Sweet! see you tomorow
*ON TOPIC* Love the update!! :D
p.s page five is my bitch :O
Sweet! see you tomorow
*ON TOPIC* Love the update!! :D
p.s page five is my bitch :O
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. :Dlackofcontent posted:
EDIT: 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)
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
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.
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.Pie_Lord posted:
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.
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.thisguy123 posted:
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, including automatically changing melons/props to your team, making them destructible, respecting legal placement, and appropriately subtracting NRG.
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 outside of WM:RTS, 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.
anyone set up a sever for this?
Do servers cost money??? If not, I will make one!!!!thisguy123 posted:
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.JonnyBruce10 posted:
okay, but is there any way to play warmelons single player???
I think there's something wrong with the download link
yeah, just do the SVN. Although have you thought of making a tutorial, like how to move your units.
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]
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.
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.
EDIT: 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.
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.Pie_Lord posted:
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.
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???
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:
Outposts and spawnpoints may no longer be built very close to resource nodes.
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.
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.
You really don't need to update all the time unless you are having problems.Pie_Lord posted:
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.
yeah revision number 70 fixed that are there any sever running this cosz i want to play people.
Me wants to play with Lap!
nice idea those maps.
Whats the server name?
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
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.
Wow, I'm amazed I was able to attract the attention of a lua god.tad2020 posted:
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.
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.Lap posted:
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.
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.Lap posted:
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.Lap posted:
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.Lap posted:
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.
RDx won't be ready for testing for a while, but I can help help you with it later if you like.Lap posted:
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)
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.
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.
Minimaps are definitely on the list. My ability and time are simply slowing me down.SonicXV posted:
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???
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.Pie_Lord posted:
Hey Lap when will you make the server? I can't wait to play with other players!
The havester melons have failed.
They absorb fron the nodes but won't drop the NRG off.
I'm going to go with, you have failed, since I can't find a way to make them not work. I even expanded the area that they collect from out and now it is even easier.thisguy123 posted:
I just loaded up, spawned an outpost, spawn point, and res node. Tried having harvesters return to both. Both worked.
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)
Dust in your computer will not cause bugs in pretty much anything.Pie_Lord posted:
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:
That made me LOL :)Pie_Lord posted:
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?