[Open Beta] Shards of the Ermine

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[Open Beta] Shards of the Ermine

Postby paladin MAIK » Wed Jul 30, 2014 9:01 am

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In honor of the coming soon plugin "Shards of the Ermine", I decided to do an open beta test. Naturally not all features.

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"After sunrise, our group moved again on the road to the Forest Hearts. Due to hassle with Myrkridia last night, I could not close my eyes, in my mind was the thought of the day when we are separated from the main party ...

The morning was not as pleasant as I wanted to see him. The Board decided that a large detachment to go in search of the artifact is too dangerous, you need to split up. Admittedly this is not the only reason. From the west came Soulblighter from east Shiver.

I was sent to the unit, which must find an artifact called "the Tain" and my friend go to Ermine through "World Knot". In Muirtemn I said goodbye to my best friend. I asked him to give me a promise that he would not die, and we will meet. . .

I held out my hand, which kept a clean log. He asked me, "Why?"
I replied, "To remember the story you." . . .
I knew that they were going to die. Before them there was an impossible task. . . Duergar's "World Knot" complex in the Ermain. . . "

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You will be given plugin files. Link is below. If you want to know more, you can read a small Readme.

All the shortcomings PM me or send a record level.

Mirror #1 Download SotE - fxBETA B4

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Last edited by paladin MAIK on Sat Aug 09, 2014 1:56 am, edited 5 times in total.
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Re: [Open Beta] Shards of the Ermine

Postby juliocpaes » Wed Jul 30, 2014 6:48 pm

Ok big Maik, i download beta ...testing. :P
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Re: [Open Beta] Shards of the Ermine

Postby Graydon » Wed Jul 30, 2014 10:43 pm

Played through the rest of the levels once today. Most of them didn't end, and I ran into a lot more issues with enemies not attacking me, or attacking and then just stopping.

In your Attack Map Actions, when you double click and name the action, you can put a trigger timer and tick some flags, as well as set it's "deactivation" mode. In 99% of cases, you'll want all ATTA actions to deactivate: Never. However, when you create a new ATTA action, it's default deactivation mode is 'on trigger' meaning it will fire once, and never again.. so if the group can't see any enemies it just stops where it was and stands around forever. This breaks lots of other scripts that are dependant on those waves of enemies dying. I suggest going through all your maps and fixing this issue on all attacks, and then posting up a new beta file.

As it is right now, this is very hard to test since it breaks so often.
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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Thu Jul 31, 2014 8:20 am

FxBETA B2

Beta version has been updated to version B2.

Updated:

+ The "attack" in all five levels of the solo campaign. (method of cycle)

+ Sound "Objectives Updated" in level "001 As the Crow Flight".

Detailed passage:

As the Crow Flies: Once your team has gone to the village, you will need to teleport your warriors and archers, with the help of the "World Knot" in the north of the fortress. After they (warriors and archers) will disappear, your mages should blow up at least one pylon.

Borogove: In addition to the fragments of the "World Knot", which are scattered over the area of the explosion of the pylon, you need to find 3 more fragments (one on the island, the second on the mountain, in the middle third of the sanctuary in the north)

Caer Cadarn: You can not save the Left and Right Legion, but you can control them before they destroy you. (one of your warriors have to come to the fire, in the west or east)

Pandominium: Find your squad in the north, and then set fire to the fires in the temple in the center.

Flight in the Dark: Destroy the West, North and South "World Knot." Then enter into the village. Farmers have to go through the East "World Knot."

Mirror for download at the beginning of the topic.

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Re: [Open Beta] Shards of the Ermine

Postby Graydon » Thu Jul 31, 2014 6:17 pm

Grabbing the update now, glad to see you're so quick to the mark. Missed your messages on hotline last night, had gone to bed already. Will test this updated version out a little bit before work today; though I've run into a bug several times on Borogrove now.

The explosion that blows the pylon up is too violent/powerful; the stones being flung around go too high, and have too much potential to bounce to weird locations. I've had chunks fall into deep water where my dwarves can't get at them, I've had them fall into tree clumps where I can't bomb them out of place. If the initial explosion wasn't as violent, it wouldn't spew the rocks as far and random. Something in the Level hints about having to find an additional 3 rocks would be valuable too, as one time I had collected them all and the level didn't end, confused me. Also, when the dwarves go uncontrollable and then drop the stones off, you always have them turn around and go to a waypoint in the middle of the world knot. I'm finding this kind of annoying; I could see the purpose if you had 6 or 8 dwarves like on the M2 map where you repair the knot, but its more a hindrance than a help as the middle of the knot is often the furthest point from any of the rocks! I'd suggest just having them become controllable again once they've tossed their stone onto the pylon, leave them where they're standing. Just my opinion though.

Edit: Oh! I forgot, on one instance of testing I loaded Borogrove, and the pylon explosion "missed" its target, and the pylon didn't explode. Make sure the projectile is REALLY REALLY close to the model, or even ON the model. If you double click on any object on the mesh, it opens an options window with some flags you can tick (like invisible observer, respawns, etc), in that window there are also some fields to edit the object's world location. Don't worry so much about X and Y, but you can edit the Z value to affect how high up off the mesh the object is... the Z value will default to whatever height the mesh is at when you place the object, but you can manually adjust it after you place it, so that it's higher up (and closer to the model geometry).
Edit's Edit: And that time it missed the pylon but hit my warrior and killed him. Lol.

Edit 2: Edit 1 reminded me also, you need to place an invisible observer at the world knot the player ports in at. As it is, you see all the fx, and then the units pop into place. If you have a Team 0 invisible observer in the zone, it will show the units fading in properly. You can make this invisible observer actually "invisible" or just "delete unit" after the player ports in, so that they don't have sight on the world knot all game.

Edit 3: LOL, now I notice itty bitty little thrall monsters on top of each pylon. These are probably your trigger monsters for the explosion? Set their object tag's scale to 0.004 to make them virtually invisible in game, without actually being invisible.

Edit 4: The giant ghol pack that ambushes the dwarves and Jman after you rescue them, is a little bit overpowered. I lose half my arty to the 5 or 6 puss bombs they have every time. If you're going to have that many ghols, maybe only 1 or 2 puss bombs, or none at all. Or maybe vary the puss bombs by difficulty rating... you can flag projectiles by difficulty just like you can flag monsters. For example, if you flag the puss projectiles so they're on heroic difficulty, the ghols will only get the puss on heroic or higher.

Edit 5: Still on Borogrove, there's a small patch of water that has the wrong passability flagged... the top fork at the end of the river in the South West corner, I have scuba warriors; human depth terrain, but the water is deeper than human depth. Similar issues in this area with Dwarf depth media as well. Scuba dwarves.

Edit 6: And, I can't find the last piece of world knot. What "Mountain"? There aren't really any on this map, just rocky hills and I don't see any pieces on any of them. I found the one on the little plateau, and I found the one on the island. Can't find the last piece anywhere, running around the map blindly isn't very fun. :(
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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Fri Aug 01, 2014 1:39 am

Edit 1: The explosion that blows the pylon up is too violent/powerful; the stones being flung around go too high, and have too much potential to bounce to weird locations.
[Edited] Edited as possible. The chance that the fragment will fly into the water 1/15.

Edit 2: Edit 1 reminded me also, you need to place an invisible observer at the world knot the player ports in at. [Edited]

Edit 3: LOL, now I notice itty bitty little thrall monsters on top of each pylon. These are probably your trigger monsters for the explosion? Set their object tag's scale to 0.004 to make them virtually invisible in game, without actually being invisible. [Edited]

Edit 4: The giant ghol pack that ambushes the dwarves and Jman after you rescue them, is a little bit overpowered.
[Edited] 2 Ghols & 2 pus packet on "Heroic" / 2 Ghols & 2 pus packet on "Legendary" = 4 Ghols & 4 pus packet

Edit 5: Still on Borogrove, there's a small patch of water that has the wrong passability flagged... [Edited]

Edit 6: And, I can't find the last piece of world knot. What "Mountain"? There aren't really any on this map, just rocky hills and I don't see any pieces on any of them. I found the one on the little plateau, and I found the one on the island. Can't find the last piece anywhere, running around the map blindly isn't very fun. :(

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Answer: Go to the mountain, the rest of the work is done by nature.

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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Sat Aug 02, 2014 11:07 am

Since no reports errors, I think we may assume to close beta test?

Hmm. . .
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Re: [Open Beta] Shards of the Ermine

Postby Graydon » Sat Aug 02, 2014 4:45 pm

No.

You leave a beta open for more than a few days dude.

Unless you're Bungie and you can get 4.6 million people playing your game at once, then maybe a few days will do. There's like 20 mythers left. Give them a chance to report back, we all have real life. I'm not sure how old you are, but you sure seem to have the kind of free time I did back in high school. I don't have that kind of free time anymore.

There are many many more problems with this plugin. Are YOU testing it at all? How many times have you played these levels? A developer of a plugin should have played their own levels close to at least 50 times by the time the testing process is done. Some of my own maps in development will get played closer to 100 times before release. Test it every way you can possibly think of. You obviously scripted it to be played in a certain way.... try playing it different than that certain way and see if you can break your own scripting. I bet you can, based on how easaily I can break it ;)
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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Sun Aug 03, 2014 1:33 am

Okay, okay. Slow down Graydon. I'm just asking. I hurried.

I even until the end of the story did not finish. Just everyone is silent as fish, and in fact could even throw game record.

Also weekends...
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Re: [Open Beta] Shards of the Ermine

Postby GodzFire » Sun Aug 03, 2014 7:51 am

paladin MAIK wrote:Just everyone is silent as fish, and in fact could even throw game record.


That's because with the exception of 6 or 7 people, there's no one here anymore. All I do anymore is lurk hoping that something is going to happen with the franchise, but deep down I know nothing will. Of course Julio is going to come in here and make some comment about me being so negative and shit, but it's the truth. It sucks, but it's the truth.
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Re: [Open Beta] Shards of the Ermine

Postby vinylrake » Sun Aug 03, 2014 10:34 am

GodzFire wrote:
paladin MAIK wrote:Just everyone is silent as fish, and in fact could even throw game record.


... All I do anymore is lurk hoping that something is going to happen with the franchise, but deep down I know nothing will. ..


No that's not ALL you do, you also jump in and complain and spread negativity whenever you see the chance.
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Re: [Open Beta] Shards of the Ermine

Postby juliocpaes » Sun Aug 03, 2014 3:15 pm

:)

FORWARD MAIK TO VICTORY !
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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Mon Aug 04, 2014 10:44 am

Caer Cadarn:
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Fixed orders "Attack": Thralls (center # 3) (dark) and Thralls (Left # 2) (dark)

Fixed order Suicide: for all Wight (the last attack)

Fixed fence stakes: Now explodes according to the script.

Fixed orders "Movement": Mauls (Left # 3) (dark) and Fetches (Left # 3) (dark)

Fixed TEST UNIT for the three groups.
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Pandemonium:
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Fixed fire in the level of "Pandemonium".

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Flight from the Dark:
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Fixed all the legions in the level of "Flight from the Dark"

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Re: [Open Beta] Shards of the Ermine

Postby Graydon » Mon Aug 04, 2014 4:32 pm

Updated download link?
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Re: [Open Beta] Shards of the Ermine

Postby paladin MAIK » Tue Aug 05, 2014 1:31 am

Graydon wrote:Updated download link?


Mirror #1.

Sorry, it is now updated.
Last edited by paladin MAIK on Wed Aug 06, 2014 12:59 am, edited 1 time in total.
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