• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
  • Avatar of Lap
  • [QUOTE=Mini alien]I mean like a special melon like a commando that can do alot more things then other melons cant and cost more and like require you to get like 100 kills or some thing to unlock and be able to spawn it. Also I found two bugs. First one is when ever I try to give a order to a melon(s) I get this [QUOTE=Console] entities/base_warmelon/init.lua:119: attempt to index field 'TargetVec' (a nil value)[/QUOTE] Also I can not add any thing like new weapons to gmod since I've had WarMelons. [/QUOTE] The solution to all problems is to update your SVN. You likely got a bad file. Only report a "bug" if it doesn't go away after updating. As for the weapons, no weapons allowed in WarMelons. If you want to change that go screw around with the tool_permissions.lua file in the server autorun folder.
  • Avatar of Mini alien
  • [QUOTE=Lap]The solution to all problems is to update your SVN. You likely got a bad file. Only report a "bug" if it doesn't go away after updating. As for the weapons, no weapons allowed in WarMelons. If you want to change that go screw around with the tool_permissions.lua file in the server autorun folder.[/QUOTE] I update my svn every time before I start Gmod...
  • Avatar of Lap
  • [QUOTE=Mini alien]I update my svn every time before I start Gmod...[/QUOTE] I just downloaded a fresh copy of the SVN. The bug you speak of does not exist. Yay for wasting time.
  • Avatar of Pie_Lord
  • [quote=Lap]Yay for wasting time.[/quote] [quote=Rico]YAYS LET'S WASTE TIME WITH LOOKING AT-[/quote] DON'T GO THERE, RICO! If you mention it, I will have a gay guy mind fuck you! [lua]That would be the gay guy sharing a dream with Rico of doing eachother[/lua] [quote=Rico][/offtopic] Will there ever be a UFO warmelon?[/ontopic][/quote] I don't think so, Rico. [/partiallyofftopic] So how will the melee melons do damage??? Basically the same way as bombs except a little closer, and not suiciding??? (along with doing damage to only one other melone/prop at a time)
  • Avatar of Jake_louston
  • Oh I have found a hidden map pack! Enjoy! [url=http://www.garrysmod.org/downloads/?a=view&id=50303][img]http://www.garrysmod.org/img/?t=dll&id=50303[/img][/url] Edit: This is the older and more downloaded version [url=http://www.garrysmod.org/downloads/?a=view&id=50060][img]http://www.garrysmod.org/img/?t=dll&id=50060[/img][/url]
  • Avatar of Lap
  • [QUOTE=Jake_louston]Oh I have found a hidden map pack! Enjoy! [url=http://www.garrysmod.org/downloads/?a=view&id=50303][img]http://www.garrysmod.org/img/?t=dll&id=50303[/img][/url][/QUOTE] Yep. That's the one I've been pointing people to for my server. I've been trying to get in contact with Beneathe, the maker of most of those maps, to see if he'd be willing to work with me, but no luck.
  • Avatar of Jake_louston
  • Well, he had two map packs, this one did not have any tags. I love the castles one! It reminds me of one of the satilzation maps! Edit: Is there anyone currently hosting this besides lap? I would for sure host this if I get around to buying a new motherboard for my server :V
  • Avatar of Rum101
  • At this point i'm going to make a request. Please turn this into a proper gamemode. It's getting irritating whenever I want to play sandbox suddenly realising that warmelons has messed with all my tools and i'm going to have to go disable it. A full gamemode would most likely be far nicer for everyone concerned at this level of complete integration into the game. Nice work on the actual RTSness by the way, I'm especially loving the harvester melons (although you can make entire armies of them and use them as mine clearers for no real cost).
  • Avatar of Ninja_Danz0r
  • Haha, this is amazing! Way to go making an already great mod even greater :D Just a few questions: Is this fully compatible with RD3? Will selection circles/squares be added to the GUI in the future?
  • Avatar of Lap
  • [QUOTE=Rum101]At this point i'm going to make a request. Please turn this into a proper gamemode. It's getting irritating whenever I want to play sandbox suddenly realising that warmelons has messed with all my tools and i'm going to have to go disable it. A full gamemode would most likely be far nicer for everyone concerned at this level of complete integration into the game. Nice work on the actual RTSness by the way, I'm especially loving the harvester melons (although you can make entire armies of them and use them as mine clearers for no real cost).[/QUOTE] I've actually accomplished pretty much everything I needed for a gamemode. Figuring out the gamemode nuances is what I'll be working on now. I also suck at HUD, Derma, and scoreboards so I'm sure those are going to slow me down. As for now, I have updated the SVN just for you Rum. Should you ever forget your playing with WarMelons on you can just change the WM_Rules to 0 in the console. The next time anyone tries to use any tool, all warmelon rules will be axed. Spawn whatever you want anywhere and use whatever. That should be a good stopgap measure. I like your ingenuity with harvesters. They have had their health reduced due to your complaint and others about them being too strong in general. People were using them to soak up damage. [QUOTE=Ninja_Danz0r]Haha, this is amazing! Way to go making an already great mod even greater :D Just a few questions: Is this fully compatible with RD3? Will selection circles/squares be added to the GUI in the future?[/QUOTE] Thanks! WarMelons:RTS no longer uses and RD, though you can certainly have it active at the same time with no problems. Selection circles/squares are something that only Sassafras of Sassilization has done. He's not one to share. I'm working on it, but it's no easy task. Expect some more WM stuff released today.
  • Avatar of Lap
  • [QUOTE=Ninja_Danz0r]Will selection circles/squares be added to the GUI in the future?[/QUOTE] OK, so I know I just responded about this, however, I just realized that I am God's greatest gift to mankind. As you can tell I'm pretty excited. I had an epiphany for how to get the selection spheres to work. In less than an hour and a half I had it working! Selection spheres are now implemented! [img]http://img407.imageshack.us/img407/4615/selectionde2.jpg[/img] On a side note. I was thinking about making the mega bomb even larger. In the picture are the proposed size vs the old size. The PHX balls kind of roll all the time and never stop so I don't think I'll implement larger sizes for now. Doesn't the proposed mega bomb look like the Death Star?
  • I keep getting this error when i try to select my melons: Attempted to create unknown entity type lap_selectionbox! autorun/server/wmrtscommands.lua:285: Tried to use a NULL entity!
  • Avatar of Ninja_Danz0r
  • [QUOTE=Lap]OK, so I know I just responded about this, however, I just realized that I am God's greatest gift to mankind. As you can tell I'm pretty excited. I had an epiphany for how to get the selection spheres to work. [/QUOTE] Well, whatever you have in mind i'm sure it'll be fine :D Otherwise you might aswell check this out: [url]http://wiki.garrysmod.com/wiki/?title=Render[/url] This in particular [url]http://wiki.garrysmod.com/wiki/?title=Render.DrawQuad[/url]
  • Avatar of Lap
  • [QUOTE=Ninja_Danz0r]Well, whatever you have in mind i'm sure it'll be fine :D Otherwise you might aswell check this out: [url]http://wiki.garrysmod.com/wiki/?title=Render[/url] This in particular [url]http://wiki.garrysmod.com/wiki/?title=Render.DrawQuad[/url][/QUOTE] Pfft...render quads are for the weak. WM:RTS has full 3d selections. Also, WM:RTS and the original WarMelons, use spheres, not boxes for selecting units. [QUOTE=lollerbike]I keep getting this error when i try to select my melons: Attempted to create unknown entity type lap_selectionbox! autorun/server/wmrtscommands.lua:285: Tried to use a NULL entity![/QUOTE] Sounds like you updated your version with the SVN in the five minutes right after I posted. Tortoise gave me a popup that I didn't notice so I had to click that to upload the rest of the code. Looks like you just got the first half. Just update again, you'll be fine. I also fixed a prop spawning bug and some console spam with the team selector gun. It's a holiday today so I have the day off. Expect some more stuff later today.
  • Avatar of Pie_Lord
  • Hmm... The kind of same thing happened to me and my friend. Although it might have been a problem on his end. (since his older computer has quite a few more problems than mine. (thankyou, cheaper/better computer parts!))
  • Avatar of Lap
  • [QUOTE=Pie_Lord]Hmm... The kind of same thing happened to me and my friend. Although it might have been a problem on his end. (since his older computer has quite a few more problems than mine. (thankyou, cheaper/better computer parts!))[/QUOTE] Looks like some crazy file moving on my end tricked the SVN. It uploaded the selectionbox stuff into the bomb folder and totally overwrote the bomb, while not even creating it's proper directory. SVN errors make me sad. Anyways, just update the SVN and all will be well. Oh, and for those of you who love me, show it with lua kings. It's sad looking at sex pose tools that have more lua kings than this.
  • Avatar of Rum101
  • Gave you a lua king man. You deserve it. Also: WM_rules is most definitely a suitable stopgap measure. Thanks!
  • Avatar of Lap
  • [QUOTE=Rum101]Gave you a lua king man. You deserve it. Also: WM_rules is most definitely a suitable stopgap measure. Thanks![/QUOTE] Thanks Rum. I'm trying to get it as close to a gamemode as I can. I tried today to actually convert it over and I realized that WM:RTS uses so much content from sandbox that I'd have to put everything from sandbox into WM:RTS. That would be a lot of redundant downloading. Maybe they're a way to use sandbox as a base instead of just base. Anyways, since I feel loved I'm releasing my map feature pack. Along with the SVN changes I made today (some bug fixes, wire additions, and new victory condition) I hope that this will lead to some new servers going up. By the way, the new victory condition is "domination". Should one player have the only spawn point, players will have ten seconds to make a new one, should they have the NRG, otherwise it's "round over". [url=http://www.garrysmod.org/downloads/?a=view&id=53480][img]http://www.garrysmod.org/img/?t=dll&id=53480[/img][/url] Map: gm_blindfight_v1 [URL=http://img228.imageshack.us/my.php?image=gmblindfightv10010rs8.jpg][IMG]http://img228.imageshack.us/img228/4452/gmblindfightv10010rs8.th.jpg[/IMG][/URL] Blindfight is a lesser known naval combat map. It's focus on submarine warfare makes it unpopular except among enthusiasts. Despite the empahsis on submarine warfare I decided to focus this map on the surface combat. Floating capture points dot the lake with only a few points actually being on shorelines. Expect to be building lots of ships. Two teams start nearer an island with a high capture point density, while the other has less resources, but more space to work with. Map Size: Large Suggested Teams: 3 Capture Points: 24 Resource Nodes: 0 Comm. Uplinks: 0 Map: gm_castlewarfare_fixed [URL=http://img511.imageshack.us/my.php?image=gmcastlewarfarefixed000xn4.jpg][IMG]http://img511.imageshack.us/img511/1491/gmcastlewarfarefixed000xn4.th.jpg[/IMG][/URL] Two opposing castles lie in direct proximity to each other. Using the autospawner I added a bridge to this map, but even still you need to be careful not to let your melons fall into the fissure. Even though this map is small, it can drag on for some time since breaking the fortifications is quite a task. Expect lots of close quarter combat. Map Size: Small Suggested Teams: 2 Capture Points: 28 Resource Nodes: 0 Comm. Uplinks: 0 Map: gm_superstruct_v2-1b You will not find a larger land map so well suited to Warmelons. The battles on this map will truly be epic campaigns. The terrain is varied and distances are long. Capture points are rare and resource nodes need to be harvested to supplement your income. The map is very asymmetric and choosing your spawn point location will be a tough choice. Do you go for the rough and easily defended high grounds, which will impede even your own melons? Or do you go for the flatlands where movement makes you much quicker? I've seen both strategies (including a mountaintop fortress), all with mixed results. Map Size: Large Suggested Teams: Any Capture Points: 28 Resource Nodes: 10 Comm. Uplinks: 0 Map: gm_wildforest_v2 [URL=http://img205.imageshack.us/my.php?image=gmwildforestv20020pn9.jpg][IMG]http://img205.imageshack.us/img205/2699/gmwildforestv20020pn9.th.jpg[/IMG][/URL] Wildforest is a map where the main terrain obstacles are trees. The map centers around a lake that contains the maps only communication uplink. Battles for this uplink are common as this uplink has range of almost the entire map. I've seen many a melon accidentally drown while fighting for the uplink near the very small pier it is located on. Capture points are few and located within clusters of white trees. Harvesting is a must and resource locations lie between tree clusters, right in the open. The asymmetric nature of this map makes choosing a starting location quite difficult. Map Size: Small-Medium Suggested Teams: 2-4 Capture Points: 9 Resource Nodes: 11 Comm. Uplinks: 1 Map: gms_affection [URL=http://img300.imageshack.us/my.php?image=gmsaffection0021jv4.jpg][IMG]http://img300.imageshack.us/img300/4776/gmsaffection0021jv4.th.jpg[/IMG][/URL] [URL=http://g.imageshack.us/thpix.php][IMG]http://img300.imageshack.us/images/thpix.gif[/IMG][/URL] The first of the Stranded maps to be reviewed, Affection promises to be a navigational challenge. The map is completely irregular and is rough on moving melons. Fighting over the top of this map is virtually guaranteed. The easy access to comm uplinks means you'll be seeing melon strikes about once a minute. Map Size: Small Suggested Teams: 2-4 Capture Points: 19 Resource Nodes: 0 Comm. Uplinks: 2 Map: gms_atoll_2008 [URL=http://img404.imageshack.us/my.php?image=gmsatoll20080022br1.jpg][IMG]http://img404.imageshack.us/img404/4348/gmsatoll20080022br1.th.jpg[/IMG][/URL] [URL=http://g.imageshack.us/thpix.php][IMG]http://img404.imageshack.us/images/thpix.gif[/IMG][/URL] The first of the island hopping maps, Atoll is a map that gives you a lot of options on how to play. Players who use a combined air, sea, and land force will certainly shine on this map. One peculiar thing about Atoll is how each starting location is unique. There are four main islands. Two of the islands each have four capture points, but are differently shaped and quite exposed. One of the islands is large, with six capture points, though further spread, and with mixed exposure (I am reminded of this being the Asia in Risk. Hard to take the whole thing, but if you do you'll likely win). The last island is the smallest, with an amazingly defensible cave, but has only two resource nodes. All players will end up fighting over the two oil rig style resource nodes and communications uplink in the middle. Map Size: Small Suggested Teams: 2-4 (with 3 teams leave the large island unoccupied at start) Capture Points: 16 Resource Nodes: 2 Comm. Uplinks: 1 Map: gms_md_islandsv2 [URL=http://img511.imageshack.us/my.php?image=gmsmdislandsv20023wg2.jpg][IMG]http://img511.imageshack.us/img511/7673/gmsmdislandsv20023wg2.th.jpg[/IMG][/URL] MD Islands is a map for the amphibious. Small streams make both naval and land movement cumbersome. Islands are rich in capture points, making quick conquest a must. Let me stress the need for amphibious vehicles! Map Size: Medium-Large Suggested Teams: Any Capture Points: 62! Resource Nodes: 10 Comm. Uplinks: 1 Map: gms_stream [URL=http://img100.imageshack.us/my.php?image=gmsstreamv110024sy5.jpg][IMG]http://img100.imageshack.us/img100/2527/gmsstreamv110024sy5.th.jpg[/IMG][/URL] Stream has a large waterway right through the map. This waterway has multiple resource nodes that harvester boats should make use of. Having a coastal spawnpoint or outpost really helps here. The rest of the maps are large land space covered with capture points. There are a lot of options here. You can try to control the stream and stop incursions, fly over it, or punch through it. The fog in this map is brutal and makes getting surprised a common occurrence. The fog is removed in this screenshot. Map Size: Medium-Large (feels huge because of the fog) Suggested Teams: 2-4 Capture Points: 36 Resource Nodes: 4 Comm. Uplinks: 2 Map: wm_castles [URL=http://img524.imageshack.us/my.php?image=wmcastles0025cx7.jpg][IMG]http://img524.imageshack.us/img524/4339/wmcastles0025cx7.th.jpg[/IMG][/URL] [URL=http://img265.imageshack.us/my.php?image=wmcastles0027jf5.jpg][IMG]http://img265.imageshack.us/img265/119/wmcastles0027jf5.th.jpg[/IMG][/URL] This is the first of the maps I am reviewing that was specifically created for WarMelons. WarMelons only maps tend to be much more straight forward than other maps. Castles are tucked into each corner in this NRG intensive map. The fight for the middle uplink is quite brutal. Map Size: Small-Medium Suggested Teams: 2 or 4 Capture Points: 24 Resource Nodes: 12 Comm. Uplinks: 1 Map: wm_dawn [URL=http://img261.imageshack.us/my.php?image=wmdawn0019nx6.jpg][IMG]http://img261.imageshack.us/img261/7
  • Avatar of Pie_Lord
  • I just remembered about the APC melon being developed. :D By the way... How about a superweapon that's admin only??? A NUKE MELON! :D Would, as I said, be admin only. And it would basically just unweld/unfreeze everything in the map, pushing it away from the blast, then within about 10-20 seconds of that happening, it vaporizes everything. (this is exactly why it would be admin only)
  • Avatar of Jake_louston
  • [QUOTE=Mini alien]When you get to the point of gamemode you should add... AI players "LOL".[/QUOTE] AI players sound fun but that sounds hard to code. I believe it could be done though, none the less.
  • Avatar of Lap
  • [QUOTE=Pie_Lord]I just remembered about the APC melon being developed. :D By the way... How about a superweapon that's admin only??? A NUKE MELON! :D Would, as I said, be admin only. And it would basically just unweld/unfreeze everything in the map, pushing it away from the blast, then within about 10-20 seconds of that happening, it vaporizes everything. (this is exactly why it would be admin only)[/QUOTE] Why not just use TetaBonita's Nuke? AI players will never happen. The source engine could never handle that in addition to the calculating all the existing melon stuff. The most you'll see AI wise would be if I added some spawn points that just spawned enemy melons at random intervals or whatever. Maybe they would hunt other teams automatically, but they'd be pretty mindless either way.
  • Avatar of Pie_Lord
  • That's a great idea! It would be somewhat like a civilization map on SC. (where there are defences at each natural resource, and whatever)
  • Avatar of Rum101
  • [QUOTE=Lap] The most you'll see AI wise would be if I added some spawn points that just spawned enemy melons at random intervals or whatever. Maybe they would hunt other teams automatically, but they'd be pretty mindless either way.[/QUOTE] Kinda like Reaver Melons. Perhaps if you make a special powerful melon with high health and good weapons and a 'citadel' which spawns the occasional raid of melons. If you give the citadel some kind of weapon and make it hard to take out the Reaver Melons (which would be black or grey, of course) could become a fixed feature in a map with no-one wiling to break off the main fight to go take out the Citadels, and the Reavers occasionally spawning in groups of 6-10 and just homing in on the nearest non-reaver melon. If you wanted to make them a bit more aware then make them home in on non-reaver controlled resource points before attacking other melons, and make the spawn time for the raids lower for each resource point owned. You could also make Reaver harvesters that go for the nearest resource point. Give the harvesters a weak rapid fire weapon and watch as they cut off undefended resource nodes. If the difference in power between the Reaver melons and any other melon is sufficient then it should make up for their lack of strategy and make them a sufficiently worrying blind force/semi AI opponent. I'd certainly love setting up a few Citadels and seeing if I could win.
  • Avatar of Jake_louston
  • I like the sound of Reaver melons bashing up my undefended nodes! :D Edit: It reminds me of the old but loved show called Firefly.
  • Avatar of Lap
  • [QUOTE=Rum101]Kinda like Reaver Melons. Perhaps if you make a special powerful melon with high health and good weapons and a 'citadel' which spawns the occasional raid of melons. If you give the citadel some kind of weapon and make it hard to take out the Reaver Melons (which would be black or grey, of course) could become a fixed feature in a map with no-one wiling to break off the main fight to go take out the Citadels, and the Reavers occasionally spawning in groups of 6-10 and just homing in on the nearest non-reaver melon. If you wanted to make them a bit more aware then make them home in on non-reaver controlled resource points before attacking other melons, and make the spawn time for the raids lower for each resource point owned. You could also make Reaver harvesters that go for the nearest resource point. Give the harvesters a weak rapid fire weapon and watch as they cut off undefended resource nodes. If the difference in power between the Reaver melons and any other melon is sufficient then it should make up for their lack of strategy and make them a sufficiently worrying blind force/semi AI opponent. I'd certainly love setting up a few Citadels and seeing if I could win.[/QUOTE] Uh oh, sounds like I'm getting dangerously close to recreating some sort of Warcraft III Tower Defense game. I'll probably add in some reaver melon by just giving those melons a super aggressive stance. I have an idea that will likely be even better, though I'm planning on having both. More to come on my new idea once I investigate how feasible it really is.