[Audyssey] Alter Aeon Valentine's Day

2013-02-14 Thread Dennis Towne
It's Valentine's Day, and the Alter Aeon Valentine's Day update is now
live!  We have new features, areas, quests and more:

- We've added a 'travelling merchant' gold gambling game.  This game
has a lot less variation in payouts than the three rings game, for
more conservative players.

- There's a new level 14 area on the island of Kordan, the Haunted
Hills.  Located on the west side of the famous Haunted Highway, the
hills hold the secret of the haunting and the ancient curse that
drives it.

- There's also a new level 24 area on the island of Archais, the
tinker gnome colony.  The gnomes live on the north side of Gad's
Mountain, near the the Inn of the Lonely Wanderer.

- The planar research guild has opened their main offices in the city
of Gad's Landing on the island of Archais.  The guild has several jobs
available for mid level explorers.

- Add new level 31 mage spell, 'group teleport'.  This allows entire
groups to risk life and limb together, instead of just single players.

- Open the 17th anniversary zone in Redferne's Palace.  This extremely
high level area is intended for groups of high level players, and
requires ward breaking to complete.

- Open the 18th anniversary zone in the Ash Mountains.  This extremely
high level area is intended for large groups of high level players.
It requires ward breaking to enter the main fortress.

Happy hunting!

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

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Re: [Audyssey] Alter Aeon Valentine's Day

2013-02-14 Thread john
Wow, group teleport. That's going to make for some awesome exp 
runsn. Let me just say for all alteraeon players on the list, the 
planer knot area is incredibly fun.


- Original Message -
From: Dennis Towne It's Valentine's Day, and the Alter Aeon Valentine's Day update 
is now

live!  We have new features, areas, quests and more:

- We've added a 'travelling merchant' gold gambling game.  This 
game
has a lot less variation in payouts than the three rings game, 
for

more conservative players.

- There's a new level 14 area on the island of Kordan, the 
Haunted
Hills.  Located on the west side of the famous Haunted Highway, 
the

hills hold the secret of the haunting and the ancient curse that
drives it.

- There's also a new level 24 area on the island of Archais, the
tinker gnome colony.  The gnomes live on the north side of Gad's
Mountain, near the the Inn of the Lonely Wanderer.

- The planar research guild has opened their main offices in the 
city
of Gad's Landing on the island of Archais.  The guild has several 
jobs

available for mid level explorers.

- Add new level 31 mage spell, 'group teleport'.  This allows 
entire
groups to risk life and limb together, instead of just single 
players.


- Open the 17th anniversary zone in Redferne's Palace.  This 
extremely

high level area is intended for groups of high level players, and
requires ward breaking to complete.

- Open the 18th anniversary zone in the Ash Mountains.  This 
extremely
high level area is intended for large groups of high level 
players.

It requires ward breaking to enter the main fortress.

Happy hunting!

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

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[Audyssey] Errors in new MushZ version

2013-02-14 Thread Sarah Haake

Hi,

has anyone of you gotten tons of runtime errors with the new mushZ version 
too? I get them when using the riposte skill in battle, when identifying 
equipment, when playing the new gambling merchant game and in other places 
which I can't really point out, it seems random at times.
This makes the game rather difficult to play. For one, I keep getting random 
chatter from NVDA about these errors and miss important things in battle, 
and besides I get no stats on items because on some error which happens when 
identifying.


I sent this to the list to see if others have these problems too, and since 
I know that Oriol is here too, he might as well get this report this way.


Best regards
Sarah


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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread john
I can explain a couple of them. The riposte is because of the way 
the new damage type was written in, and I can confirm that it's 
there. The gambling merchant game is because of the wheel 
strings, mushz is trying to trigger on strings that only 
partially match. I haven't scene the error with identify, but I 
don't use shortID. I've also noted that the xp bar trackingn is 
broken, it plays the sound every time you get xp. The only one of 
these I could possibly help you with is riposte, and even that 
would be slightly iffy. Personally, I'd recommend not upgrading 
from a stable version until this gets fixed. I have one I could 
upload, but I'd need to talk you through a few things, as I've 
heavily modified some code.


- Original Message -
From: "Sarah Haake" has anyone of you gotten tons of runtime errors with the new 
mushZ version
too? I get them when using the riposte skill in battle, when 
identifying
equipment, when playing the new gambling merchant game and in 
other places

which I can't really point out, it seems random at times.
This makes the game rather difficult to play. For one, I keep 
getting random
chatter from NVDA about these errors and miss important things in 
battle,
and besides I get no stats on items because on some error which 
happens when

identifying.

I sent this to the list to see if others have these problems too, 
and since
I know that Oriol is here too, he might as well get this report 
this way.


Best regards
Sarah


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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread Shadow Dragon
Yeah, have definitely gotten these. I think that code needs to be more 
thoroughly tested before being released to the public, especially with 
glaringly obvious bugs like these slipping into updates.


There's also a bug that keeps turning off the Castfail config setting.

--
From: "Sarah Haake" 
Sent: Thursday, February 14, 2013 02:26 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Errors in new MushZ version


Hi,

has anyone of you gotten tons of runtime errors with the new mushZ version 
too? I get them when using the riposte skill in battle, when identifying 
equipment, when playing the new gambling merchant game and in other places 
which I can't really point out, it seems random at times.
This makes the game rather difficult to play. For one, I keep getting 
random chatter from NVDA about these errors and miss important things in 
battle, and besides I get no stats on items because on some error which 
happens when identifying.


I sent this to the list to see if others have these problems too, and 
since I know that Oriol is here too, he might as well get this report this 
way.


Best regards
Sarah


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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread john
Again, if you'd like me to try and help you stabilize the version 
I have, contact xorg ongame. As of now I should be on for a 
little (5:15 eastern time) I can also try and help you fix some 
of the code in the new version, though that would take a while, 
and you need to know a little about programming/finding files 
etc.


- Original Message -
From: "Shadow Dragon" Yeah, have definitely gotten these. I think that code needs to be 
more
thoroughly tested before being released to the public, especially 
with

glaringly obvious bugs like these slipping into updates.

There's also a bug that keeps turning off the Castfail config 
setting.


--
From: "Sarah Haake" has anyone of you gotten tons of runtime errors with the new 
mushZ version
too? I get them when using the riposte skill in battle, when 
identifying
equipment, when playing the new gambling merchant game and in 
other places

which I can't really point out, it seems random at times.
This makes the game rather difficult to play. For one, I keep 
getting
random chatter from NVDA about these errors and miss important 
things in
battle, and besides I get no stats on items because on some 
error which

happens when identifying.

I sent this to the list to see if others have these problems 
too, and
since I know that Oriol is here too, he might as well get this 
report this

way.

Best regards
Sarah


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list,
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[Audyssey] mush-z riposte fix

2013-02-14 Thread john
This is a fix for the new version of mushz's riposte error, 
provided by athlon. You need to extract the archive into your 
mush-z folder, so that it asks you to replace files. Say yes as 
often as needed, and riposte should have a sound, as well as not 
error.

https://dl.dropbox.com/u/8252087/riposte_fix.zip

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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread Sarah Haake

Hi,

ok, at least I know now that I'm not the only one having these issues. Yes, 
the thing should be tested more before releasing, but I still hope it gets 
fixed soon nonetheless.
Regarding stabilizing, I'm not really comfortable to work with a version 
when it was changed from the original code. If there is a way to fix the new 
version though, I'm willing to try it. I know a bit about programming, I 
hope it's enough for fixing these trigger issues.
I'll not be there until tomorrow though, since it's pretty late here 
already. But we can try it tomorrow if you want to do it in the game or you 
could send your ideas to the list and I'll try them out.


Thanks for helping and best regards
Sarah


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Re: [Audyssey] mush-z riposte fix

2013-02-14 Thread Sarah Haake

Hi,

thanks, that will be a great help. These error messages are most bothering 
when in battle and this should sort this problem out at least.


Best regards
Sarah


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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread john
Beyond  riposte, all I can say is don't use shortID. If that's 
the problem, at any rate. The only way to really fix the merchant 
game is to recode the slot machine triggers, which I'm not even 
going to try. If you  don't need the sounds you could just 
disable them though.


- Original Message -
From: "Sarah Haake" ok, at least I know now that I'm not the only one having these 
issues. Yes,
the thing should be tested more before releasing, but I still 
hope it gets

fixed soon nonetheless.
Regarding stabilizing, I'm not really comfortable to work with a 
version
when it was changed from the original code. If there is a way to 
fix the new
version though, I'm willing to try it. I know a bit about 
programming, I

hope it's enough for fixing these trigger issues.
I'll not be there until tomorrow though, since it's pretty late 
here
already. But we can try it tomorrow if you want to do it in the 
game or you

could send your ideas to the list and I'll try them out.

Thanks for helping and best regards
Sarah


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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread Shadow Dragon
Thanks for the offer. I think I'll just wait for the new update though, I'm 
not very comfortable with coding. I can't program my way out of a wet paper 
bag. Just out of curiosity though, if you don't mind me asking, what have 
you changed in your version?


--
From: "john" 
Sent: Thursday, February 14, 2013 03:16 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Errors in new MushZ version

Again, if you'd like me to try and help you stabilize the version I have, 
contact xorg ongame. As of now I should be on for a little (5:15 eastern 
time) I can also try and help you fix some of the code in the new version, 
though that would take a while, and you need to know a little about 
programming/finding files etc.


- Original Message -
From: "Shadow Dragon" http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
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Re: [Audyssey] Errors in new MushZ version

2013-02-14 Thread Oriol Gómez
Hi,
The merchant game has these errors because it was released after the
update. I will be fixing these errors today and putting up a new
update. I can't always keep up with everything, I'm trying to do my
best.

On 2/15/13, Shadow Dragon  wrote:
> Thanks for the offer. I think I'll just wait for the new update though, I'm
>
> not very comfortable with coding. I can't program my way out of a wet paper
>
> bag. Just out of curiosity though, if you don't mind me asking, what have
> you changed in your version?
>
> --
> From: "john" 
> Sent: Thursday, February 14, 2013 03:16 PM
> To: "Gamers Discussion list" 
> Subject: Re: [Audyssey] Errors in new MushZ version
>
>> Again, if you'd like me to try and help you stabilize the version I have,
>>
>> contact xorg ongame. As of now I should be on for a little (5:15 eastern
>> time) I can also try and help you fix some of the code in the new version,
>>
>> though that would take a while, and you need to know a little about
>> programming/finding files etc.
>>
>> - Original Message -
>> From: "Shadow Dragon" > To: "Gamers Discussion list" > Date sent: Thu, 14 Feb 2013 14:56:43 -0700
>> Subject: Re: [Audyssey] Errors in new MushZ version
>>
>> Yeah, have definitely gotten these. I think that code needs to be more
>> thoroughly tested before being released to the public, especially with
>> glaringly obvious bugs like these slipping into updates.
>>
>> There's also a bug that keeps turning off the Castfail config setting.
>>
>> --
>> From: "Sarah Haake" > Sent: Thursday, February 14, 2013 02:26 PM
>> To: "Gamers Discussion list" > Subject: [Audyssey] Errors in new MushZ version
>>
>> Hi,
>>
>> has anyone of you gotten tons of runtime errors with the new mushZ
>> version
>> too? I get them when using the riposte skill in battle, when identifying
>> equipment, when playing the new gambling merchant game and in other
>> places
>> which I can't really point out, it seems random at times.
>> This makes the game rather difficult to play. For one, I keep getting
>> random chatter from NVDA about these errors and miss important things in
>> battle, and besides I get no stats on items because on some error which
>> happens when identifying.
>>
>> I sent this to the list to see if others have these problems too, and
>> since I know that Oriol is here too, he might as well get this report
>> this
>> way.
>>
>> Best regards
>> Sarah
>>
>>
>> ---
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>>
>>
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>
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