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Old 04-23-2010, 02:40 PM   #21
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is there a way to chat public from within the server? just to spam till testers come :P
not that I know of....other than just starting another instance of the game.
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Old 04-23-2010, 03:06 PM   #22
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Is it possible to give a startgame command plz? I just need two people to test the game, but i need the commanders in place Thanks again
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Old 04-23-2010, 04:11 PM   #23
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Ok, dont know what just happened, but found one or two things to fix: mainly the take command button

edit: that maliken antibehe got fixed, will be up soon
the button is an issue though
Thanks to everyone that joined and especially to old55 for his trust and support
may get another update with maliken fixed and summoner more hp soon

edit2=memo: if i forgot something, just post

*) why are conjurers treated as behes? (fixed+manacost+cd)
*) why nobody gets how it works? (hope they can now)
*) why the "take command" button shows up when a com is out there? (fixed)
*) where can i find more icons so we dont get confused with offerings and beast persistants? (put manashrine icon there)
*) can i make the spell check distance from lair/sublairs/sh/gars? Is it supposed to only be placed near main base? (decided that only main base really kills bds) (done)
*) shall i give summoner more hp? now 450 vs maliken's 600 (gave him greater locust damage instead)
*) draw intro while loading or display "next" messages (painted the loadingscreen, but i admit it goes too fast to read)
*) remove debugg messages (done)
*) how to control the thunder effect? (fixed)
*) lowered malikens mana regen rate
*) improved the manaward effects
*) apply xp reset when incarnate dies (done, plus attribute reset etc)
*) Made the rustworms affect players and buldings, lowering armor by one quarter. Increased its mana cost. Doesnt stack anymore.
*) Made the summoner's jump attack push opponents. Now costs mana too.
*) Added a bunch of icons and effects
1) what's up with the builder's attack?
2) why does the mod has that much effect on servers performance causing shutdowns? Maybe too many spawn scripts? Or missing bones etc?
3) are the anti-siege supposed to be such powerfull or will they mess BDing? Should the altar have less hp for that reason? (decided they should only work effectively to kill 1-2 sieges in 30 secs, enough for a bd to kill a lair. Will balance this with cds and mana costs)
4) how do i give mana to the commander?
5) check why the take command button wasn't working for a specific guest
6) make offerings number well know to team.
7) does the rust worms gun really work?
8) are there any "altar" models i could use?
9) what did i forget to note down?

Thsi is an online memo, dont read it :P except the last ones
@johnofarc: cant help the walls! hope numbering helps!

Again thanks for the patience of all those who helped testing: old55, lajo, nmegod (or something) and others whoses the names i cant remember! Post them if you want

Last edited by Pidgeoni; 04-26-2010 at 11:10 PM.
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Old 04-23-2010, 06:37 PM   #24
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3) why nobody gets how it works? (obvious one, have to document it better :P)
A pop up window (or a series of them) right when you enter the lobby would be ideal. That way people would have to click through them. You can make a new .xml file for the widgets and include it in game_lobby.xml and call it with playerjoin world trigger. I think.
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Old 04-23-2010, 06:49 PM   #25
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A pop up window (or a series of them) right when you enter the lobby would be ideal. That way people would have to click through them. You can make a new .xml file for the widgets and include it in game_lobby.xml and call it with playerjoin world trigger. I think.
cool idea! but clicking is disturbing anyway (in fact i just dont want to mess with xml files any longer till i fix some other things) maybe someone else could do it?
added number 13: draw an intoduction while loading map

#inoyoulikeme: its really not ready for S2usday :(

Last edited by Pidgeoni; 04-23-2010 at 06:52 PM.
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Old 04-25-2010, 01:44 PM   #26
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A minor update with some fixes, custom effects and a quick start loading screen can be found here
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Old 04-26-2010, 11:42 PM   #27
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A major update can be found here. I call the project almost done
For the changes, check the first page of this thread. In summary:
-Added effects and Icons
-Fixed some UI issues
-Tried to improve balance

I would like some help in the following:
-Is it possible to give mana to the commander?
-Is there an actual problem with servers loading the summoner model? My console gets filled with numerous warnings

If someone wants to upload this, feel free and do it
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Old 05-09-2010, 04:06 AM   #28
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Would be cool to have a server with this mod running on some official maps
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Old 05-09-2010, 10:02 AM   #29
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I can do nothing about that other than completely finishing the mod. Feels like im the only one here who doesnt have a private server

And there is that item issue i am stuck with, maybe it is time to cry for help:

The goal is to know the slot of the offerings when i want to remove them!

Is there any way of tracking the name of an item in a specific inventory slot???
Like see if the player has the consumable item "Offerings" in slot 11?

Or an event for item swaps?

So i can track them once on "buyitem" and every time they are swapped?

An alternative way would be to track an "item use".
Like an event with parameters the slot and the item name.
Then i could do stuff when the item was used and skip that spell i give in slot 9, and everything would be way more smoother!!!!!!!!!!!!

Another alternative would be to track the item's "place gadget" event.
BUT it doesnt work for me! Am i doing something wrong?

I also tried giving spells directly to the inventory.
But it seems quite unstable. And i still dont know the slot!

The last resort would be to COMPLETELY disable item swapping.
But that wouldnt be nice, and, furthermore i don't know how

*Cry*, *cry*, *cry*, eaxs, old55, petzi, help!

...

Ok, did i get any attention?
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Old 05-09-2010, 11:41 AM   #30
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Starting it on EU server! GoGoGo!
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