If you can't find it you can always try joining me through friends. It's also the only server playing the WarMelons gamemode.
If you can't find it you can always try joining me through friends. It's also the only server playing the WarMelons gamemode.
Yeah, I'm not finding the server with that ip, neither with favs or the connect command in console.
Edit: And joining you thru your steam community page is crapping out too.
I think the munitions factory could use a numpad toggle. So we can control when it turns on and when it turns off. It is hard to use it for create a bomber sometimes.
This means you should be able to set a limit on active bombs. So if you know your cargo bay only hold like four melons than you can set it to four. When you drop your payload, it'll start making more bombs.
I'm also considering what to do with barracks/factories. I have removed the limit of melons they can make to whatever the player wants. This means they have greatly changed. Because of this...
I am contemplating making their only advantage the ability to build away from spawn points, without a discount
I might make them cost the same or slightly more instead of a discount since they can now be built at outposts. I keep seeing people just leaving them on autopilot forever and clogging up the map with too many melons. It also tends to mean new players not thinking at all and throwing huge blobs of shit and other huge blobs, which is stifling their learning. I'll sleep on this decision. Leave your opinions.
I'm gonna try adding you to steam friends and try joining you when you're in-server that way, my antivirus, how ever much I love it, hates steam community features, for all I know game joining may be affected as well.
Release of WM:RTS postponed indefinitely due to garry failing really, really hard and breaking every addon and gamemode that matters.
Adv. dupe is one of the greatest things of all time and this gamemode relies heavily on that and it a huge blow that it will no longer work. The news, server list, and other shit that WM:RTS uses will no longer work until I fix it. This seems like a huge fiasco and I need a resolution before I commit to trying to rewrite huge amounts of code. Even if I rewrite the code, it's still going to be terrible.
EDIT: The file.Write scare of 2009 is finally over after a long hour of panicking. WM:RTS is back on track. Thanks garry.
I'd be mad or something, but I break my own server all the time when I update shit.
We just played on Fog of war and it was terrible.I new it was buggy but not as buggy as we had today. Melons can fall off the edges of the map, they fall down into the map where there is water so they blow up and contraptions are sinking into the ground.
Wow, that makes absolutely no sense as I've changed nothing and we've played fog of war many times. The only thing I can think of is the latest gmod update, but I didn't update my server.
I'm narrowing in on whatever is causing the crash, but it seems to be isolated to map changes.
Well. Tried the gamemode for the first time and I did indeed enjoy it... Mostly. In reality I didn't actually leave my base, nor actually build much of a base, due to me instead struggling for dear life to be able to command my melons.
At first I noticed I had welded them, a easy mistake. Though afterwards there were no fall back issues... I both tried holding fire with the command gun out, as the help says, and clicking it as the gun prompt said with neither having any success, really. So I'd take a bunch of tries until I could at least select one and then roll that off to the destination.
Um. Yeah. I imagine some of this might be due to the server lag, as it seems to work slightly better when there are less people on, however... Is there anything in particular I'm doing wrong? Fighter melons, to note.
Just don't use the selector gun, bind the keys to the right commands.
Now I kinda wish this had a free range form of resource, similar to tiberium, rather than res depots like generals. OOH! And it can have a variable on whether it hurts certain unit types that cross it.
If Tiberium was remade, I'd get it so fast.
As far as gameplay is concerned there is little difference between tiberium versus a static resource node. The only differences are that it damages nearby units (gimmicky and has no major effect on gameplay either way), and that it can regenerate after being drained. Matches don't need to be any longer than they sometimes go.
The main reasons for not having tierbium are that it bloats the gamemode file size and it lags.
[release]-Vehicles much less exploitable. There's still some potential for bad stuff here so I'll likely be fixing it again.
-Personal melon limits are now different from team melon limits.
-Team melon limit is now shown on the HUD instead of personal limit (maybe I should put both but I hate clutter).
-More exploit stomping
-No more building things in the sky (many WM maps have no skybox so you can technically still build in their ceiling).
-Reduced lag of exploit checking.
-Reduced the average amount of entities in a WM:RTS match by almost half, greatly reducing server strain and lag.
-Optimized some tools.
I'm going to work next on fixing some of the super weapon models and textures to make them cooler and easier to differentiate. If anyone has any ideas for what I should use just let me know. I'm pretty disappointed at the limited types of default effects I have to work with and I don't want to spend a lot of time making eye candy.
[release]-Fixed melons "climbing" to ceilings. (I kept this bug secret for three months until you guys finally found it. Sadly the only fix I could think of increases server strain slightly).
-Fixed barracks/factories being able to go past the melon limit
-Chaos Cannon now has a better sound, weapon trail and effect. It also throws melons in the area of effect around at random, as well as confuses them.
-Length of Chaos Cannon confusion effect increased slightly.
-Fixed the hover/thruster update exploit.
-Fixed lasers not firing.
-Fixed base prop tool creating melons of different teams.
-Changed variant appending and naming.
The server is full pretty much all the time, yet no one is submitting bug reports. Instead, people are exploiting them until they are fixed. I'm going to start upping the bans.
I've also got a few more ideas for super weapons that I'm going to try and make before release.
The new chaos cannon may actually get its effects split into two different super weapons. I would like to make a repulsor type super weapon that throws melons far away.
lap bugs still not fixed the you can build in walls and on one map some one built in skybox
bug 2 lasers still will not fire
and a Q why wount medic melons heal eachother
super weapon idea
swarm gun fires 4-6 rockets that do 15 damage and seak at enemys useful for thoughs realy fast war machings that you just can't hit!
how can I get a mega bomb to explode? it was near the spawn point of the enemy it lie there 1 minute the enemy destroyed it and nothing happend I think this is a bug right?
And we had some problems with our spawn and a capture point I was able to put the capture point back but our spawn was gone.
I just hit 2 times R with the physgun to unfreeze my transporter and then the spawn started like a rocket... and yes I placed the spawn.
Building in walls is not currently a bug, it's more of a gameplay decision we've never addressed. I am considering disallowing it.
Lasers now work, they were broken when you wrote this.
Medics do heal each other and always have.
Microwave Laser fufills the same function as your swarm gun, but with less lag.
Player's should never ever be able to touch, freeze, unfreeze capture points or spawn points. It is very important for me to know if this is reproduceable.
I currently cannot reproduce this at all, but I have occasionally seen it. Let me know if you see it happen again and let me know what was happening just before then.
Thanks for the screenshots and bug reports. They are helping speed this along.
good point with the lag thing
will there ever be flame througher melons
a good prop for tmen if there is even a chance of haveing them the combine camra prop.
As much as we all would like that, i dont think its ready yet.
My guess is around the begining of next month.
A flamethrower melon will be in the form of a super weapon. Currently, I'm trying to make the tools even friendlier since most people are extremely retarded.
I'm also planning on completely removing the ability to have gravityless props, as it just makes cost harder to balance and has little actual function.
The ballast/buoyancy tool I was planning is just going to get incorporated into the base prop tool. This should make creating boats far easier.
sugeston on the mind cntrol damage it should do some damage so the enemy can't take small props that are there for lokks and couse the ship to blow its self up or that it some times takes low hp melons one small war ships and hat couses the melons on the ship not to attack i do't know why all i know is it happened to the vtol i made.
The mind control weapon was created to cause havoc but not as much as the chaos cannon which blasts melons apart and makes them attack anything, even their own team. the MC takes control of anything that it considers as a threat.
Most reasons why people hate the weapon is because they consider it "cheap/unbalanced/noobish/etc". It is not called a "Super Weapon" for nothing you dumb fucks. Save up and buy the stupid then instead of making crappy warships that contain the biggest and heaviest prop you can think of (the bigger the prop the easier the MC can convert it). I seen that the MC has trouble taking over small prop vehicles because it focuses more on the melons attached to it than anything else.
Some of the weapons may seem unbalanced to some of you but consider this? Was this game intended to create peace packs and gather money and spend one whole fucking hour doing nothing? If you find yourself against me, by 15-30 minutes I am already going forth to attacking the other teams regardless if they are ready or nor.
Anyways I still get a lot of laughs from playing. I remember one occasion where a MC vs another MC, fighting over the same outpost.
The MC got its rate of fire slowed down recently. and it does function fairly well against stupid one prop vehicles. I'm going to change it pretty soon though. It'll only affect melons and not props.
What is going to replace the ability to really screw with poorly made vehicles is the new Molecular Disassembler. This thing slows slowly rips apart constraints.
supper weapon idea sortof
shield melon plases a sheild around all props weilded to it and melons the sheild lowers damage taken by explosive weapons by 50%, lasers by 90%, plasma cannons by 5% (all games i play plasma pluse sheild = no sheild) fighters snipers and machine guns by 95%, supper wepons (all but the MC i may hate it but sheild dosn't afect the mind) 20%. this isn't exact the actual sheilding is based on prop hp and size ass well as amount so it can't be used on thoughs big heavy tanks. the sheilds afect looks like the props are alittle transparent and melons have no change in look
other afects if 2 are placed on one prop reduse damage by 1% of curant protection.
p.s. what do you think.
The shield will be back.
Work has been going slow as I've been doing gameplay analysis and backend stuff. Life has also been raping my free time and it's not going to get better for a while.
A lot of minor bug fixes have happened so far, but the main triumph has been the new molecular disassembler. It unfreezes props and can even unconstrained attached entities. No new sound or effects and I'll be changing it's model, but it functions just fine.
Mind control has also had its ability to steal props removed as this new superweapon will handle it just fine.
All hail the shield!!
Lab I've got this bug with the unfreezing very often... and I think the megabomb should explode ifm it get destroyed so the enemy have got an chance to kill it in your own base too. And then it's not too powerfull.
Anyways...what? Megabombs can be destroyed and will explode. It will even do this before it's finished building.
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Can't wait any more >:c u said this week
I'm pretty sure I didn't say I'd definitely be releasing this week, but even still, I set my watch to Valve time.
The only thing I could can tell you is that I'm planning on releasing it by (hopefully far before) April 12th, which is the end of my spring break. Working on it full time for a week should hammer it out.