• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
  • Avatar of Pie_Lord
  • Heh... When I was talking about those high level melons, I was thinking of the high level revenants in wilderness on RS. :P What would the equivilent of a 20 on RS be on Gmod??? [b]Edit:[/b] By the way... If we don't want all the props spawned to be base props, how do we turn it off???
  • Avatar of Lap
  • [QUOTE=Pie_Lord]Heh... When I was talking about those high level melons, I was thinking of the high level revenants in wilderness on RS. :P What would the equivilent of a 20 on RS be on Gmod??? [b]Edit:[/b] By the way... If we don't want all the props spawned to be base props, how do we turn it off???[/QUOTE] Either be on team 0 (admin only), or have the server turn WM_Normalpropspawning to 1. Sorry, for not including that new command in the manual yet.
  • Avatar of Pie_Lord
  • Here's another good idea... How about a tool that doesn't do anything, but in the description/config tab, it will have instructions on the commands??? [b]Edit:[/b] Lap, could you add me on steam friends, cause I have some questions that I can't keep minimising Gmod, as well as waiting for your answer. [b]Edit:[/b] I forgot to mention. My steam name is "Chicken_online"
  • Avatar of Lap
  • [QUOTE=Pie_Lord]Here's another good idea... How about a tool that doesn't do anything, but in the description/config tab, it will have instructions on the[/QUOTE] Tonight's version should have a VGUI help "system" so don't worry about it. EDIT= Found a few bugs and I'm adding a new feature. Delayed until late Saturday. EDIT2= Pie_Lord found a few bugs that while I fixed easily, gave me a few new ideas for new features. I really want to get these features in (one of which is even better advanced dup support) and it might be a couple days. We shall see.
  • Avatar of Rum101
  • What are the binds for getting them to switch stance? All I can get them to do is switch to stand ground but not any of the others. There's also a bit of a problem with the barracks. The error says something about trying to do calculations with value 'delay' but that value being null. I have no idea what triggered it but I got massive spam from both the barracks and the barrack spawned melons. Oh, and there seems to be a problem with the order cores, something about expecting a vector?
  • Avatar of Lap
  • Barracks error has to do we me uploading something for Pie_Lord to test out and not uploading any other dependent files like the barracks. I've uploaded the new barracks, but am not uploading the new stances until probably late Monday with release of the next big version. There are simply too many changes for me to feel comfortable releasing them right now. Ordermelons was something I recently broke so thanks for bringing that up. They are fixed on the SVN.
  • Avatar of Street_Wolf
  • Aww, it's getting really tempting to use this instead of the original War Melons with all these new features. Decisions decisions. :tinfoil:
  • Avatar of Lap
  • [QUOTE=Street_Wolf]Aww, it's getting really tempting to use this instead of the original War Melons with all these new features. Decisions decisions. :tinfoil:[/QUOTE] Currently, the original pretty much has one thing over this version, and that's the way barracks spawn melons. I'd rather have it this way since it encourages the use of contraptions. If you can think of any other reasons I'll be happy to debate/take it into consideration.
  • Avatar of Jake_louston
  • Hey Lap, you should put your server ip you host WM:RTS on the front page! I can't find any other servers with it in its name
  • Avatar of Lap
  • Well I took it down from 24/7 status since people were trying to hack it constantly and I didn't have a lot of minge protection in place. With the new version it's much harder to screw things up. I should have it back up Monday night.
  • Avatar of Pie_Lord
  • [quote=lackofcontent]Must have admin command to increase range/damage/blastradius of microwave lasers/mega bombs!!![/quote] And now I want that admin command to increase the range on microwave lasers! Oh! There should also be an admin command to add a blast radius to where microwave lasers hit. :D [B]EDIT:[/b] There should also be... AIR UNITS! Basically melons that go to where they're ordered, then return to the hight that was set by their owner. (like admin only command, but usable by everyone and only effects the air melons that the person spawns)
  • Avatar of thisguy123
  • sorry to keep buging you but has CS:S been removed? now then some gameplay points that would make things reallly useful. 1: a tool that turns ANY prop into a base piece (this means your warmelon contraptions are fully destructable.) 2: a weapon for selecting and issuing commands (this just makes things a whole lot easiter) plus perhaps a dragbox to show where you are selecting. 3: maybe make it a whole new game mode (this will make the addon a lot more manageable. and perhaps some edited textures for the melons that are more details than perhaps black blue green ect. all the best thanks
  • Avatar of Lap
  • First off, thanks to everyone who helped test out the latest version on my server yesterday. A few minor bugs were fixed and I got some ideas to make things even more intuitive. I'll release it to the public tonight. [QUOTE=Pie_Lord]And now I want that admin command to increase the range on microwave lasers! Oh! There should also be an admin command to add a blast radius to where microwave lasers hit. :D [B]EDIT:[/b] There should also be... AIR UNITS! Basically melons that go to where they're ordered, then return to the height that was set by their owner. (like admin only command, but usable by everyone and only effects the air melons that the person spawns)[/QUOTE] I'd rather not clog up the addon with convars for individual melons. I'm keeping those for global melon changes. All melon attributes are easily modified by just opening up the their lua files. It's a thirty second fix. As for the flying idea I might actually implement that in a future version. Player's would determine a height and then the melons would always fly that much higher than their aimed at target. [QUOTE=thisguy123]sorry to keep buging you but has CS:S been removed? now then some gameplay points that would make things really useful. 1: a tool that turns ANY prop into a base piece (this means your warmelon contraptions are fully destructible.) 2: a weapon for selecting and issuing commands (this just makes things a whole lot easier) plus perhaps a dragbox to show where you are selecting. 3: maybe make it a whole new game mode (this will make the addon a lot more manageable. and perhaps some edited textures for the melons that are more details than perhaps black blue green ect. all the best thanks[/QUOTE] CS:Source is no longer required as of the version I will be releasing tonight. I also made special note to try to not require anything for episode 2. PHX3 will still be required. 1. You read my mind. However, I'm going one step further here. Currently, the new version I'll be releasing tonight has advanced duplicator support for almost everything. If you make a battleship and want to duplicate it later it will work, [b]including automatically changing melons/props to your team, making them destructible, respecting legal placement, and appropriately subtracting NRG[/b]. Therefore, the only situation in which you will need this tool, which I'm going to call, "The Legalizer", is when you want to take something you made outside of WM:RTS that is to complex to put all the restraints on again (currently you can use advanced duplicator to duplicate things you made [b]outside of WM:RTS[/b], but you'll lose all the constraints). This tool makes your entire contraption destructible, colored, targetable, and deducts you an appropriate amount of NRG. So basically, everything you asked for and more. 2. When I ever get smart enough to figure out a good way to I'll make a visual drag box. As for the tool/weapon, I am permanently removing the ordering tool simply because it is so inferior to just using the hotkey binds. Seriously people, use the binds. I'm forcing you to now. You'll thank me later. 3. I could make this it's own gamemode. Both MegaJohnny and I haven't done this for various reasons. The initial reason was just that it was too much work. Now it's more of a decision on how it will affect the game. The main reason I want to make it a gamemode is so that it can be played 100% without needing admins. For that to happen I need the following: -Server config files that automatically spawn map features in a similar way to how stargates are spawned (maybe I'll get this working tonight). -Players to have no mass/can't block shots etc (this one should be easy, but I just can't figure out how). -A way to make sure people can't ruin things with their physgun. I've got almost all the holes plugged, but there's still an annoying exploit I can't fix. -A round timer and actual concrete win/loss conditions. For now, no gamemode yet, but I'm working towards it. Tonight's version get's closer to a gamemode with: - Physgun/tool nerfing so idiots don't cheat and mess with your melons. No need for prop protection now. - A better system for joining teams and being autoassigned vacant teams. - More tools automatically spawn melons with your team so you don't have to set it every single time for every tool. - All weapons are removed by default. - Player speed increased, though really you can just use the sv_npclipspeed and crank that. - Admin pause/warmup time. Admin's can call for or have automatically run at the start of a match, a command that does not allow any melons to be moved. Melons can still attack to prevent idiots from trying to build too close to you. Thanks for your patience everyone. There's still a few more surprises that I'll throw out in the changelog tonight.
  • [QUOTE=thisguy123]anyone set up a sever for this?[/QUOTE] Do servers cost money??? If not, I will make one!!!!
  • Avatar of Lap
  • [QUOTE=JonnyBruce10]Do servers cost money??? If not, I will make one!!!![/QUOTE] If you're not experienced with being an admin I wouldn't try starting off with WM:RTS. There are a lot of server commands. It also takes a mean rig and good connection. My server can max out a quad core CPU. This is for dedicated servers with dual or quad core only. Max sure you force multithreading on your server too.
  • yeah, just do the SVN. Although have you thought of making a tutorial, like how to move your units.
  • Avatar of Pie_Lord
  • Me want stances! By the way, how about make a command that changes Warmelons range??? Except instead of putting the exact range, 1 would be normal, 2 would be double, 1.5 would be 50% more etc.[/ontopic] You guys should see my dreams! THEY'RE FREAKY!!! [/offtopic]
  • Avatar of Lap
  • SVN updated with the latest super build. Delete the old directory to clear out the garbage. I'll elaborate when I'm less sleep deprived. Should you find any bugs or whatever let me know. I'm going to be releasing a nonSVN version to garrysmod.org. Maybe it'll last longer than a few hours before getting deleted. Oh, one of the surprises besides the NRG donator (used to give NRG to friends or teammates) are harvesters. Admins can create resource nodes with variable amounts of resources. Spawnable harvester melons can then go and collect NRG, which is collected when that melon returns to a friendly spawn point. Capture points can be used instead of, or in conjunction with resource harvesting.
  • Avatar of Pie_Lord
  • I seem to have found either a problem, or an unmentioned feature. (or that I don't remember reading) People on a team can't touch physgun stuff on their team, even if they spawned it. Only people who can physgun props or melons are admins. If this is meant to be (which I can see why it would) I'd like to know so I know if it's a bug or not. [B]EDIT:[/b] By the way, none of the new Entities work. (harvesters, resource nodes, and outposts. Whenever I try to spawn one it has the same error as before you fixed the com uplink and I forget what else.
  • Avatar of Lap
  • [QUOTE=Pie_Lord]I seem to have found either a problem, or an unmentioned feature. (or that I don't remember reading) People on a team can't touch physgun stuff on their team, even if they spawned it. Only people who can physgun props or melons are admins. If this is meant to be (which I can see why it would) I'd like to know so I know if it's a bug or not. [B]EDIT:[/b] By the way, none of the new Entities work. (harvesters, resource nodes, and outposts. Whenever I try to spawn one it has the same error as before you fixed the com uplink and I forget what else.[/QUOTE] SVN was being retarded. I had full green arrows on my end, but checking the SVN showed those entities weren't even uploaded. They're all there now. As for the physgun "problem" that is actually a feature. Melons can be physguned if: 1. They are your team. 2. They are within the server defined area around a spawnpoint or outpost. I'm looking for any last bugs before I throw this on Garrysmod.org. Hopefully, the highly virus infected pack of stolen work won't be instantly deleted like all the last versions were.
  • Avatar of Pie_Lord
  • So, if I'm on blue team, and a blue baseprop/melon is within range of a spawn point, I can physgun it??? But is it the same if I set "buildradius" to 0???
  • Avatar of Lap
  • [QUOTE=Pie_Lord]So, if I'm on blue team, and a blue baseprop/melon is within range of a spawn point, I can physgun it???[/QUOTE] Yes. This range is determined by WM_buildrange. Currently, setting the build radius to 0 doesn't allow for melon movement. I'm changing that on the SVN right now. I'll also be uploading more intuitive tool prices. UPDATE: The following tools now cost NRG and can only be used inside friendly zones of control, never targeting opponents: -Wheel -Thruster -Balloon -Hoverball -Motor Outposts and spawnpoints may no longer be built very close to resource nodes.
  • Avatar of thisguy123
  • I fond and error in an erlier version where the game refused to spwan uplinks. With the leatest release that's fixed. Now it won't let me spawn cap points, harvester nodes and porbably any new addons.
  • Avatar of Pie_Lord
  • There are alot of fixes every few hours. For example, the last time I updated, it was at revision 64, the time before that not even 3 hours earlier was at 61, the time before that was the night before, on 59. In fact, I should update again.
  • Avatar of Lap
  • [QUOTE=Pie_Lord]There are alot of fixes every few hours. For example, the last time I updated, it was at revision 64, the time before that not even 3 hours earlier was at 61, the time before that was the night before, on 59. In fact, I should update again.[/QUOTE] You really don't need to update all the time unless you are having problems. The problem that was talked about in the above was an SVN problem that got fixed about 18 hours ago. No need to check every few hours. I try to post here when there's a notable update.