The forgotten outpost - RELEASED

Thothie

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Make a keyhole to stop the two areas from rendering, kinda like so: [ -- ]

Your getting this much lag with a -full on the HLVIS stage?
 

evilsquirrel

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well actually, that 2000 wpolys was from a fast vis compile...could it make that big of a difference?

in any case, i've removed the fire shaman in the first 5 waves, and changed a few things around in the map, monstes were getting stuck in a certain spot and such...

but, rc2 should be around sometime by weeks end...so just wait for it ;)


i'd rather not redesign the whole map, but if its necessary.... :(

(at least i could keep the monsters!)
 

Thothie

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evilsquirrel said:
well actually, that 2000 wpolys was from a fast vis compile...could it make that big of a difference?

YES! -full fix makes a HUGE difference over -fast - gl_wirefame 2 tells the tale wonderfully. ;)

As for the parry fire shamman bug you mentioned, I've not had the chance to look into it just yet - but I changed the way firewall works so that fire resistances can be applied against it. Instead of just doing generic damage over a small area, it looks around for anyone who's not an ally of its creator's race, and applies the fire effect to them, so it doesn't do damage by itself anymore. Maybe the issue, not sure, I'll go see in a bit.
 

evilsquirrel

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about that bug...i've noticed that sometimes it will parry like crazy, and sometimes it wont o_o

right before i sent you that message, i completely parried about 5-6 of them in a row, just standin there...

but the last time i got on they were hitting me, its odd o_o
 

Thothie

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Figured what that is... It works now, but you'll still get mad parry messages while it checks your faction. Still, even with the fix I just applied, the old fire effect was a lot more dependable. Issue being, there's no way to make people who are fire resistant/proof immune to it.
 

evilsquirrel

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reduced detail in certain areas, and did a full vis compile...down to topping off at 900 wpolys


goin to cut down one more spot of detail that should really help it, then i'll do the rest of those things...
 

evilsquirrel

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nearly.......done..........

currently running a full compile which should be releaseable as rc2, if not the full release...

by the way thothie...tried to add some lures...it causes msc to exit upon starting the map o_o
 

evilsquirrel

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or not...hey thothie, did you know that some of the textures that are supposed to be see-through dont work?

my ladders are blue even with rendermode 4, renderamt 255, and a full vis compile T_T


other than that, theres a spot of odd lighting..i think i fixed both problems but i've got to re-compile, also i've put it down to 5 wad files (just in case).
 

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Did you use the ladder texture on all faces or mix and match with the blue texture? If you did the latter the blue texture will show up I have noticed.
 

evilsquirrel

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it is on all faces, some textures are just broken...

if you need proof of that follow these instructions...

1) look very closely at the waterworks in sewer...there are some broken textures around there...

2) use the texture {brushstuff2 in a full or fast vis compile, it is broken.
 

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YOU DONT GOT TIME TO MAKE A PROFILE
Hey, looks nice! Just wanted to add my opinion on sumthin :wink:

Your wood texture has the same colors as your rock texture: Gray and black and white.
To me it looks kind of bland that way. I realize its "The fogotten outpost" and thus the wood is old and gray and decaying, but it just looks wierd when everything is the same shade. Id suggested changing either your rock or wood texture to something a little different.

Keep up the good work!

CEE ARE OH DOUBLEU OUT :roll:

__________________________
Artwork by Adam Phillips
http://www.biteycastle.com/html.shtml
39xh.png
 

evilsquirrel

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i guess i could spruce up the visuals on the wood a bit ;)

the rock cant be changed, because of the area of our map set this is in (it would require changes to the maps location, or massive changes on badlands.


but ok...with the current build i've fixed EVERYTHING except one...tiny..itty...bitty...problem...(and some very minor fixes that i can do in 5-10 minutes tomorow)

Monsters stop spawning on wave 2.

once i get all the tiny tiny fixes in...i'll be making testmaps to figure out why...then try to apply these tests to foutpost.
 

Thothie

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by the way thothie...tried to add some lures...it causes msc to exit upon starting the map o_o

Grrr... The test map I originally made for them has stopped working... Must have fudged em up somehow... Looking into it now...

Edit: Ah, I see what I did... Spellinks error... Lures will work in next patch... PM me if you need an SC.DLL where they work sooner than that.

If you don't need the orcs to *break* the destination object - sometimes a move only ms_npcscript will work better. (Just use a multi_manager with mutithreaded tag that runs the script on the orcs you want to move every second or so - tis how they did it in the original Helena.)

or not...hey thothie, did you know that some of the textures that are supposed to be see-through dont work?

my ladders are blue even with rendermode 4, renderamt 255, and a full vis compile T_T

I'd have to see your map source. It maybe a bunk texture. (palette wrong)
 

evilsquirrel

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i found out that its just a broken texture =\

broken textures list....

{brushstuff2
{tree_ladder
 

evilsquirrel

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changes as of this morning:

-raven mace no longer grants you acess to upper areas
-the outpost has a visual makeover
-a rock in the front has been changed, it is no longer a safe spot to sit in.
-playerclipped several possible cheat locations
-other minor visual changes


to do list:

monsters still do not work past the second wave...if i cant solve this by friday night, does anyone else want to look at it?
 

evilsquirrel

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fireallperish at the moment, converting to trigger_counter.

after that i might do some nifty things...like use lures so that the orcs DESTROY THE FORTRESS :O

that way you dont have to just protect the guy! you have to protect the fortress too!


but that wont be in RC2, most likely rc3 and final release...


other than that, theres one bug thats really irritating me...game_text seems to be broken, so i can't announce the waves coming...
 

evilsquirrel

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alright, it all seems to be in working order now (monsters wise)

so now, i just need to sex-ify it up a bit!

(and perhaps toughen up some of the later waves)
 

Shurik3n

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Could you make the first wave lesser level orcs? I played this for about 10 minutes with you and it was all Elite Blackhand and Orcish Flayers. I think it would appeal to lower levels if it started off with just regular orcs.
 

evilsquirrel

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sorry, but its aimed at high level players, but ah...theres another problem with that...see i was going to have a few waves of each strength to make it decent training with no prize until you're high level..but it would end up with way too many entities...and would last too long to be worth the prize...


on a side note, this map is now scheduled for release/judgement upon the release of the next beta patch. It now has monsters in it that require a newer version of MSC than the current public release.

it also (will have) lures tomorow, these will provide a nice little surprise for people who think they've found a clever hiding spot.
 

Thothie

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other than that, theres one bug thats really irritating me...game_text seems to be broken, so i can't announce the waves coming...

Be sure the 'all players' flag on the game_text is checked. Here's a working example from ms_npcscript_tutor:
Code:
 {
"origin" "-624 -353 -256"
"message" "Oh no! This orc has had a godmode script run on him! What will you do!?"
"channel" "1"
"fxtime" "0.25"
"holdtime" "5"
"fadeout" "0.5"
"fadein" "1.5"
"color2" "255 0 0"
"color" "255 0 0"
"y" "-1"
"x" "-1"
"targetname" "eek_msg"
"spawnflags" "1"
"classname" "game_text"
}

see i was going to have a few waves of each strength to make it decent training with no prize until you're high level..but it would end up with way too many entities...
Monsters that haven't spawned yet shouldn't generate any lag, although if you are hitting the max entity count (god forbid), they do count against that.

it also (will have) lures tomorow, these will provide a nice little surprise for people who think they've found a clever hiding spot.
Remember ms_npcscript move style + looping multi_manager is often better to just get an orc to move to a location. Plus you may not want the orcs to *always* go to these hiding spots (maybe, only when there's a player in them). You can put a trigger in the hiding spot that targets the ms_npcscript (or spawns a lure).
 

evilsquirrel

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ah, well...i was going to combine the methods...

you see, i'm going to have lures in the wooden walls of the outpost, and when the monsters kill the lure, it breaks a section of the wall....only thing is...can players attack lures?

other than that...there would be the ms_npcscript drawing them closer and closer to the outpost...should make this fun :D
 

evilsquirrel

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double posts pwn you all

alright, there was another (small) case of brain death...it has been fixed..and, by fixing it, the level category of the map has gone up (again)...i'm going to recomment a decent group of 3-4 level 30's, or 2-3 level 40+

my test character is level 31, and he dies...so much...you see, theres these new really mean orcs, that will be replacing the flayers in some of the waves...i'll let you guys find out ;)

other than that, i've decided to add a reward directly to the map...the room should be done in...whenever i feel like finishing it...who cares, it'll all be done by the time the next patch comes out, unless thothie decides to release it early...


anyways, thothie, maybe once i get the lures and ms_npcscripts in..we can play through a game on my map and you can judge what a fair prize would be? (this is besides that key, so keep in mind that they'll be getting that prize aswell)

i'd like it to work kinda like this...

playerA beats my map - playerA gets a key, and the door to the armory opens
the armory contains...
roughly 100-300 gold
knights armor OR
plate armor
the obligatory health potions
1-2 mana potions
large iron shield

^
| most of that will be left behind by most players, they'll take the money, potions and shield if they need it..

playerA still has the key, which he later takes to the castle (different map, roughly 3 transitions away, (badlands > city > castle) and opens the armory there with the key that was given to him (key disappears) playerA now has a small chance of finding some of those key bits, and there will be more money in this place...possibly some protection potions, etc...but the main thing is those key bits.

once you get all the key bits, you put them together (not gonna give away how in public) then you can open up a special case/display thing/magic seal/something nifty to get a REALLY GOOD item...i dont know what that item could be...(probably not the helmet Gaz made, i've got different ideas for that)...at first i was thinking gold armor, then i found out that you can get that already...it wouldn't make sense to have it be the new affliction spells, since its in a castle, nor would a new ice spell make sense, but perhaps a divination spell or better yet a nice weapon....perhaps some sort of mace...a holy mace? it could do mass damage to undead/unholy, and give you a constant regeneration of something ilke 5health/second, but be about as effective as calrains versus everything else (anything non-undead = normal calmace damage)


i probably should've just pmed you and started spouting ideas :roll:
 

Thothie

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can players attack lures?
Yes... Sadly, even if I set them to human faction, I think they still could. I could rig it so, if a player hits a lure, it restores the lost HP - but if they kill it in one shot, I think ye be SOL.

theres these new really mean orcs, that will be replacing the flayers in some of the waves..
Should warn you, I also improved the orc_sniper considerably in the next patch. He does the same damage, but he knows to move around, particularly if he's missing (and his aim system has been revamped). Also, if he hits you with the stun attack, he'll take advantage of your downtime to run away and re-acquire a shot on you before you come out of it.

probably not the helmet Gaz made

Did he release that? I had a possible function for it, even if it doesnt have a matching set... Sword and Magic Helmet FTW - as Elmer Fudd says.
 

evilsquirrel

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as a solution to the lures being attacked by players...you could make them uber small (so only the ai melee can hit them) and restore hp when hit by players (so that area effects wont kill em)


and i dont think he's released it quite yet..but that reward map probably wont be done for a while...and i've got other plans for it as well ;)
 
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