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Lemon

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Posts posted by Lemon

  1. 15 minutes ago, Zandres said:

    Why did you have to lock the doors to the lab and to the planet?   Just standing around waiting to feed my mags is boring....why can't we visit the planet and kill stuff in this quest???   It would make it loads better....but you'd also need to have the shop keepers and the tekker back in his little kiosk area 


    Thanks for checking out the quest!

    The short of it is that I'm lazy. 

    The long of it is that this was supposed to be a temporary thing.  At the time development on the regular shop was being done to make all items always available.  However it was running into some difficulty so I made this quest in order to appease the mag farming community while the shop was getting all worked out.  This community mostly created rooms to afk in, and so I didn't see the point in building out Regal (quests don't come preloaded with enemies \ objects, they all have to be added by the developer).  Now comes in the lazy part; I always meant to go back and redo Lemon's Shop.  Mainly I wanted to do something with the girl in the telepipe zone where you could give her a lvl 0 mag for a prize.  However this ended up being more work and I anticipated, and my love for pso kinda died out before I ever figured that out.

    If you are interested in doing this work yourself, you can PM me and I'll send you the quest file to edit.

    • Like 3
  2. On 1/30/2024 at 2:00 AM, ink said:

    Only thing i cant see in your check list is Graphics>fog Effect (i use vertex fog) I know the fog emulation was issue with lag in areas perhaps this may need a tweek only suggestion i can think of

    Tried that, but no noticeable change.

     

    8 hours ago, Sciaz said:

    Is it a consistent thing with everyone you play with? It may be a connection issue between you and the room host

    It's constant.  Even a little noticeable in the lobby, though people don't move as much so it's hard to tell.

  3. Hello!
    I decided to boot up pso after a bit of a break last week, however when I'm in game I feel like my client is lagging behind.  I'll be running down a hallway with the party and suddenly they'll all teleport to the end as if their movement speed is faster than mine and the game is syncing their location back up.  I asked and to them it seems like I'm stutter stepping.  Enemies seem to spawn late for me too.  The party has often killed Olga Flow before his entrance animation completes for me.  At first I thought it was a setting issue, but I feel like I've changed every setting to no avail.

    I tried checking the CPU Usage Reduction box, even though I'm barely hitting 10% CPU usage when I play.
    I tried lowering the resolution from 4k down to 1280p in both windowed and virtual fullscreen.
    I tried removing the lua addon overlay.

    I tried toggling V-Sync on and off.
    I tried Low Resolution Textures and lowering all the graphics sliders to 0.
    I tried different windows app compatibility modes (XP and Windows 10).
    I tried adding a firewall exception to Windows Defender.

    I made sure Discord's overlay was disabled.

    I tried moving my install out of Program Files(x86).
    I tried a full re-install.



    The only thing that's come close to making a difference is going to Frame Skip 2, which makes the game look awful but did slightly increase my ability to keep up with the group.  Though they still teleport, just not as far.  At this point I'm at a bit of a loss.  I have trouble believing that my computer can handle Cyberpunk at max but can't run PSO on low.  Can anyone think of anything I haven't done that could potentially fix this?
     

    • Like 3
  4. On 8/6/2022 at 7:32 PM, R-78 said:

    Proved that the quest is duo-able with @Ender

     

    unknown.png

    unknown.png

     

    Edit: here's video proof

     

    That was amazing to watch.  I can't even imagine how many runs it took to get the positioning and execution down, but y'all handled those waves like pros!  Even the 4x mericarol spawn in tower!

    • Like 1
  5. 40 minutes ago, jespence said:

    Another thing, did you mean to make it that Shots, Rods, Swords can only spawn with 70 hit or higher, or is that a bug?

    That’s intentional.  People were getting 30/30/0/30 shots and that was kinda lame.

    • Like 1
  6. Came out of retirement briefly to update CCC with a new version that patches an exploit I'd been working on for a long time.  Special thanks to Pheonixmog, Kayak, Black Magick, Ender, Blind Tyrant, Final Score, Soly and R-78 for the technical help and advice.  You should no longer be able to start the timer with buffs from Photon Blasts.  This update will be live in the next few days.  Post here if you encounter any problems.  Good luck and have fun!

    • Like 2
  7. I know I'm pretty late to weigh in, but I felt I should comment anyway. 

    HoD and CCC are apples and oranges and shouldn't be directly compared to each other.  They aim to provide vastly different play experiences.  If you like one over the other that's cool but it doesn't mean the other is bad; just that you like the gameplay style of one more than the other.  I have great respect for R-78 for being able to produce quests like HoD, even if I didn't particularly like the style of gameplay they provided. (I prefer more CCC style quests where small mistakes like player positioning and team composition matter, which is why I made it the way it is.)

    My answer to @Sir Rendlan's original question is to make something that you'll enjoy playing, not something that you think others will enjoy.  You will need to be playtesting this quest a lot.  I often ran my own quests 100+ times before I released them, and then more after release to fix problems I didn't find myself.  So if you don't enjoy playing the quest, it can quickly become a chore.

    • Like 3
  8. On 8/22/2020 at 2:00 AM, naminasuka said:

    would be epic having an episode 5 made from scratch, just a random thought.

    It really would.  You should do that.  Other's might even be willing to help.

  9. You might have some luck checking out qedit.info.  I have a bunch saved on a HDD somewhere if you need a specific one.  You might also check out schthack.  They have an active GC online community that develops new quests that are often available for download.

    • Thanks 1
  10. 27 minutes ago, R-78 said:

    I've noticed people often have crash issues in room 09.

    After having a look at your quest I think I found the cause.

    In this room, those 4 script collisions are actually unused: they call a function that doesn't exist and have some weird parameters (all set to 9000).

    PPP_v111_crash_issue.PNG

    Could you remove them?

    Good eye, I will do this tonight after work.

  11. Updated to v1.04
    - Fixed a bug where if a player DCed the next area would never start.

     

    Afaik this version is not live, so look for the version number in the quest description before you play.

    EDIT: This version is now live

  12. If I remember correctly you can edit client side exp (the little purple number that pops up) with load_enemy_data and get_physical_data.  But this is a horrible idea as it can cause server desync since the server doesn't parse the qasm and won't make that change.  If you want an example I believe I still have a version of TTT that tried this.

    Drops are handled entirely by the server.  This wouldn't be something a quest designer can do, Soly would have to do it.

    This also doesn't handle the fact that the pso client doesn't load more than 1 episode's worth of monster stats\ai per game.  So even if you removed drops and exp you'd be fighting Kondi with Dragon's stats and AI, which as you can imagine, can mess up a lot of things.

    • Like 1
  13. 2 hours ago, Chris Hyme said:

    Lemon you are a boss.  i will definitely hit you up if i get serious into this.  it'll be like a week maybe before I can get a test server set up so thank you. 

    If you PM me I can send you a plug-and-play test server, though it won't work for multiplayer, which it seems you want to do.

  14. 1 hour ago, Chris Hyme said:

    So it basically sounds like don't built troll quests.  got it.   and from what i read above don't built quests just to farm specific mobs bc that can break the economy.  

    Economy is messed up already, so don't worry too much about that.

    On the note of quality, make sure it doesn't break itself.  Players shouldn't be able to get trapped, nor should their clients crash.  Other than that, make it feel coherent and intuitive when playing.  It's important to remember that the vast majority of players will run your quest at most once, so try and make things as obvious as possible.  Keep in mind what parts of the game are enjoyable and what parts are a drag and capitalize on the enjoyable parts and cut the boring parts.  For example, if you're putting a switch down a 2-3 room dead end, have mobs spawn on the way back after the switch is flipped.  I would also recommend keeping in mind how long the quest is.  Quests tend to start dragging around the 30 minute mark, so keeping it fresh and interesting, or short and sweet is important.

    Feel free to send me a PM if you are serious and want some resources to help you get started, or just need some help.  Good luck!

  15. Read the guide first: https://www.phantasystaronline.net/forum/index.php?/topic/26156-how-to-build-a-custom-quest/

    These video tutorials are meh, but help show the process: https://www.phantasystaronline.net/forum/index.php?/topic/6209-pso-qedit-video-tutorials/

    Great source for pasm: https://qedit.info/index.php?title=Main_Page

    If you want to dive deeper into the abyss, this link is all about the programming behind pso: http://sharnoth.com/psodevwiki/

    I PMed you a link to download a starter kit.

     

  16. 19 hours ago, applesaucin said:

    Can you use the electric gates to contain both the players and land based bosses? Do you control where on the boss map the bosses spawn?

     

    I was imagining a gate locking in the players where they spawn so they cant abuse the contained bosses, and also surrounding the bosses with the same gate so they cant attack the players while frozen. 

     

    Put the switch in the cage where the players spawn. 

     

    Sorry if that doesnt make sense, drunk and reading through this interesting thread :3

    Only players are effected by laser gates.  Monsters can pass right through them.

     

    Also as far as I know, laser gates do not render on boss floors, but I've never tried.

     

    EDIT:
    You might be able to do something like this to freeze gameplay during the death animations.  I've never tried though so I can't guarantee it'll work.  Not sure if 0xF829 updates on kill assists and enemies you didn't assist in killing.  There might be a better opcode for this.

    10: // Floor handler for boss
    (0xF829) get_player_kills R1, R250 // get the number of enemies killed
    let R2, R1 // set initial monsters killed count
    thread_stg 100 // Start loop, but only for this map
    ret // exit the floor handler
    
    100: // our main loop
    sync // wait 1 frame (this prevents freezing)
    (0xF829) get_player_kills R1, R250 // get the number of enemies killed
    jmp_= R1, R2, 100 // if we haven't killed a boss since last loop, keep waiting.
    let R2, R1 // update bosses killed counter
    freeze_everything // stop everything
    call 101 // wait for animation to finish
    unfreeze_everything // open play back up
    jmp 100 // keep waiting
    
    101: // Syncs to wait duration of death animation
    // 30 * sec_of_animation
    ret

     

  17. Since drops are determined server side, the source code wouldn't be the problem.  The problem would be coming up with 2-3x drops for each mob that wouldn't mess up the economy.  This is the kind of change that would have to happen early on in a server's lifecycle, and I think Ultima is too far past this point for it to be a reasonable change to make.

    • Like 2
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