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Deantwo

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Re: Beta-package Update News & Discussion

Picadilly said:
More than anything, I'd like to see a good HTML <MOTD> and an amx_llama type command that could be used to stop bickering, begging and b**ching!
well... that's with you just kick the person... isn't it? :roll: and if he comes back and starts again then ban him :p
 

Aische

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Re: Beta-package Update News & Discussion

played daragoth today and saw a chest spawning in scorpion cave after killing the big one but it disappeared before hitting ground
sorry if its not the right topic for that didnt kow where to put it
 

The Man In Black

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Re: Beta-package Update News & Discussion

Was it a black chest? If it was, that's an artifact chest that didn't have anything in it.
 

villager

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Re: Beta-package Update News & Discussion

Nope, a normal brownish one, I've been trying to access that chest for awhile now :\
 

Aische

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Re: Beta-package Update News & Discussion

yea its a normal one maybe its half inside the wall and will be affected by the antistuck scripts or something like that
 

Thothie

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Re: Beta-package Update News & Discussion

Jelly said:
Would it be possible to make spells similar to the punishments found in this amxx plugin?
http://forums.alliedmods.net/showthread.php?p=249919
The Man In Black said:
The Man In Black said:
Before anyone suggests any other admin-punishment commands, think about it this way: "If someone used this on me, would it stop me from getting a chest/other reward I deserve?" That covers at least the past few suggestions.

Even admin_gag was against my better judgment. That sort of thing just encourages bad admins. (Absolute power corrupting absolutely - especially when absolute power is fun - there's much less joy and much more effectiveness in just disconnecting users.)

played daragoth today and saw a chest spawning in scorpion cave after killing the big one but it disappeared before hitting ground
sorry if its not the right topic for that didnt kow where to put it
Will look into it. There’s no Artifact chest there, but they also don’t do that anymore (they should spawn invisible, and never become visible if all their chance% rolls fail or whatnot.) Also, chests don't have anti-stuck.
 

Gurluas

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Re: Beta-package Update News & Discussion

Are my scripts still in?
 

Thothie

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Re: Beta-package Update News & Discussion

ja...

littleg/melanion
littleg/salandria
 

Thothie

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Re: Beta-package Update News & Discussion

FEB2008b OPTIONAL SERVER SIDE PATCH:
• admins.txt reads proper
- You can use comments, but best that they not be on the same line as the Steam ID
• All admin commands seem to be working proper
• Votekick/voteban seems to be working proper
- both require 3 players present, and that more than half the voters vote yes
- fixed bit where canceled or failed votes would prevent future voting
• votepvp seems to be working proper
- this ones hard to test, but the function reports proper, and the vote goes off right
• Strobe effect on connect has been axed
• Players are now disconnected during map changes (ala amx)
- stops memory deallocation errors
• Potion of stability fixed
- It still may not due to client difference - but it at least shouldn't crash the server
• FN recognition of pvp_canyons
- If ye have canyons_pvp, you'll have to rename it - the pvp_xxx prefix lets the system know to set pvp
• Fire shaman optimizations / anti-crash
• admin_gag command to mute players
- this does not appear in admin_help, and may not always work
• ms_reset_if_empty
- This now simply kills the server 60 seconds after the first person leaves, ignoring the ms_timelimit, for simplicity
- (still writes edana to the crashed.cfg first, so you don't get stuck with your server coming back on a gauntlet map)
• Toned down the orion bow fx
- may not work for clients without the patch
• Moved more damage point tracking to the player
- GM will only attempt to restore damage points, rather than track them independently
• Some stabs at the monster gibbing bug
- No promises, this is very hard to reproduce

Mappper toys
• brush scriptname: other/burn_1000
- Add the element "scriptname" with the property "other/burn_1000" to any trigger brush and it will burn anyone who touches it for 1000hp/second via fire effect
- Player will see the targetname of the trigger when they are burned as if attacked, typical uses would be: "Some|Hot Lava", "A|Fire", "Dragon's breath"
- This is useful if you have a lava area or similar trap that you want fire resistant people to be able to pass (ie. isn't at the bottom of a pit)
- Only physics excuse I have is that "phoenix armor fails if you are completely submerged in lava because it is not hermetically sealed". ;)
- Spawnflags have no affect on this scripts functionality - it'll always burn everything (if ye need that changed, I can make customized variants)
- (this actually dates back to FEB2007a - just forgot to mention it)
• brush scriptname: other/trigger_if_evil
- Add the element "scriptname" with the property "other/trigger_if_evil" to any trigger brush
- This will cause the trigger to fire it's target property whenever any non-human (or non-hguard) creature touches it
- Only fires once (variants can be made), like other/burn_1000 all spawnflags are ignored
- This is how the bandits and orcs break the storefronts on helena (again, another oldie I forgot to catalog - dates to DEC2007a)
• brush scriptname: other/totalhp_trigger
- Yet another scriptname for use with trigger_ entities - this one designed to fire an event if the max hp on the server is at a certain amount when a player touches it
- Set targetname to determine the range, format is minhp;maxhp. eg. 1000;2000 - fires target if total hp on server is between 1000 and 2000.
- this one is untested
• ms_npc: other/spawn_point
- Place this on your map and the game will randomly teleport players to one of these ms_npc's when they spawn
- Place them on the ground as you would any other npc (players actually spawn 38 units above them to compensate for the "middle measurement" thing)
- max limit on these is 71 - but I've not tested beyond 14 yet (maybe issues with how they count up)

...Plus about 10,000 minor changes I'm not bothering to mention.

Ye Download:
http://www.msremake.com/download.php
 

The Man In Black

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Re: Beta-package Update News & Discussion

pvp_canyons is up thar twice >_>

How dare you make a mistake after a week of bug fixing! Sheesh..
 

Thothie

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Re: Beta-package Update News & Discussion

* Also note noted in FEB2008b changelog: the metal spider in Keledrosprelude2 is using FER's new model. I hope to expand the # of spiders using this model. We'll see how it goes.
 

Tentadrilus

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Re: Beta-package Update News & Discussion

Ah, yes. Thanks for increasing the HotD stun resistance. It might be worth something, now :oldlol:
 

FuzzyFish

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Re: Beta-package Update News & Discussion

A most excellent achievement. :)
 

Hendar23

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Re: Beta-package Update News & Discussion

You have come a long way. :D First played the original MS back in...'02 I think? Buggy and small but weirdly addictive. I've been keeping a quiet eye on this mod for a while. It's time to jump in and play a bit more :D
 

Gurluas

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Re: Beta-package Update News & Discussion

Nashalrath has been handed over to Thothie , here is a picture of the last test made before it was abandoned.
the map is however unfinished and there are many leaks, many dead ends and so on...
anyway enjoy.
But one annoying bug the map compromises is that bludgeons can throw their axes across the whole map, yes even through walls. Also young bludgeon demons seems to be too strong

last a personal note to Thothie: normal non demon bludgeons should be toned down to bloodrose difficulty and placed in the placeholder spawns little squirrel added in bloodrose.
nashalrath0000tw9.png
 

Sabre

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Re: Beta-package Update News & Discussion

That looks kinda promising :D
 

Mikkel

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Re: Beta-package Update News & Discussion

Looks awesome
 

DarkTerror

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Re: Beta-package Update News & Discussion

It IS epic :)!
I need to train a bit more on FN so I can go to this map once it´s finished :S!

EDIT:
played daragoth today and saw a chest spawning in scorpion cave after killing the big one but it disappeared before hitting ground
sorry if its not the right topic for that didnt kow where to put it

WHAT? There actually spawns a chest? I´ve never seen it :/!
 

Thothie

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Re: Beta-package Update News & Discussion

Yes, and I think we fixed that bug since then.
 
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