• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
  • Avatar of zc_guy
  • [QUOTE=Pie_Lord]Unless it works just like the Goa'uld personel shield. (where slower moving objects can go right through, while faster moving objects like staff blasts, or bullets freshly fired, stop in their tracks)[/QUOTE] More like the shields from Dune.
  • Avatar of Retroactive
  • I've been thinking about the shield bit, and it may seem a little overpowered at times. Also, players that have been killed or enemy players can spawn containment shields at anybody's base and simply minge. Alternately, players that have been killed can spawn shields to protect one player against the player that killed him. I am going to toss an idea out just for the hell of it seeing as there is so much mingey potential for shields: A new building called a shield control center. (Not taking lag into account) This center would enable all melon units to have personal shields whose power draws from a common pool energy source. Now, the good and bad. Player B's single melon could attack the base and draw it's power from the common pool. Seeing as only one melon is drawing power, it would have an incredible shield. To break this? Give the melons a random chance to strike a "critical hit", or, a shield breaker that disables the shield for a small amount of time on that unit. This would definitely balance it out a bit. Player A's giant army would all be drawing upon the SCC every time a unit is hit. This would drain it rather fast, you say? Not true. You see, all you have to do is use the same values for this operation as the current shielding has. Basically, mimic the shield in every way except for how it is applied. No more minge potential, but you still get the benefits and a cool factor of seeing every unit with a small shield! Player B would still die against Player A simply because of numbers - unless player B had something else planned (mega bomb?!). A different way to do this: Give each melon a certain shield value (say, 20 for a light fighter seeing as I don't know the inner workings of WarMelons too well). That light fighter would have to charge themselves up at a shield control center and then would have a small personal temporary shield. This would toss a bit of strategy your way seeing as you can either rush the enemy now or save up for a shield control center then wait for your units to charge up and attack with extra protection. I don't code at all, so I wouldn't know how badly this would affect the server, but it's something I'd love to see ingame. Also, no offense meant, but right now WarMelons is real time, but I don't see too much strategy involved other than attach melons to vehicle, roll vehicle to base, watch the fireworks. I love WarMelons. I love Lap. In a totally gay way. /hand Forgot to add this in: I also suggest toning the team colors down a bit. Right now they look like they're at 100% color, which is hell on the eyes when placing units on a wall. Is there any way you can maybe put it at 80% or 90% so the props can have some definition? Thanks for reading.
  • Avatar of Lap
  • OK, I'm back. So when the cat's away the mice come out to play. I'm actually pretty amazed that I haven't heard more outcry considering how huge a bug was left in over the weekend. A lot of the balance suggestions and problems I have been hearing about are actually just due to a single bug: Whenever someone used nocollide on a certain type of entity, ALL tools would be broken, for ALL players. This meant all sorts of free shit with zero restrictions. Let's try this again shall we? Oh and retro your color complaint is noted. I'll put it on the list. [b]Recent Changes:[/b] [b]-Fixed the massive tool bug.[/b] [b]-Made the NRG donator's reload function target the first player who's name contains a selected string.[/b] [i]This makes it way easier to donate to someone. Just type in part of their name (make sure no one else has this string of letters!).[/i] [b]-The first spawnpoint for all players is free![/b] [i]This should solve the problem of two people joining the same team, building a super vehicle instantly and then proceeding to rape everyone with it. Instead of a two man team having four times the NRG of a single player, they now have only two times as much. Starting NRG has been lowered a bit to compensate for not having to build so much.[/i] -Also stopped some more stupid adv dupe exploits.
  • Avatar of Hardy
  • [URL=http://img230.imageshack.us/my.php?image=wmlinear0002vm5.jpg][IMG]http://img230.imageshack.us/img230/4677/wmlinear0002vm5.th.jpg[/IMG][/URL][URL=http://g.imageshack.us/thpix.php][IMG]http://img230.imageshack.us/images/thpix.gif[/IMG][/URL] On this image you see not so much units. But WHY server lags like hell? Server CPU is core2 E8500 3.16GHz Latest mod revision is 150? Is the latest version on SVN?
  • Avatar of Sikgamer
  • [QUOTE=Hardy][URL=http://img230.imageshack.us/my.php?image=wmlinear0002vm5.jpg][IMG]http://img230.imageshack.us/img230/4677/wmlinear0002vm5.th.jpg[/IMG][/URL][URL=http://g.imageshack.us/thpix.php][IMG]http://img230.imageshack.us/images/thpix.gif[/IMG][/URL] On this image you see not so much units. But WHY server lags like hell? Server CPU is core2 E8500 3.16GHz Latest mod revision is 150? Is the latest version on SVN?[/QUOTE] Zoom in on the background and you can see loads of small blue melons... That could be why. Or maybe the server was just having a bad moment. And no, the latest version is not on SVN. Also Lap, I was going to send you a PM about that major tool glitch, because I felt it was too dangerous and exploitable to be posted on public forums... But I guess you found out anyway :q:
  • Avatar of Hardy
  • [QUOTE=Sikgamer]Zoom in on the background and you can see loads of small blue melons... That could be why. Or maybe the server was just having a bad moment. And no, the latest version is not on SVN. Also Lap, I was going to send you a PM about that major tool glitch, because I felt it was too dangerous and exploitable to be posted on public forums... But I guess you found out anyway :q:[/QUOTE] Okay, thank you Where i can get latest version?
  • Avatar of Sikgamer
  • [QUOTE=Hardy]Okay, thank you Where i can get latest version?[/QUOTE] Lap hasn't released the latest version yet, and I don't think he will for some time.
  • Avatar of Hardy
  • But why do not use SVN for latest(maybe unstable) resivions, and garrysmod.org for latest stable release? Current version even don't have barrack limit :) And other great features like delayed building... Whatever, thank you again :)
  • Avatar of Lap
  • [QUOTE=Hardy]But why do not use SVN for latest(maybe unstable) resivions, and garrysmod.org for latest stable release? Current version even don't have barrack limit :) And other great features like delayed building... Whatever, thank you again :)[/QUOTE] It'll come soon. I'd have a garrysmod.org version, but every time I put one up it is immediately flagged as a super virus and is deleted. Great system they have there. [b]Recent Changes:[/b] -Added Z-Axis Only movement to order cores (wire support included). -Fixed a bug with the mass of order cores being reset when being advanced duped. -Fixed a bug with the round timer sometimes not getting sent. -Fixed some minor calculation errors. -Added wm_rowleymemorial_v2 to the rotation. -Fixed an annoyance with mind controled units sometimes still getting targeted by friendlies. [b]Edit:[/b] -Made giving free spawn points both a map and server variable. -Added a NeoForts map. -Wire thrusters, hoverballs, and wheels are back!
  • Avatar of Datsun
  • Hey lap I am not sure if there is a command or not but can you put a command that selects all the melons (of a specific type, which ever you are facing). It really sucks when after a battle using a carrier at least 5 or more melons have gone stray and do not want to come back even if the barracks has a distance limit.
  • Avatar of Sikgamer
  • [QUOTE=Datsun]Hey lap I am not sure if there is a command or not but can you put a command that selects all the melons (of a specific type, which ever you are facing). It really sucks when after a battle using a carrier at least 5 or more melons have gone stray and do not want to come back even if the barracks has a distance limit.[/QUOTE] Use the bind "wmtypeselect", it will select all melons of that type in the map.
  • Avatar of Datsun
  • [QUOTE=Sikgamer]Use the bind "wmtypeselect", it will select all melons of that type in the map.[/QUOTE] Thanks.
  • Avatar of Lap
  • Check the help for what keys you can use in coordination with type select. There's all of that type in a short distance and all of that type in the entire map. /help has pretty much everything so make sure you read that thoroughly before asking questions or making suggestions. At least half of all suggestions are already features of the game.
  • Avatar of Retroactive
  • Currently the Harvester can suck up players. This is definitely a minge vulnerability, and I don't think I need to explain why. Thank you for fixing the mind control bug, I'm very happy that it works now!
  • Avatar of Treelor
  • Wire thrusters are back? [b]YES[/b] Now I can make my airships wire thruster based. [b]Edit:[/b] A suggestion for the melon cores, perhaps we could have them mimic a beacon sensor in that they give the bearing and elevation of which their move order has been sent to? Perhaps also the world XYZ coordinates? It would add a level of robotics into Melonwars with the ability to regulate the movement of units.
  • Avatar of Lap
  • Heh, sucking up players with harvesters is pretty funny. I forgot that I specifically turned on that option when i was screwing around months ago. It's fixed. [QUOTE=StickyNade]Wire thrusters are back? [b]YES[/b] Now I can make my airships wire thruster based. [b]Edit:[/b] A suggestion for the melon cores, perhaps we could have them mimic a beacon sensor in that they give the bearing and elevation of which their move order has been sent to? Perhaps also the world XYZ coordinates? It would add a level of robotics into Melonwars with the ability to regulate the movement of units.[/QUOTE] Beraing and elevation....can't that just be done with a gate so the 95% of people who don't care about it won't have to deal with extra calculation lag? As for the world XYZ coordinates, it already does that.
  • Avatar of Treelor
  • Really? It already does that? Hum D: I wasn't aware that the order core output anything at all.
  • Avatar of Darkomni
  • How come the commands for selecting and moving melons appear as lua errors up in the corner? I fixed it by replacing the commands .lua file with the old working version, but still, I don't understand why it wouldn't work in the first place.
  • Avatar of Lap
  • [QUOTE=A Zombie]Nice This should be made into a gamemode :D[/QUOTE] Go find the server named "WarMelons:RTS (PHX3 | WIRE) and help test out the gamemode so I can release it faster. As for commands not working. I just tried a clean build of the addon and got no commanding errors. I did notice a bug where the wm_rules convar never even appeared. So I added that back in.
  • Avatar of Europostah34
  • [QUOTE=Darkomni]How come the commands for selecting and moving melons appear as lua errors up in the corner? I fixed it by replacing the commands .lua file with the old working version, but still, I don't understand why it wouldn't work in the first place.[/QUOTE] The commanding commands probably didn't worked for you because you didn't at the beginning of the server; didn't select a team in the War-Melons RTS toolbar by clicking the team selector in it and sliding the bar within it to 1, 2, 3, 4, etc. If you did do this; it should be working fine; happened to me too because I forgot to select a team. :geno:
  • Avatar of Lap
  • Recent Changes: -Fixed some pricing issues with advanced duping certain melons. -Munitions factories can no longer produce flying bombs. -Corrected an error in pricing for duplicated munitions factories. -Added reserved slots for donators on the test server. Work on scenario editor is resuming. [b]Edit:[/b] Looking for the new EMP maps? [url]http://files.filefront.com/Empires+Outdoor+Mapszip/;12296326;/fileinfo.html[/url] I've also made space maps far, far easier since I set SpaceBox's pull to 0. This value somehow got reset back to 1 for some reason. We should have a lot better space battles.
  • Avatar of Retroactive
  • Shields do not adv dupe for some reason. Also, a suggestion: Is there any way to write a script that predicts the price of spawning a dupe? Admin team cannot create adv dupes, it creates them for team 1 instead. It seems as if the Mind Control does not work for admin team.
  • Avatar of Lap
  • No real way to do predict the cost. Only way is to save the name as its cost (with no singleplayer right now I know that's annoying as hell to do). Don't adv dupe on admin team. There's no real reason to be on the admin team unless your making a map. Alright, I spent a lot of time on WM:RTS tonight and I've made some major strides. Almost all of these strides are on the back end so you won't notice much, but they will let the scenario editing become possible, probably tomorrow. I also threw up the new logo on the scoreboard. Yea, I know the transparency is totally gone, I'll fix it later. For now, bed time. Make sure you guys get that map pack soon. You won't be able to download them from the server.
  • Avatar of Retroactive
  • I was thinking that, but you never know if a powerhungry server admin decides to load up WM:RTS and has to join the admin team and has to dupe his megadestroyer. Also, just saw a weird bug I've never seen before, and only seen this one time. I was destroying a spawn point, the point blew up, and the guy spammed lasers right after it blew up. One of the lasers happened to spawn welded to my ship, which I thought was rather funny yet oddly annoying. I'm sure it wasn't mind control because I didn't have any lasers on my ship and his entire base was trashed save for the spawning lasers. It will probably never happen again, but it was a cool instance. Thanks for the effort, I am also happy that when I hit Z it gives me back cash. Maybe not the 40k I spent on the superweapon that I accidently deleted but it's still cash :D
  • Lap remove emp_crossroads from the list it's have a bug so you spawn inside a object and lose all your tools. And lap no off the nods in the emp maps work for i made them in a outdated WM so i have to remake them on the online server. so emp_duststorm[3].txt change it to 0 and remove 2 and 3 it should work fine.
  • Avatar of thisguy123
  • Sheilds seem to have no effec these days. I sent in my pattented Shakey the Phallic Uber tank and it wiped out a base in mere seconds. [b]Edit:[/b] Sheilds seem to have no effect these days. I sent in my pattented Shakey the Phallic Uber tank and it wiped out a base in mere seconds. The base has a medieum sized sheild.
  • Avatar of Lap
  • Since this thread is a nightmare to scroll through head off to the new forums. I'll be transferring stuff over there for the most part. This should let the community actually be able to discuss balance changes and bugs without it all getting lost in the mess that is this thread. [url]http://tinyurl.com/5vlh6b[/url] (apparently FP thinks part of the URL is evil). [b]Edit:[/b] I'm going to have to push back some of the scenario stuff back a couple of days, but I still was able to hammer some stuff out. Recent Changes: -New forums, see above. -Logo transparency fixed, but I screwed up the size. It'll be fixed soon. -Fixed melons from heavy barracks going far too fast. -Fixed spawning without weapons in EMP maps. -Implemented all the new map variants that Omen made for emp maps. -Fixed the admin unlock function -Fixed a problem were teams could be stuck locked with no player in them. -Added a new entity and a new tool for admins. The new entity is a "nobuildarea" entity. An admin can plop one of these down on any map and specify a radius. No outposts or spawnpoints may be built in this radius. These are also saved as part of map variants.