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Thothie

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Gah, refresh and try again - copy pasta'd entirely the wrong link there. ><
 

Thothie

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First of the full self-installers is up - more mirrors pending - as well as the other, post related stuff that's pending that I mentioned earlier.

edit: Mirrors up.
 

Thothie

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FEB2013a PUBLIC CHANGELOG:
FEB2013a_centerfold.jpg
That's a patch, on his ass... Sorry, troll ass is not my specialty...

This is an optional patch - you can currently both play and host with this or JAN2013a on FN
(Though we of course recommend the patch for both clients and servers.)

Fixes
• Fixed bug where several maps were bjorked due to new anti-stuck system
• Reduced Decibelants mighty woofers **
• Fixed a bug where some voiced NPC's were having their sound files cut off
• Jerdid speaks! (Gertenheld_Forest) - Thanks to Roghan **
• Vadrel speaks! (Foutpost) - Thanks to Roghan **
• Fixed Thunder Breaker using Fire as default element
• Removed the pvp by default for ms_soccer - but you can still vote for it
• Added damage types to damage reports
- (Brace for massive wave of incoming monster/weapon using wrong element bug reports)
- Note that most older monsters use the "generic" damage type, which does not report.
• Fixed bug where ms_dev_mode forced test scripters to load a map twice
• Fixed Healing Circle and Rejuv not adding damage points.
• Fixed frequency of Hooked Iron Arrows

New Map (sorta)
• test_scripts (utility) **
- This is a new map for aiding people interested in exploring the MSC script system.
- To use this, ms_dev_mode must be set to 1 in your server.cfg/listenserver.cfg
- Additionally, any scripts you want to test must be in the msc/test_scripts folder
- These must be itemized in the ms_dynamicnpc cvar, also in your server.cfg/listenserver.cfg
- Multiple scripts can be loaded into the map by parsing ms_dynamicnpc with semi-colons, for example:
- ms_dynamicnpc "test_scripts/test_spider;test_scripts/edrin"
- The Dungeon Master's assistant can then spawn these scripts for you, and aid in testing.
- If the monster #includes monsters/base_fish2, he will also automatically open special water ways, and sink the monster, so it can swim.
- Intend to expand this map to include more testing areas, for oversized monster scripts, etc.
- ...As well as more example scripts, and more documentation, as they become available and are cleaned for spoilers.
- BEWARE THAT CHARACTERS WILL NOT SAVE WHILE ms_dev_mode IS ACTIVE! (Not even server side nor LAN.)
- test_scripts cannot be voted for on FN (as it requires ms_dev_mode) [untested - though it'll boot you off FN, should you manage to load it, or force it via admin_map/changelevel]
• There be additional scripting information, examples, and other materials msc/test_scripts/test_scripts_info.rar
- Much more pending...

Minor Map Fixes
• Hunderswamp_North **
- Abomonation seal system changed a bit

** These additions/fixes only work if you have the patch on your client

DOWNLOAD AT THE USUAL PLACE
^ There is also a JAN2013->FEB2013 manual "fast patch" available there, if you don't wanna download so much...
 

PuppetmasterZ

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The 5th Mirror for Europe isn't working for me, I tried the 1st one but that one worked.
 

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An error showed up saying this:Installer integrity check has failed. Common causes include incomplete download and damaged media. Contact the installer's author to obtain a new copy.

More information at:
http://nsis.sf.net/NSIS_Error
 

Dridmar

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Didn't fix glow not working sometimes?
 

Thothie

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PuppetmasterZ said:
An error showed up saying this:Installer integrity check has failed. Common causes include incomplete download and damaged media. Contact the installer's author to obtain a new copy.

More information at:
http://nsis.sf.net/NSIS_Error

Lemme try to download that, in its entirety, before I harass RKS about it (he handles the mirrors)...

Dridje said:
Didn't fix glow not working sometimes?
Didn't run into it - although didn't take a stab at fixing updating connecting clients yet either, which maybe related.
 

Thothie

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PuppetmasterZ said:
An error showed up saying this:Installer integrity check has failed. Common causes include incomplete download and damaged media. Contact the installer's author to obtain a new copy.

More information at:
http://nsis.sf.net/NSIS_Error
IDK... Downloaded clean... Installed clean... Maybe you just had an unfortunate net hick up during download?

We'll see if anyone has any other similar reports, but at least you managed to download from the Amerifat server.
 

Thothie

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Well, we woulda had a patch by now, but delays delays delays...

I could put out a very minor patch, but it wouldn't even include a new map. So... Meh.

I *might* be able to get a patch out with two new low level maps - nightmare_edana and Cyax's new ms_quest... But I'd be surprised if I got that up and out by the end of the week the way things are going... Then we have to move onto the mapping contest winners, gah! Trying to figure ways around this latest Half-Life update crap is eating time as well.

My kingdom for another scripter!
 

zeus9860

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Thothie said:
Well, we woulda had a patch by now, but delays delays delays...

I could put out a very minor patch, but it wouldn't even include a new map. So... Meh.

I *might* be able to get a patch out with two new low level maps - nightmare_edana and Cyax's new ms_quest... But I'd be surprised if I got that up and out by the end of the week the way things are going... Then we have to move onto the mapping contest winners, gah! Trying to figure ways around this latest Half-Life update crap is eating time as well.

My kingdom for another scripter!

Timezones... did you post that on april, the first? :evil:
 

Thothie

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Wasn't available... Otherwise I would posted, "Look at our new betapack! All the blue maps are completed!", and linked to an executable rick roll - or something. (I can be a dick too!)
 

Charles445

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Thinking about getting back into the game.
Did all the boss crashes get fixed? Yknow, the ones where if you took too long the server crashed for one reason or another.
 

Thothie

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Well, it does seem every time we nip one stability issue in the bud we pick up another, so I can't be sure - depends on when you last played. One major one, in relation to multi-player attacks on bosses, was the damage stack crash (two scripted damages happening to the same target, in the same frame, causing a crash), which quite often caused crashes during prolonged battles. That was nixed. May or may not be what you are referring to though. There's also been a lot of resource overhead optimization - moving nearly the entire sound system client side, etc...

On the other hand, some of the newer maps like to push the limits right up against the wall, Galat chests now have so much capacity they can affect stability when being withdrawn from, and, of course, Valve has been fuxing with the engine regularly since February, causing all sorts of weird stuff to happen.
 

Thothie

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I bet you gave up on this happening by now... But what the hey...

JUL2013a PUBLIC CHANGELOG:
centerfold_JUL2013a.jpg
First tagline choice: "Huge wait... Tiny patch..."
Second tagline choice: "A patch so minor, pedobear would approve."

This patch is pretty pathetic, given the delay involved, but hopefully it'll clean the current Steamtastic situation up, fix a few critical issues, and lead to bigger, better, more frequent things.

New Map
• Nightmare Edana (nightmare_edana) by Furion, Self Adjusting (Moderate-Hard), Disconnected
- Humorous little map. Post-apocalyptic "Edeadna"
- Custom scripts and models by Furion, and voice overs by SquareSoftKnight

Other Changes
• Double click fix now integrated.
• Recompile/resource optimization for Shender_East.
• Various efforts to ensure Hunderswamp_North behaves.
• Increased most Lightning DOT durations 200% and reduced damage by 25%
- Increases the accuracy debuff advantage (true for NPCs as well) [May undo, we'll see how it goes]
• Yet another stab at ensuring Bloodrose will not crash at Flesheater.
• Blood Blades now use Swordsmanship skill proper.
• Thunder Breaker's secondary now using Lightning damage proper.
• Some efforts made to ensure Glow doesn't fail.
• Pharaoh of Storms properly boss flagged.
• Various monster spawn stuck check related issues.
• Major applyeffect DOT optimization.
• Updated FN readme with current servers.
• A thousand or so other minor bug fixes and optimizations...

• RKS servers will be moving to the Steam Pipe version and should show up on the Server Browser
- (Hopefully no other issues crop up with that.)

Mapper Toys
• trigger_teleport's "delay" property now works like a trigger_multiple in that it disables the trigger for <delay> seconds before reset.
• Scriptevent ext_teleportfx1 now works for monsters as well
• ext_teleportfx2 - works as ext_teleportfx1 but without the visual effect and a more dramatic audio effect
• Monsters using base_jumper now take "set_no_jump" / "set_jump" as addparams and scriptevents. (Includes newer goblins, among others.)

[SPOILER SECTION BEGIN]

New Lewts

• The Corrodinator
- First of the contest reskins to finally appear, this helm increases acid/poison DOT duration by 50%
- (rare misc epic)

• Icy Crescent Blade
• Flaming Crescent Blade
• Electrified Crescent Blade
• Envenomed Crescent Blade
- (Req: Smallarms 30)
- Various elemental flavors of the Crescent Blade with DOT's based on the associated magic skill.
- As mentioned before, any combination of Crescent Blades (elemental or otherwise) counts as a Matched Set, and thus receives no dual-wield penalty.

New Beasties

• monsters/bat_large - Large Bat* (32x32, 100hp, ~10dps, vermin, low)
- Larger, meaner version of the classic bat.

• monsters/bat_large_vampire - Vampire Bat (32x32, 200hp, ~25-50dps, vermin, medium)
- Vampryic bat with very aggressive and evasive flight model.
- Regenerates 10% maxhp per strike.
- Greater Poison DOT on every 5th consecutive strike.

• monsters/bat_large_shreaker - Shreaker Bat* (32x32, 300hp, ~50dps, vermin, medium)
- This bat generates a stunning sonic blast every 5 seconds.

• monsters/ogre_cave_thug - Cave Ogre Thug* (32x96, 4000hp, ~200dps, orc, hard)
- Large brutish beast with a chain of combo attacks, knock back, and slamming stun.
- More sluggish than most of the cave ogres, and unable to jump.
- Rapid passive regen scales with any hp adjustment (base 20hp/sec).

• monsters/ant_fire_warrior - Fire Ant Warrior* (32x16, 500hp, ~60dps, ant_red, medium)
- Giant red ant, periodically breaths fire.
- "ant_red" faction agros against pretty much any race other than its own.

• monsters/ant_fire_flyer - Elite Fire Ant Warrior* (32x64, 500hp, ~60dps, ant_red, medium)
- Flying variant of the same model. Hovers. Breath has push back and is used more frequently.

• Workers and black ants pending.

* Available and tested, but not appearing in this release.


DOWNLOAD AT THE USUAL PLACE
 

Thothie

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Thothie said:
JUL2013b Optional Server-Side Quick Patch:

- Fixed votemap system.
- Fixed healing issues.
- Fixied viewmodel animations with DOT Gauntlets (may require client be patched).
- Fixed potential exploit allowing thievery from another player's Galat chest.
- Votepvp requires >50% to pass. (Cuz)
- (Fixed some NPCs getting stuck in chat loops)

Quick patch (Manual Install ~2MB):
http://www.rkszone.com/downloads/msc/ms ... 013b_3.rar

We'll get the remaining RKS servers updated, and update the betapacks to JUL2013b in a bit.
 

zeus9860

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We need some sorc_villa crests, the shop's ran out of stock! Kkthxbai. :wink:
 

zeus9860

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[rant]Can we seriously like get a fucking nerf on the elf part? Thanks.

You expect us to heal a motherfucking elf when there are 10 guardians floating nearby him and rejuv is constantly getting cancelled by dots or long range or fucking stun waves.

I would appreciatte a more generous approach towards the mod and not the opposite which is what i see here. Make things more FUN/ENJOYABLE and less FRUSTRATING and pissing everyone off, thanks.

Like i said before, no matter how many people i bring in, it won't fucking work, i need someone good and high leveld to go do damange while i try to heal, the rest is fodder. Since the mod has like 25 active players (pun intended), guess i'm pretty much fucking stuck with lower levels right?

What to do when you expect the player to do something that requires 2-3 times the effort or when the enemies jsut decide to sit on top of the elves head and spam shit, making players unnable to heal the npc on time.

Success rate is 1:5 runs or so it seems even with two 1k hp players and a couple of 700-900. Not to mention the random crashing or host errors automatically booting people off the servers, ms:c is more frustrating than enjoyable at this point. Dealing with all the technical problems along with the nerfs and bad gameplay additions pretty much kills the mood to play this game and will eventually kill the mod entirelly, mark my word on this one.[/rant]
 

Thothie

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Shoulda complained about it back in February - again, nothing's changed there. There be no nerfs involved. :p

1:5 seems about as intended, barring a well oiled team. Maybe 1:3 at best, at max difficulty (which you hit ~3000 totalhp). Playtests had us running around there.
 

zeus9860

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Thothie said:
Shoulda complained about it back in February - again, nothing's changed there. :p

1:5 seems about as intended, barring a well oiled team.


You seem to forget that player activity in this mod is pretty much dead, even with this patch, it's hard to come by high level players. And you also seem to forget that things should be enjoyable, not frustrating, given that we players have to put up with alot of random disconnects as of late and the lack of player support to do maps, you shouldn't be trolling the leftovers you have that still play this mod. Because at some point, people will leave and not come back, the image that this mod will leave in their own minds, will be a bad one, just a fyi.


And again i'm pretty sure Healing circle had healing multipliers and those got nerfed/removed entirelly and you just claim they never existed or something. W/e, if you really want to keep up with the bad quality be my guest, but then don't say it was because of X person that the mod died, people do give warnings when bad stuff happens, you keep it up, you will see bad stuff coming.

This patch should have never happened, it's quality is off the chart (negatively), nm_edana is the only thing to consider here.

PS: I know you keep the mod alive and all that mumbo jumbo, but you are also killing the mod without realising it. And if you happen to do notice that eventually, it'll most likely be too late to fix things that could have been fixed now.
 

Thothie

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There never were any Healing Circle multipliers for NPCs. The HC script has not changed since 2012.

Having less high end players should make it easier, not harder. The number and power of monsters scales up with collective player power.

The only thing that's changed there, is the loot is slightly better.

I can give you the same advice the spoiler section of that patch had, namely lots of summons, ice shield everything, and at least half your players need to keep to corners (rejuv doesn't have a range limit), keep them behind the pillars, and trade off as they pick up attackers. You can complain about the patch all ya want, but nothing has changed here (indeed, there's not been much in the way of changes at all, main effort was just to get MSC working with the new Steam).
 

zeus9860

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Then again ms:c usually works like this: more players = more chances of getting loot which usually also means harder difficulty in maps. As of late i've been doing the elf part with at least 4 players in the server, always over 3k total hp, sometimes even reaching 5k total hp and still that part remains awfull as always. This part of the map is difficult, annoying , extremelly dumb and awfully planned. And the loot is so god damn generous that it brings a tear to my eyes too when i see i got a demon blood from using 5-6 potions myself (not including others) and the extreme pain of putting an elf alive using rejuv, which gets cancelled by everything (and their mother included).


http://www.msremake.com/forums/viewtopi ... 15#p142693

Stop trying to neglect things that actually happened... Forsuth had HC healing multiplied and i'm pretty sure he doesn't anymore since you "axe'd" it in order to apply the scaled healing with rejuv instead, i believe same crap happened with bloodshrine orcs and phobia bandits. Basically you switched the better option for a crappier/dumber one. Player healing should never be scaled when healing others, that makes no freaking sense, a single player can go tank mode with one behind constantly healing, not to mention if there are two healing alternatively. See how f*cking stupid that would end up being?

Using summons is a crappy deal itself, i use bear guardian shielded and a wraith most of the time, bear acts like a football and is thrown out of the arena half the time, so damn usefull that is. Wraith just ends up being raped overtime, any other summon is pretty much useless since they get knocked into the water eventually if they dont die first.

Hey if you think thats a wonderfull idea, perhaps it's time to just stop playing this mod again since bad stuff just keeps getting implemented over things that were already fine to begin with, not like there are that many people to play with these days, right? I wonder why...


PS: All this could be amended if npc healing scaled for ALL SPELLS, not just the crappy rejuv, which again gets cancelled 99% the time when cast.
 
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