed in by a monsterclip which disappears when they die...might work, unless they "anti-stuck" out of it...do lures anti-stuck? if they do i'll just have to make boxes...completely around them...instead of jamming them in a single brush

No, lures don't anti-stuck (they don't have a full AI). Even if they did, they wouldn't get out of a box.

Sadly, currently, the only thing anti-stuck will get monsters out of is, other monsters. It does make them jiggle if they are stuck in transit, and if they are stuck long enough, they teleport to their origin and start over (assumes they fell off the map).

Anti-stuck used to be a bit more aggressive than this, but it caused issues with monsters getting underneath func_walls and such.
 

evilsquirrel

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good then, i dont know of any bugs that should be in this current release then...other than *maybe* vardel acting like a spaz (he has done this occasionally)

other than that, it....should....actually be ready to release.

i'm going upstairs for food right now - then i'll come back down and set up a server hosting the "final" version of foutpost....and we can all test it ;)
 

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I'll be around a few more hours, IM away.
 

evilsquirrel

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testing is still kinda going on, looks like everything but the edana transition works...and thothie is fixing that with ripent :)


anyways,dl links mebe up on thothies site soon....i have only moddb to host with now :p
 

Thothie

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Actually - I'm not - you'll need a recompile to fix that null brush abuse.

You just need to add the rest of the properties to the transition:
Code:
{
"model" "*294"
"desttrans" "a3trans" //spawn to go to on the other map
"destmap" "edana"
"destname" "The Village of Edana"
"targetname" "SE-A3" //nearest spawn on this map
"classname" "msarea_transition"
}
^_ Thornlands->Edana trans
 

Thothie

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Wouldn't do that - just paint around the problem areas. Shouldn't be too hard.

...and send me a proposed treasure list. I don't want to have to think for myself too much, it hurts me head.
 

Thothie

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I think your monster teleporter is broken, and your tower doesn't come down when its lure dies (I think its lure also has too many HP - takes forever for them to break it), I'll have to get a chance to look at the source more closely to maybe tell you why.

I was fiddling around with the super, I've made him invulnerable until the waves start, and setup his menu to be a bit cleaner. In addition I came up with this "super_lure" idea. Basically, he sends an event out to all the monsters, of a certain race (orc in this case), to set him as target, if they do not already have one. I'll have to fiddle with it a bit more to see how well it is working - hard to tell when they are distracted by the lures.

One of your orcs keeps pancaking into the wall - maybe related to one of your ms_npcscript move targets.
 

evilsquirrel

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Thothie said:
I think your monster teleporter is broken, and your tower doesn't come down when its lure dies (I think its lure also has too many HP - takes forever for them to break it), I'll have to get a chance to look at the source more closely to maybe tell you why.

why do my things break without me touching them :*(
 

evilsquirrel

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one thing left...seems the platform doesn't always fall....odd, i'll have to make it into something that WILL fall no matter what...
 

evilsquirrel

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running (hopefully) final compile, beta tests will be tomorow...or the next day...depending on thothie i guess...

i think the beta tests will be when the next patch is out, no use giving everyone an alpha patch that they can't use on FN.
 

evilsquirrel

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mib and i ran through it...found errors caused by the batch compiler..............so screw that :D

everything else worked fine except for one minor issue which i noticed and fixed...

we only beat it because i cheated in like 20 volcano blades for us D:

by the way thothie, i dont like the new volcano blade second charge...at LEAST make it do damage that doesn't suck... a max of 2.5 damage per hit does not appeal to me with a sword that can only use that power five times and is supposed to be very rare.

the power it originally had was good...and it deserved the 5 times a map limit...this one is just silly.

suggestion for it...if i may... instead of what it does now, and the overpoweredness of what it used to do...have the sword "power up" for X ammount of time (dependant on fire level) and be able to fling up to 5-6 damaging things per swing (flames for high close damage and darts for medium long range, also dependant on fire level) that seems like a good power to me ;)
 

FER

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maybe instead of little fireballs justn one red beam of lava that comes out of the volcano, like a bursting effect
 

evilsquirrel

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or he could do this.

now_thats_a_volcano.jpg



edit: i'll stretch my post however much i want!
 

The Man In Black

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evilsquirrel said:
we only beat it because i cheated in like 20 volcano blades for us D:

Um.. No. We ran through twice. The first time, I used flame lick/volcano blade and we lost. The second time I used flamelick MAYBE ONCE and used magic/GIB. Using the volcano blade wouldn't make much of a difference, anyway, since we can both use volcano.
 

Thothie

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Thothie sez, "he's changed the supervisor"
 
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