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Thothie

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Meh, you used to. Or maybe I'm thinking back to MS 1.35. I think I could run like 8 of those for every one MSC. ><

If anyone can contact [strike]Cyrez[/strike] or whoever owns Square's PVP (Squaresoftknight?) and get them to update, it would be most appreciated, and worth at least +3 Internets. They are spamming FN with mad bad password errors.
 

Dridmar

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I'll set one up.
 

Thothie

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FN caught one already:
01/16/10 13:31:34 [70.45.161.197][0] Illegal Map: SecretMap.bsp
01/16/10 13:31:34 [70.45.161.197][0] Disconnected [1/200]
 

TheOysterHippopotami

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Hooray for the patch! I want to thank everyone on the dev team for their hard work, especially MIB (I think) for fixing the armor bug! I haven't tried the new storage system yet but it is a welcome addition as well.

Who wrote the music for nashalrath? It's really good! Also, props to whoever decided to use the ms_snow music on thanatos.

Thanks to age and anyone else for the new armor skins, and thanks to thothie and anyone else for implementing them. Special accolades also go to whoever did the modeling. Using the same old models for goblins and orcs was fail.

Hooray for the patch!
 

J

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The music of Nash is 3 MP3 files. I didn't pick them, they were in the WIP pack ready to be used. Looking at the ID tags and doing a little googling reveals that one of them was made by David Arkenstone for WoW, another one is the end credits for Black Mesa Source. Netherworld.mp3 remains a mystery.

"Freer" songs would've been a preferable but... :I

Oh and I picked that ms_snow tune for Thanatos. I was looking through the songs already in the game, trying to find something that suits the map.
 

Blasto121

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I should start hosting FN servers again, my ole server is now 4 times more powerful. Not to mention I have a bunch of bandwidth now with piroirty on my packets. Quite nifty when downloading from steam, fastest I have gotten something was at 5Mbs was rather surprised then it went to something more normal after 30 seconds.

I can setup one of these new fangeled servers once I get home.
 

Gurluas

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Well despite my attempts to "fit this in"
I did not manage to connect Nashalrath to Mss very well, at least not in this edition as not even the dialogue I wrote made it in as far as i know, luckily i gathered this is a demo so it can be fixed. :)

As Nashalrath became the bridge between the two games it is unfortunate the connection was not properly implemented.

Also, when the change from Bludgeon to elves happends i would prefer new scripts with the same hp values and abilities as the bludgeons, to prevent butchering the map balance.

But the lore is this:
A long time ago Eswen Mallan was a beautiful forest, its ancient name forgotten. ll was well for a time, until emnities between king Undamael and the general Calrian erupted into a short civil war, unfortunately ending with the death of the noble Calrian, the glorious days of the forest were over. Undamael was a tyran, interested in his own personal gail.
then came Malgoriand, the forest was corrupted through strife and decay from Malgoriand's coming, and the darkness crept in.

An elven marble city known as Nashalrath held out for decades, the last remnant of light in the dark cursed forest which is now known as Eswen Mallan. Nashalrath fell in the end however, and became a bastion of dark elves, the day Felewyn struck Malgoriand down the land itself tore down Nashalrath, and the city sank deep beneath the soil, forgotten from the world.

The surviving Dark Elves adapted and became proficient in the arts of digging. Also their eyes became larger, and their bodies shorter. The Dark Elves began to dig, and finally reached the Halls of Charthane. Finding everything ruined and abandoned, the Depth Elves returned to their city, and the king cautiously asked them to wait for any sign of activity from their master.

During the Second Great War, which you(Your character) are part of, Malgoriand finally made his presence known to the forgotten minions. Eager to return, the Depth Elves finished the last tunnel, connecting themselves and Nashalralth to the Halls of Charthane. However Unexpectedly all the Depth Elves retreated before they entered the Halls of Charthane, leaving lesser creatures to guard the tunnels, something bad had happended in Nashalrath.

Another tunnel the Depth Elves dug has reached something ancient, something of Loreldian design, which can well lead to the destruction of not only the Depth Elves, but Leann aswell.

Your mission is to navigate through the tunnels, past the city, and neutralize whatever the Depth Elves found, hoping it is not too late.
 

The Man In Black

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I deserve no thanks for the patch. Direct them all to teh Thoth.
 

icuownage

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Thanks for the patch, I like it :)

About the servers, I recieved the FN password and I could set up a server, the instructions how though, confuse me a little, so it might take a while, cause I've already tried before and failed..
 

CrazyMonkeyDude

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Can't wait to get home today; I haven't had any free time since Friday. Downloading this asap :D
 

zeus9860

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Got to admit this has been the best patch i've seen released since i started playing. Pretty good job with it :wink:
 

Thothie

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Gurluas said:
Also, when the change from Bludgeon to elves happends i would prefer new scripts with the same hp values and abilities as the bludgeons, to prevent butchering the map balance.
I should point out that it isn't really possible, because of the map layout. I mean, unless I want to make elves charge across hallways really fast with collision boxes about three times their size, throwing players everywhere. This map layout is not real friendly to the sort of behavior you'd expect from a dark elf (and certainly not to the current scripts). Too many wide open areas and not enough perches. Have the same issue if we stuck orcs in here, for instance.
 

Gurluas

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Depth elves are larger than standard elves.
Their physiology has become too distant from standard Torkalath elves, you should more correctly refer them as mole or depth elves.

I will also take the liberty of making a special skin for them.
However since i lost milkshape 3d i cant really work on an animation for them.

Oh yeah and as you might noticed, Nashalrath should connect to Challs in the final edition.

Originally Nashalrath was meant to be an endgame-ish map.
To enter you needed a key (You could not spawn if you did not transfer properly)
Random undead would drop a clue to the key, and then you were supposed to find it.
(0.001% on skeleton, 3% on Calrian, 15% on Atholo, 30% on Undamael etc.)

Once you found it you could enter.
Not sure if i can revive that concept, depends wether i can properly communicate with Thothie and J.
 

Thothie

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Well, really big, really fast elves could work I suppose... Maybe like those smurfs from Avatar... Or somethin. You'd need new animations to make them move fast enough and still look natural though.


Just stopped by to mention that the betapack linked on the main page now includes the fix for Nash and the missing monster models. ( filename: msc_beta_package_JAN2010a2.exe - 184MB ) There's no need to waste your time downloading this again, if you have already applied both those fixes.
 

Crow

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Yay! A patch! Finally! :mrgreen:

though now my dll differs from servers :<
____________________________________________________________________________________________________________________________
msc2final.png
 

Thothie

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Patching might help that. ;)

Be sure to close Steam, lest your DLL's be locked, and not overwrite.
 

Gurluas

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Thothie said:
Well, really big, really fast elves could work I suppose... Maybe like those smurfs from Avatar... Or somethin. You'd need new animations to make them move fast enough and still look natural though.


Just stopped by to mention that the betapack linked on the main page now includes the fix for Nash and the missing monster models. ( filename: msc_beta_package_JAN2010a2.exe - 184MB ) There's no need to waste your time downloading this again, if you have already applied both those fixes.

Im gonna look into it soon.
 

Thothie

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Wrong Steam account?

It also won't find your Steam if you copied your Steam install from another system without reinstalling Steam, for Steam will not have its registery entries - or in other words, Steam wont know where Steam is. ;)
 

Dejiko

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Sometimes on Gertenheld_cave fire elementals start spawning inside me everywhere I go...Probably from the goblin envoker or whatever it's called. but yeah, there should be a limit on how far away(and how often...a few times a new one spawned the second I killed the last one) it can spawn those things.

also, it seems like dragon axes spawn for at least 1 person every time at gertenheld_cave. was that intentional?
 

Thothie

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Not the bug report thread but...
Dejiko said:
Sometimes on Gertenheld_cave fire elementals start spawning inside me everywhere I go...Probably from the goblin envoker or whatever it's called. but yeah, there should be a limit on how far away(and how often...a few times a new one spawned the second I killed the last one) it can spawn those things.

He should have a 1024 range, but yeah, it's pretty far. Forces ya to go get him once he spawns though.

Dejiko said:
also, it seems like dragon axes spawn for at least 1 person every time at gertenheld_cave. was that intentional?

gertenheld_cave_chest said:
if ( $rand(1,12) < game.players )
{
if !GAVE_DAXE
setvard GAVE_DAXE 1
addstoreitem STORENAME DRAGON_AXE_SCRIPT 1 0
}
Pretty damned close. One per run though.
 

J-M v2.5.5

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Some minor bugs:

Thothie said:
• Frost Bow (Archery 25)
- Provides 75% frost resistance 10 seconds after being drawn.
It's 50%.

Thothie said:
• Pet Winter Wolf Charm
- hp 1000-4000, dmg 30-125
Starting damage is 20 dmg/ATK.

Also, whenever a fire elmental (the regular, weakest variant) tries to cast a lesser circle of fire, the animation is shown, but no actual circle (nor damage!) appears. Broken.
 
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