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Gurluas

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Re: Beta-package Update News & Discussion

Thothie did you read my feedback about bludgeons, and some other stuff?
 

Thothie

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Re: Beta-package Update News & Discussion

Yer not working on Nasharlwhatitz, so any feedback on bludgeons difficulty is not going to be taken into account ('sides, ye said ye wanted 40+ buggers - and we got tons of them in Lodagond). The Bludgeon on Bloodrose is there as a tribute gag Easter egg, it'd kinda kill the humor to replace it with the new one.

As for the axe throwing - while I can't do much about them going through walls, they should have limited range - plus the bludgeon should not throw it at anything it can't see, so not sure what's up with that.
 

Shurik3n

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Re: Beta-package Update News & Discussion

It targets you to throw it, then you go behind a wall and it will still go after you (my guess at least). Couldn't you use traceline or tracehull to prevent that? Not sure what it looks like script side.
 

Gurluas

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Re: Beta-package Update News & Discussion

Thothie said:
Yer not working on Nasharlwhatitz, so any feedback on bludgeons difficulty is not going to be taken into account ('sides, ye said ye wanted 40+ buggers - and we got tons of them in Lodagond). The Bludgeon on Bloodrose is there as a tribute gag Easter egg, it'd kinda kill the humor to replace it with the new one.

As for the axe throwing - while I can't do much about them going through walls, they should have limited range - plus the bludgeon should not throw it at anything it can't see, so not sure what's up with that.


Actually i picked up working again, and i do not mean the bludgeon hidden in a cage, but squirrel said he added placeholder spawns for bludgeon out in the nature, and the level 40 monster should be the big bludgeons, the young ones should be as strong as monsters/bludgeon1
 

Slaytanic_pb

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Re: Beta-package Update News & Discussion

I've seen bludgeons do that on b_castle, throw axes across the map. If you were to get to the front of the keep and keep going into the forest and you get to the bludgeons there, then run away, they can throw their axes at you when you are fighting inside of the front gate.
 

Thothie

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Re: Beta-package Update News & Discussion

Actually i picked up working again, and i do not mean the bludgeon hidden in a cage, but squirrel said he added placeholder spawns for bludgeon out in the nature, and the level 40 monster should be the big bludgeons, the young ones should be as strong as monsters/bludgeon1
Well, unfortunately, Crow has used these in excess in the Lodagond series already, and he’s laying them out as if they were level 40 monsters. I can however, make ye a weaker variant if ye ever make any progress on the map.

I dunno if there are any placeholders in the nature area of bloodrose, but the outside areas and the initial quest are supposed to be for characters around level 20, IIRC, with the subsequent quests running up to 40.

I've seen bludgeons do that on b_castle, throw axes across the map. If you were to get to the front of the keep and keep going into the forest and you get to the bludgeons there, then run away, they can throw their axes at you when you are fighting inside of the front gate.
They shouldn’t throw at stuff they can’t see – but yeah, that axe goes through anything once let loose… I’m gonna try what Shurik3n suggested ala $get_traceline – but no promises that it’ll work. ;)
 

Snow Wolf / RaZoR

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Re: Beta-package Update News & Discussion

when will the new patch be released?
(sorry, im just to lazy to read (23:00 right now))
 

Thothie

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Re: Beta-package Update News & Discussion

Within the next three days... I've company coming that's going to keep me out all night, so probably not today.
 

Thothie

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Re: Beta-package Update News & Discussion

Make that four days... All my HL1 mods are refusing to start on both my laptop and my main rig, and on all three of my accounts. ><

Suspect recent patch... Although the only thing patched was supposedly Portal, ya never know...

Only things I really need to do are to make a temporary chest for Lodagond-4, setup Maldora's fragment raid, and give the fire reaver his great balls of fire - and of those things only the first is really critcal... There's some map patches I should probably do too, but they are mostly asthetic (those rotating things on Calruin2, and the torch sequence on Chapel).

Suffice to say, if I get a window of Steam functionality I may just do the chest and run it off before it breaks again.
 

Belmont

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Re: Beta-package Update News & Discussion

I was wondering will that chest be the one you mentioned earlier and will Lodagond-4 have EXP extra exp or not?
 

Thothie

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Re: Beta-package Update News & Discussion

There will be a chest in Lodagond-4 with massive goodies, most of which would normally be exclusive to other maps, and each level of lodagond will provide increased XP, as you go deeper in. (2x-6x)
 

HumanSteak

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Re: Beta-package Update News & Discussion

Thothie, what does it say when your HL1 mods refuse to start? I had a similar issue once, it was "Validating" my half-life and restarting, logging in manually or whatever didn't help, I had to delete and re-DL half-life to make it work.
If you tell me what's happening when you try to start it I might be able to help you since I quite had my share of HL1 steam issues :wink:.
 

Thothie

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Re: Beta-package Update News & Discussion

Keeps telling me the game isn't installed, and this includes half-life raw, and yet the source mods are fine.

Seems I got it going on the laptop... I tried porting that copy straight to the main rig and it didn't cut it, so now I'm comparing registry entries one at a time... Fun. I need at least two working copies for proper testing, so, meh... I'll figure it out. Something like this seems to happen with every other bleeding update.
 

HumanSteak

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Re: Beta-package Update News & Discussion

This might be useless since I'm pretty sure you've tried already, but most times I had problems launching HL1 and that nothing seemed to fix it, I was just deleting HL1's local content and re-downloading it.
 

Thothie

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Re: Beta-package Update News & Discussion

MAR2008a PUBLIC CHANGELOG:

spiderz.gif

New Stuffz
• console/chat command: listpoints
- List damage points of all players present in order from most to least
- Figure this maybe more useful than /roll when fighting over treasure
• Bludgeon Hammer
- The most redundantly named blunt evah, has the soul of its original owner sealed within
- Right-click to tap into its powah for the bludgeon demon rage (req prof: 20)
- One hand for them, two hands for you, the weapon has four charges per map run at twenty seconds each. Use them wisely as "retry" will not restore them

New Monsters
• monsters/eagle
- Nasty lil bugger flies all over the place, attacks from above, probably suitable for 200-400hp range, lest you use them in groups, wildanimal faction
- additional parameter: start_perched- use this and the eagle will stay perched and idle until someone comes within 384 units and in its field of vision, or it is attacked
- Variants in order from weakest to meanest (est. level 300-800hp, all demon faction):
- monsters/eagle_plague - disease spreading, some knock back
- monsters/eagle_demon - fire effects, some knock back
- monsters/eagle_ice - ice effects, some knock back
- monsters/eagle_stone - damage reduct, lots of knock back
- monsters/eagle_metal - heavy damage reduct, lots of knock back, stun attacks
• monsters/fire_reaver
- Level 40+ miniboss
- This walking volcano packs a wallop and has guided explosive balls o' fire to boot

Mappper toys
• Lures now accept critical_npc param, and use the hpmulti property
• additional parameters: make_sleeper and make_deep_sleeper
- Works on most skeletons, make_sleeper skeletons play dead until someone comes near
- make_deep_sleeper require ms_npcscript event skeleton_wakeup_call or spawning of monsters/skels_wakeup to arise from slumber
- stone skeletons act like statues instead of sleeping on their faces
- see skeleton_wakeup_call in previous changelog entries for further usage
• additional parameter: make_fade_in
- Makes monster fade in on spawn - good for a less jarring spawn effect, when you have to spawn the monster near the player
• other/trigger_burn - trigger brush scriptname
- Same as other/burn_1000, but you can determine the exact damage by setting the target property (eg. target 100 for 100dmg/sec)

Map Updates
• Lodagond-1 (Recompile)
- Edict optimization, new boss chamber (easier in some ways, harder in others), and several minor tweaks, plus a link to Lodagond-2
• Chapel (ripent)
- Fixed light sequence
• Calruin2 (hlcsg/ripent)
- Fixed bit with bats getting stuck in rotating chains
• mscaves (Recompile)
- Fixed bit where Fire Reaver would spawn regardless of HP present (req. 3000hp)
- Also gave him some headroom

Bug Fixes, and Such
• Fixed unselectable character with scroll bars bug (Thank Shurik3n!)
• Fixed "that annoying seizure-when-crouching-on-entities bug" (Thank MiB!)
• System for altering viewmodel skins/submodelbody/render in place (Bow down and worship Shurik3n!)
• Slight improvements to the fish AI
• Demonclaws: Soul Fist attack no longer drain on miss, nor when striking a player outside of PVP
- They also drain a max of 50% mana, but do x3 damage, instead of x2
• Fixed some issues with scriptname brush trigger: other/totalhp_trigger
- This trigger goes off only once now, and responds proper
- If it is touched by someone not meeting the HP req's, it'll still remove itself
• Massive edict improvements for lodagond/maldora and lodagond/maldora_fragment
• Fixed Alpha Winter Wolf Boss using wrong skin / glow colors
• Fixed some bugs with some projectile throwers (stone skeletons, ice lobbers)
• monsters/ice_mage - Will now use monsters/sorc_telepointX, if present, to get closer to an opponent (see monsters/sorc_chief1 entry)
• Some edict optimization on the scroll system
• Edict optimization on some lightning throwing monsters
• Support for Lodagond-2, 3, and 4
• Support for Gertenheld_Forest
• New Elemental resistance system
- Resistances stack, even those for the same element, and across potions, armors, weapons, items, etc.
- If you resist an elemental effect, that resistance carries over against subsequent attacks of the same element for 10 seconds

...and the usual 100,000 changes I'm not bothering to list.

Ye Download Page
 

Aische

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Re: Beta-package Update News & Discussion

sorry read this after dling
and great patch cant read the details jet but it will be great as always keep ur good work up
 

Thothie

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Re: Beta-package Update News & Discussion

If yer not hosting, you'll be okay with that slip-up. Otherwise you'll get funky errors when loading Lodagond-1.
 

villager

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Re: Beta-package Update News & Discussion

Oh, this patch for me? Ythxu o:
 

The Man In Black

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Re: Beta-package Update News & Discussion

Thothie - you forgot the exp fixing.. Assuming you added it >_>
 

Thothie

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Re: Beta-package Update News & Discussion

The Man In Black said:
Thothie - you forgot the exp fixing.. Assuming you added it >_>
Added, yes. Sure it's working, no.
 

Dridmar

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Re: Beta-package Update News & Discussion

Thanks for the G_Forest support. :p
Now that the patch is released, I'll aim to have it complete by...well. I can really try to work on it this Friday and Saturday or next week. If I get a few hours to myself I could probably complete it. Maybe an all-nighter on Friday..
 

Shurik3n

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Re: Beta-package Update News & Discussion

Send the source my way when you get a chance.
 

Thothie

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Re: Beta-package Update News & Discussion

Done.
 

Glorfindel

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Re: Beta-package Update News & Discussion

• New Elemental resistance system
- Resistances stack, even those for the same element, and across potions, armors, weapons, items, etc.
- If you resist an elemental effect, that resistance carries over against subsequent attacks of the same element for 10 seconds

YES
 
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