• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
  • Avatar of thisguy123
  • yeah revision number 70 fixed that are there any sever running this cosz i want to play people.
  • Avatar of Lap
  • Here's a whole bunch of maps made for WarMelons. I'll release a list of other maps that are good for WM:RTS later. [url=http://www.garrysmod.org/downloads/?a=view&id=50060][img]http://www.garrysmod.org/img/?t=dll&id=50060[/img][/url] I put a server up for tonight. Once I slow down development I'll have it up a lot more often. Name your directory WarMelonsRTS if you want to save some download time.
  • Avatar of Rickka
  • Yeah. Please set up a server and if it's up... IP please. A friend of mine is setting up a 4 player RTS Server :D I'll give the ip when it's up! And Password :3
  • Avatar of tad2020
  • Hey Lap, I'm working on a new version of RD. Are there any features that would be helpful for this? I'm pretty much doing a rewrite of my RD2 code and everything getting changed.
  • Avatar of Lap
  • [QUOTE=tad2020]Hey Lap, I'm working on a new version of RD. Are there any features that would be helpful for this? I'm pretty much doing a rewrite of my RD2 code and everything getting changed.[/QUOTE] Wow, I'm amazed I was able to attract the attention of a lua god. Is snake also working on a new version of RD? He sent me the SVN of RD3 and I tried it out. I can't really think of too many specifics on what new features would be helpful. I recently completely gutted RD2 from WM:RTS due to the following: -The view by users that RD2 was too big and laggy, which is based on both real and perceived fears. -The fact that RD2 does tolerate the destruction of a member of a resource network very well (console errors, some network breaking bugs). -The general laziness of users. As grand as I wanted to make WM:RTS, the players found linking nodes far too complicated/boring/whatever. -My own generators I used with RD2 to spawn the melons was a shitty system that was hard to configure and use to the level I wanted. These were the first lua things I created and kind of needed the boot. Without these, there was little reason to keep RD2. Future versions of RD would need to be very low lag (both CPU and bandwidth usage), be able to tolerate many in game changes and removals to their networks, and have lots of ways for me to easily hook in and change things. I need to be able to do things like, restrict people from linking to a capture node under X, Y, and Z condition. Currently, I'm too busy trying to make a crappy version of aVON's ini parser and stargate spawner so I can have map config files that autospawn ents to think too much about changing the resource system back.
  • Avatar of tad2020
  • [QUOTE=Lap]Is snake also working on a new version of RD? He sent me the SVN of RD3 and I tried it out.[/QUOTE] Snake is working on his own thing, RD3. I wasn't around when he began working on new stuff again so he started with out me. RD3 is very different from RD2, I don't even think he used it as a starting point. Mine, RDx (cause RD3 is already is use and RD4 just seemed like a dumb idea), was based on RD2, but very little has remained the same other than the basic idea on how networks are linked. [QUOTE=Lap]I can't really think of too many specifics on what new features would be helpful. I recently completely gutted RD2 from WM:RTS due to the following: -The view by users that RD2 was too big and laggy, which is based on both real and perceived fears. -The fact that RD2 does tolerate the destruction of a member of a resource network very well (console errors, some network breaking bugs). -The general laziness of users. As grand as I wanted to make WM:RTS, the players found linking nodes far too complicated/boring/whatever.[/QUOTE] Yeah, there were some bugs with RD2 I never got around to fixing. I was too overloaded at work for the past year to do anything with gmod really. RDx I think has already covered all those problems now. I'm making much more light weight than before so preinstalling it for servers will not be required and all the client messaging shit from before has been scrapped. [QUOTE=Lap]-My own generators I used with RD2 to spawn the melons was a shitty system that was hard to configure and use to the level I wanted. These were the first lua things I created and kind of needed the boot. Without these, there was little reason to keep RD2.[/QUOTE] Those functions and stool code was crap, most of it was because I needed to keep dupe-capability with RD1 stuff. It's been completely shit canned and there will be nothing like that for RDx, it'll all be DIY. [QUOTE=Lap]Future versions of RD would need to be very low lag (both CPU and bandwidth usage), be able to tolerate many in game changes and removals to their networks, and have lots of ways for me to easily hook in and change things. I need to be able to do things like, restrict people from linking to a capture node under X, Y, and Z condition.[/QUOTE] RD1 worked, but it's method was actually very 'overkill'. Rd2 was better, but most of it's problems was from backcompat with RD1. Most of the lag I think was caused by LS2, it had some issues that I don't think could have been worked out because of the backcompat with LS1 stuff. RD3 has some limitations I couldn't live with, and I haven't even really looked at it much; I feel that a complete do over of RD/LS/SB for 2009 is needed. RDX allows for every behavior of the system to be customized any each level. Devices, resources and networks all used OOP classes, you just need to define a new class, inherit from the base class, and override some functions. The second nicest new thing is that you'll be able to make your resource system separate from LS's (and any other) and have your own stool for linking. [QUOTE=Lap]Currently, I'm too busy trying to make a crappy version of aVON's ini parser and stargate spawner so I can have map config files that autospawn ents to think too much about changing the resource system back.[/QUOTE] RDx won't be ready for testing for a while, but I can help help you with it later if you like.
  • Avatar of Pie_Lord
  • Idea: How about a HUD that you get in most RTS games??? Like the panel where it shows the selected units, and their commands. (in this case, instead of a button for the command, just a little button that lights up when you order it to do that. (whatever the order is, it would light up a different button saying what it's doing))) Also, displayed Health for the melons would be nice. (even better if you can get it into the new HUD thing.) And will there ever be melons that have multiple weapons??? Such as more powerful weapons if it's attacking melons that have more hp at the time, less powerful and a little faster on melons that have lower hp. (Example: first attack does 5 damage, second attack does 15, if the melon it's attacking has 50 hp, then it uses the secondary attack, if it has 20 or less hp, it uses the primary attack.) But if this would be too complicated, just say so. (but if it's still a good idea, I would like to know so that I could maybe remind you when you're willing to make it that much harder)
  • Avatar of SonicXVe
  • A nice mini map would go good with a HUD, maybe just a green box that shows dots where all your units and enemy units (in attacking range of current stance) are. I hope you've fixed the capture points since I last updated, I've just updated my SVN. it had the same model as the resource nodes and spammed my console with errors. I also had to no collide my harvesters to let them into the spawn point to cash in their resources. Edit: Cap points are working, harvesters still need to be no collided. Edit again: Melon strikes don't work anymore, always says 'Instead point at world' for everything.
  • Avatar of Lap
  • [QUOTE=SonicXV]I also had to no collide my harvesters to let them into the spawn point to cash in their resources. Edit: Cap points are working, harvesters still need to be no collided. Edit again: Melon strikes don't work anymore, always says 'Instead point at world' for everything.[/QUOTE] Technically the melon strikes work if you target ents, but that's just the opposite of intended. That was the last "fix" I added before I passed out last night. Anyways, I returned it to working order and also slightly shortened its delay. The harvester "bug" you speak of could not be replicated. All my melons cashed in fine. I increased the range slightly just in case. Tad, I totally agree that most of the lag was actually LS2, but getting users never really believed it since they are intrinsically linked in the minds of spacebuilders. Thanks for such a well written post and for your offer of help. I've had surprisingly few people show interest in so much as offer even simple advice. Good luck with RDx and I will surely check it out. Having my own link tool and separate system is definitely a great addition that I would most certainly use. [QUOTE=SonicXV]A nice mini map would go good with a HUD, maybe just a green box that shows dots where all your units and enemy units (in attacking range of current stance) are.[/quote] Minimaps are definitely on the list. My ability and time are simply slowing me down.
  • Avatar of Pie_Lord
  • Another idea: If you ever get bored of continued developement of this version, you could make... Medieval Warmelons:RTS! But coding that would be quite harder than this. (seen as how most of the stuff would have to have calculated arcs (referring to projectile artillary (ballistae/catapults)) and bows/arrows, that kind of stuff) ) By the way, any news on the progress with the WarMelon doors??? Or if you've even decided to even make them???
  • Avatar of Lap
  • [QUOTE=Pie_Lord]Another idea: If you ever get bored of continued developement of this version, you could make... Medieval Warmelons:RTS! But coding that would be quite harder than this. (seen as how most of the stuff would have to have calculated arcs (referring to projectile artillary (ballistae/catapults)) and bows/arrows, that kind of stuff) ) By the way, any news on the progress with the WarMelon doors??? Or if you've even decided to even make them???[/QUOTE] Medieval stuff is never going to get implemented outside of a melee melon or two. As for doors, the most I'll do is add a hook that makes Conna's fading door tool cost money. Otherwise, just make your own and adv dupe it.
  • Avatar of Rickka
  • Hey Lap when will you make the server? I can't wait to play with other players!
  • Avatar of thisguy123
  • The havester melons have failed. They absorb fron the nodes but won't drop the NRG off.
  • Avatar of Lap
  • [QUOTE=thisguy123]The havester melons have failed. They absorb fron the nodes but won't drop the NRG off.[/QUOTE] I'm going to go with, you have failed, since I can't find a way to make them [i]not[/i] work. I even expanded the area that they collect from out and now it is even easier. I just loaded up, spawned an outpost, spawn point, and res node. Tried having harvesters return to both. Both worked.
  • Avatar of Pie_Lord
  • Remember that for everyone who doesn't clean their computers out with compressed air often enough might have bugs with Gmod. For example, my players tab wasn't showing up, then later in the year none of my tools were in the tool menu on my server. That was all fixed when I got my dad to clean it out with compressed air. (open it up, take most of the components out, then blow all the dust and whatnot out. (make sure you don't get dust INTO any of the parts, otherwise you might have ruined it.)) So remember, use compressed air to blow the dust out of your computers every month or so. (that's the most frequent I can think of, the least frequant is every five months)
  • Avatar of Lap
  • [QUOTE=Pie_Lord]Remember that for everyone who doesn't clean their computers out with compressed air often enough might have bugs with Gmod. For example, my players tab wasn't showing up, then later in the year none of my tools were in the tool menu on my server. That was all fixed when I got my dad to clean it out with compressed air. (open it up, take most of the components out, then blow all the dust and whatnot out. (make sure you don't get dust INTO any of the parts, otherwise you might have ruined it.)) So remember, use compressed air to blow the dust out of your computers every month or so. (that's the most frequent I can think of, the least frequant is every five months)[/QUOTE] Dust in your computer will not cause bugs in pretty much anything.
  • Avatar of Street_Wolf
  • Hey, well I finally downloaded it, but I have a question. I've been reading through the thread a bit and I've heard some talk of a server. Is there a Warmelon:RTS server? :raise:
  • Avatar of rockstar91
  • [QUOTE=Pie_Lord]Remember that for everyone who doesn't clean their computers out with compressed air often enough might have bugs with Gmod. For example, my players tab wasn't showing up, then later in the year none of my tools were in the tool menu on my server. That was all fixed when I got my dad to clean it out with compressed air. (open it up, take most of the components out, then blow all the dust and whatnot out. (make sure you don't get dust INTO any of the parts, otherwise you might have ruined it.)) So remember, use compressed air to blow the dust out of your computers every month or so. (that's the most frequent I can think of, the least frequant is every five months)[/QUOTE] That made me LOL :) Also, I may be sounding stupid, but I can't find the damn download link? The SVN thing just takes me to a page with all the files broke down. Do I download all of them seperatly or something? please help!
  • Avatar of Pie_Lord
  • Don't try using SVN if you don't know how. You need an SVN client like Tortoise SVN. Then right click on the file you want them downloaded into, then click on "SVN checkout" then in the url, put the svn link. Then it'll update, and whenever you want to update it again, just right click on it and click "SVN update"
  • Avatar of thisguy123
  • [QUOTE=Lap]I'm going to go with, you have failed, since I can't find a way to make them [i]not[/i] work. I even expanded the area that they collect from out and now it is even easier. I just loaded up, spawned an outpost, spawn point, and res node. Tried having harvesters return to both. Both worked.[/QUOTE] i had to actually order the melon to go to the resource node it just sat there like... well a melon.
  • Avatar of Lap
  • [QUOTE=rockstar91]That made me LOL :) Also, I may be sounding stupid, but I can't find the damn download link? The SVN thing just takes me to a page with all the files broke down. Do I download all of them seperatly or something? please help![/QUOTE] You need to use an SVN client to download. [url]http://tortoisesvn.net/[/url] and use that to download the game. I'll put up a server tonight at 7:30pm central time.
  • Avatar of Jake_louston
  • [QUOTE=Lap]You need to use an SVN client to download. [url]http://tortoisesvn.net/[/url] and use that to download the game. I'll put up a server tonight at 7:30pm central time.[/QUOTE] It would be useful to put up a name or ip.
  • Avatar of Pie_Lord
  • [QUOTE=Jake_louston]*useless post*[/QUOTE] Here, have a stupid hat, which directs you towards whatever you're looking for at the moment. (helps stupid people find whatever they need, better than whatever shitty hat you have) [b]Edit:[/b] I'm sorry to make such a crude joke... *ahem* Look for "Lap's server" or whatever. It'll usually be on a Warmelons map. (typ WM_ for the map in the filter)
  • Avatar of Lap
  • Name:WarMelons:RTS [Lap's] Map: Most always things that start with wm_ IP: 75.74.187.127 Oh and to those of you whining about harvester melons not working. Give them a couple of waypoints and tell them to go on patrol. They're not going to automatically do it for you.
  • Avatar of Lap
  • [QUOTE=thisguy123]HUZZAH Edit: aww how come i can NEVER find it?[/QUOTE] Probably because it's not up most of the time. Best time to find it is in the evenings. My server will be up more (and hopefully so will others) after I get automated object spawner working for servers. It basically works like the gate spawner from the Stargate addon and it'll let servers run with minimal admin intervention. All of the cap points, res nodes, and even spawn points can be automatically spawned, depending on the level. I'm currently held up because I can't get the prop_physics ents to spawn properly.
  • Avatar of Pie_Lord
  • I forget, was it my idea to make it similar to the gatespawner or were you allready thinking about it when I suggested it???