1. Post #521
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Hardy posted:
    But why do not use SVN for latest(maybe unstable) resivions, and garrysmod.org for latest stable release? Current version even don't have barrack limit :) And other great features like delayed building...
    Whatever, thank you again :)

    It'll come soon. I'd have a garrysmod.org version, but every time I put one up it is immediately flagged as a super virus and is deleted. Great system they have there.

    Recent Changes:

    -Added Z-Axis Only movement to order cores (wire support included).

    -Fixed a bug with the mass of order cores being reset when being advanced duped.

    -Fixed a bug with the round timer sometimes not getting sent.

    -Fixed some minor calculation errors.

    -Added wm_rowleymemorial_v2 to the rotation.

    -Fixed an annoyance with mind controled units sometimes still getting targeted by friendlies.

    Edit:

    -Made giving free spawn points both a map and server variable.

    -Added a NeoForts map.

    -Wire thrusters, hoverballs, and wheels are back!

  2. Post #522
    Gold Member
    Datsun's Avatar
    January 2008
    1,882 Posts
    Hey lap I am not sure if there is a command or not but can you put a command that selects all the melons (of a specific type, which ever you are facing). It really sucks when after a battle using a carrier at least 5 or more melons have gone stray and do not want to come back even if the barracks has a distance limit.

  3. Post #523
    Sikgamer's Avatar
    September 2008
    327 Posts
    Datsun posted:
    Hey lap I am not sure if there is a command or not but can you put a command that selects all the melons (of a specific type, which ever you are facing). It really sucks when after a battle using a carrier at least 5 or more melons have gone stray and do not want to come back even if the barracks has a distance limit.
    Use the bind "wmtypeselect", it will select all melons of that type in the map.

  4. Post #524
    Gold Member
    Datsun's Avatar
    January 2008
    1,882 Posts
    Sikgamer posted:
    Use the bind "wmtypeselect", it will select all melons of that type in the map.
    Thanks.

  5. Post #525
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Check the help for what keys you can use in coordination with type select. There's all of that type in a short distance and all of that type in the entire map.

    /help has pretty much everything so make sure you read that thoroughly before asking questions or making suggestions.

    At least half of all suggestions are already features of the game.

  6. Post #526
    Retroactive's Avatar
    November 2007
    18 Posts
    Currently the Harvester can suck up players. This is definitely a minge vulnerability, and I don't think I need to explain why.

    Thank you for fixing the mind control bug, I'm very happy that it works now!

  7. Post #527
    Gold Member
    Treelor's Avatar
    February 2005
    2,067 Posts
    Wire thrusters are back?

    YES

    Now I can make my airships wire thruster based.

    Edit:

    A suggestion for the melon cores, perhaps we could have them mimic a beacon sensor in that they give the bearing and elevation of which their move order has been sent to? Perhaps also the world XYZ coordinates? It would add a level of robotics into Melonwars with the ability to regulate the movement of units.

  8. Post #528
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Heh, sucking up players with harvesters is pretty funny. I forgot that I specifically turned on that option when i was screwing around months ago. It's fixed.

    StickyNade posted:
    Wire thrusters are back?

    YES

    Now I can make my airships wire thruster based.

    Edit:

    A suggestion for the melon cores, perhaps we could have them mimic a beacon sensor in that they give the bearing and elevation of which their move order has been sent to? Perhaps also the world XYZ coordinates? It would add a level of robotics into Melonwars with the ability to regulate the movement of units.
    Beraing and elevation....can't that just be done with a gate so the 95% of people who don't care about it won't have to deal with extra calculation lag?

    As for the world XYZ coordinates, it already does that.

  9. Post #529
    Gold Member
    Treelor's Avatar
    February 2005
    2,067 Posts
    Really? It already does that?

    Hum D:

    I wasn't aware that the order core output anything at all.

  10. Post #530
    Gold Member
    A Zombie's Avatar
    October 2008
    2,535 Posts
    Nice

    This should be made into a gamemode :D

  11. Post #531
    Gold Member
    Darkomni's Avatar
    August 2007
    2,377 Posts
    How come the commands for selecting and moving melons appear as lua errors up in the corner? I fixed it by replacing the commands .lua file with the old working version, but still, I don't understand why it wouldn't work in the first place.

  12. Post #532
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    A Zombie posted:
    Nice

    This should be made into a gamemode :D
    Go find the server named "WarMelons:RTS (PHX3 | WIRE) and help test out the gamemode so I can release it faster.


    As for commands not working. I just tried a clean build of the addon and got no commanding errors. I did notice a bug where the wm_rules convar never even appeared. So I added that back in.

  13. Post #533
    Europostah34's Avatar
    November 2008
    13 Posts
    Darkomni posted:
    How come the commands for selecting and moving melons appear as lua errors up in the corner? I fixed it by replacing the commands .lua file with the old working version, but still, I don't understand why it wouldn't work in the first place.
    The commanding commands probably didn't worked for you because you didn't at the beginning of the server; didn't select a team in the War-Melons RTS toolbar by clicking the team selector in it and sliding the bar within it to 1, 2, 3, 4, etc.

    If you did do this; it should be working fine; happened to me too because I forgot to select a team. :geno:

  14. Post #534
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Recent Changes:

    -Fixed some pricing issues with advanced duping certain melons.

    -Munitions factories can no longer produce flying bombs.

    -Corrected an error in pricing for duplicated munitions factories.

    -Added reserved slots for donators on the test server.


    Work on scenario editor is resuming.

    Edit:

    Looking for the new EMP maps?

    http://files.filefront.com/Empires+O.../fileinfo.html

    I've also made space maps far, far easier since I set SpaceBox's pull to 0. This value somehow got reset back to 1 for some reason.

    We should have a lot better space battles.

  15. Post #535
    Retroactive's Avatar
    November 2007
    18 Posts
    Shields do not adv dupe for some reason.

    Also, a suggestion:

    Is there any way to write a script that predicts the price of spawning a dupe?

    Admin team cannot create adv dupes, it creates them for team 1 instead.

    It seems as if the Mind Control does not work for admin team.

  16. Post #536
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    No real way to do predict the cost. Only way is to save the name as its cost (with no singleplayer right now I know that's annoying as hell to do).

    Don't adv dupe on admin team. There's no real reason to be on the admin team unless your making a map.



    Alright, I spent a lot of time on WM:RTS tonight and I've made some major strides. Almost all of these strides are on the back end so you won't notice much, but they will let the scenario editing become possible, probably tomorrow.

    I also threw up the new logo on the scoreboard. Yea, I know the transparency is totally gone, I'll fix it later. For now, bed time.

    Make sure you guys get that map pack soon. You won't be able to download them from the server.

  17. Post #537
    Retroactive's Avatar
    November 2007
    18 Posts
    I was thinking that, but you never know if a powerhungry server admin decides to load up WM:RTS and has to join the admin team and has to dupe his megadestroyer.

    Also, just saw a weird bug I've never seen before, and only seen this one time. I was destroying a spawn point, the point blew up, and the guy spammed lasers right after it blew up. One of the lasers happened to spawn welded to my ship, which I thought was rather funny yet oddly annoying. I'm sure it wasn't mind control because I didn't have any lasers on my ship and his entire base was trashed save for the spawning lasers. It will probably never happen again, but it was a cool instance.

    Thanks for the effort, I am also happy that when I hit Z it gives me back cash. Maybe not the 40k I spent on the superweapon that I accidently deleted but it's still cash :D

  18. Post #538
    Sorry my bad Englich
    Dennab
    March 2005
    406 Posts
    Lap remove emp_crossroads from the list it's have a bug so you spawn inside a object and lose all your tools.

    And lap no off the nods in the emp maps work for i made them in a outdated WM so i have to remake them on the online server. so emp_duststorm[3].txt
    change it to 0 and remove 2 and 3 it should work fine.

  19. Post #539
    Gold Member
    thisguy123's Avatar
    August 2008
    6,842 Posts
    Sheilds seem to have no effec these days.

    I sent in my pattented Shakey the Phallic Uber tank and it wiped out a base in mere seconds.

    Edit:

    Sheilds seem to have no effect these days.

    I sent in my pattented Shakey the Phallic Uber tank and it wiped out a base in mere seconds.

    The base has a medieum sized sheild.

  20. Post #540
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Since this thread is a nightmare to scroll through head off to the new forums. I'll be transferring stuff over there for the most part.

    This should let the community actually be able to discuss balance changes and bugs without it all getting lost in the mess that is this thread.

    http://•••••••••com/5vlh6b (apparently FP thinks part of the URL is evil).

    Edit:

    I'm going to have to push back some of the scenario stuff back a couple of days, but I still was able to hammer some stuff out.

    Recent Changes:

    -New forums, see above.

    -Logo transparency fixed, but I screwed up the size. It'll be fixed soon.

    -Fixed melons from heavy barracks going far too fast.

    -Fixed spawning without weapons in EMP maps.

    -Implemented all the new map variants that Omen made for emp maps.

    -Fixed the admin unlock function

    -Fixed a problem were teams could be stuck locked with no player in them.

    -Added a new entity and a new tool for admins. The new entity is a "nobuildarea" entity. An admin can plop one of these down on any map and specify a radius. No outposts or spawnpoints may be built in this radius. These are also saved as part of map variants.

  21. Post #541
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Where is the gamemode for this? I've looked on Garrysmod.org but I couldn't find it.

  22. Post #542
    Sorry my bad Englich
    Dennab
    March 2005
    406 Posts
    SeveredSkull posted:
    Where is the gamemode for this? I've looked on Garrysmod.org but I couldn't find it.
    Gamemode is still a WIP so you have to wait.
    But you can play it on the server.

  23. Post #543
    SeveredSkull's Avatar
    October 2008
    1,316 Posts
    Didn't I just see you on that server? I was the noob trying to figure out what the hell to do. I think I know most of it now. I would be great if the server was up 24/7... cuz I really like this thing. Also... I keep crashing when I use the addon... anyone know why?

    EDIT:

    Just wanted to tell you what version I have. I am using the War Melons version 11.5 from Garrysmod.org

  24. Post #544
    Unit13's Avatar
    January 2008
    6 Posts
    What are the stuff you add when you make a map for this in Hammer SDK? I need the poles for Money and the spawn point for melons.

  25. Post #545
    Unit13's Avatar
    January 2008
    6 Posts
    ERROR in post... It spamed my message two times.

  26. Post #546
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Unit13 posted:
    What are the stuff you add when you make a map for this in Hammer SDK? I need the poles for Money and the spawn point for melons.
    There are 0 entities you need to add that are specific to WarMelons. Once you have your map done, let me know and I can walk you through how to place stuff using the in game "editor". I also posted something on map variants at the new forums if you want to try and do it solo.

  27. Post #547
    AndyTehMan's Avatar
    November 2007
    20 Posts
    Awesome gamemode!

    LUA KINGED!

  28. Post #548
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    I spent quite a bit of time on stuff today I reached a major milestone. Singleplayer and mutliplayer scenario support is implemented. Just to show you the basics of what can be done I've decided to temporarily remove al other variants on WM_Castles and I have replaced it with one in which aggressive "barbarian" AI control the NRG rich center and comm uplink.


    Any type of scenario can be created though. I will have a guide out on how to do this later. For now start thinking of some ideas and if you want to make some scenarios please tell me.

    Recent Changes:

    -SCENARIO SUPPORT!

    -Fixed an issue where two teams could win simultaneously.

    -Fixed the duping of many wire tools.

    -Improved admin duping. Admins can now dupe contraptions with a neutral team.

    -Basic "AI" support (learn to fear the black melons).

    -Fixed a bug that allowed you to use typeselect to add duplicates of melons to your selection.

    -Added a function for admins to set the round time, wmsettime (seconds).

    -Fixed ultra fast fighters.

  29. Post #549
    Unit13's Avatar
    January 2008
    6 Posts
    I am done with my map. I could fine-tone it. Also it could go well with a Scenario.

  30. Post #550
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Unit13 posted:
    I am done with my map. I could fine-tone it. Also it could go well with a Scenario.
    And I contact you about the next step...how?

  31. Post #551
    Unit13's Avatar
    January 2008
    6 Posts
    Well there are no new forums.

  32. Post #552
    Unit13's Avatar
    January 2008
    6 Posts
    It Spamed again...

  33. Post #553
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Unit13 posted:
    Well there are no new forums.
    1. That is not a logical response to my question and it leaves me confused.
    2. What do forums have to do with this?
    3.My email is listed, the steeam community group is listed, and you could just PM me (I can't PM you since you disallow PM's for whatever reason).
    4. There ARE new forums just for WarMelons. It's pretty much the first line of this whole thread.

    Choose a way to contact me and send me the map so I can show you how to use the in game "editor" to set up the map the way you'd like.

  34. Post #554
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Update:

    -Fixed a massive bug with the health of things building and them being essentially invincible. This itself caused several bugs with things exploding. I then went to bed as it was six hours past my bed time.

    -Fixed all the bugs I created so all is well.

    -You can no longer use tools or spawn props if enemies are nearby (this was an old feature that was some how lost or deleted over the last month).

    -The code for spawning props has been made less laggy, and clearer for future modders. You shouldn't have your head explode looking at the code. It can still be a little cleaner, but I'll work on it later.

  35. Post #555
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    A HUGE DAY OF CHANGES:

    -Sell tool implemented.
    Yea, that thing I said I'd never implement because of how big a pain in the ass it would be...it's done. I found a shortcut and now you can sell most anything. To sell something the following conditions must be met:

    1. Must be your team's melon.
    2. Be in range of a friendly outpost or spawn point.
    3. Be fully built and fully healed.
    4.. Be out of range of enemy melons.

    Amazingly enough, I also got this to work with the undo commands, though there will be no refund and no warning given if you undo something that does not meet all the requirements. It's safer to use the sell tool. I may end up tweaking the amount you get back (half), or reducing the requirements. Also, anything you sell using the tool will be distributed amongst all teammates.


    -Implemented Score.
    Almost all melons killed are now worth points relative to their cost. I will be implementing it as a victory condition later on. Not everything has a score yet so hang on.

    -Added console command wmteleport for all players
    There's really no reason to keep teleporting admin only. There's also no reason for admins to use !tp anymore.

    -Fixed melon strikes not being targetable near enemy melons
    As worthless as this bug made the melon strike I only got two complaints, leading me to believe that people thought it was a balance change. I'm surprised there was so little outrage.

    -Fixed melon strikes spawning unbuilt melons
    This was another oversight that made the melon strikes extra useless

    -Allowed bombs to be built around outposts as well as spawnpoints
    Just another reason to expand

    -Fixed lasers and some other melons from displaying proper weapon effects after being mind controlled
    This was confusing a lot of people into saying the mind control was entirely broken. The issue was purely graphical.

    -Unbuilt melons have had the range and damage of their death explosions reduced
    Unbuilt megabombs will no longer be just as strong as built ones. Death explosions are proportional to how completed they are.

    -Outposts need time to complete building and achieve full health.
    Currently, the only difference is in the health of an outpost. I will probably change them later

    -Allowed trees and rocks to be saved by the variants saves once more.

    -Added some help to some tools.

    -Allowed bombs to be duped in mine form

    -Optimized some functions.

    -Fixed some problems with barracks not spawning new melons after their melons were removed using the remover stool.

    I'm going to be focusing next on trying to update some of the map variant/barbarian code to work better with the new score system so players will be rewarded for fighting them. I also have a few new game mechanics I'd like to try.

  36. Post #556
    Wobbier's Avatar
    August 2008
    301 Posts
    Where can i download Warmelons:RTS from can you get me a link

    Edit:

    can you give me a download link pleas for warmelons:RTS please and send it to rastaninja77@hotmail.com

  37. Post #557
    minimacker's Avatar
    March 2005
    22 Posts
    Anyway, Lap is probably not checking this thread very often anymore, but I've got a serious balance issue.

    The sniper melon costs 2000, it's got the longest range and does far more damage than a Fighter.

    Even a very little number could tear apart shields or defences in no-time. So what's up with it? Why hasn't it been altered?


    Here's a few suggestions of what you can do.

    - Increase Cost

    - Lower the rate of fire

    - Lower the damage done against buildings and/or shields drastically.

    - Make it more vulnerable with less health and less speed.

    - Accuracy against fast-flying objects (Light Fighter and Fighter) reduced.


    Because spawning a box, placing hoverballs and putting 20 of these babies will tear ANYTHING apart.

  38. Post #558
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    minimacker posted:
    Anyway, Lap is probably not checking this thread very often anymore, but I've got a serious balance issue.

    The sniper melon costs 2000, it's got the longest range and does far more damage than a Fighter.

    Even a very little number could tear apart shields or defences in no-time. So what's up with it? Why hasn't it been altered?


    Here's a few suggestions of what you can do.

    - Increase Cost

    - Lower the rate of fire

    - Lower the damage done against buildings and/or shields drastically.

    - Make it more vulnerable with less health and less speed.

    - Accuracy against fast-flying objects (Light Fighter and Fighter) reduced.


    Because spawning a box, placing hoverballs and putting 20 of these babies will tear ANYTHING apart.
    Surprisingly enough, I don't get very many complaints about snipers. That's not to say they are perfect though.

    Damage wise, snipers do the same damage per second as fighters (5). They have twice the range, and twenty less health. They also cost 500 more.

    I don't play as often as I look at data and player responses and I need to do more small tweaking. I do plan on nerfing the sniper slightly.

    I will consider the following:

    - Increase Cost

    - Lower the rate of fire

    - Make it more vulnerable with less health and less speed.

    What I'm going to try first is:

    -The ever so slightest 5-10% slowing of rate of fire so that fighters still out damage them.

    -Slow them just slightly enough so fighters can catch up with them.

    -Cause their accuracy to decrease if firing on the move.


    We'll take it from there.

    Minimacker, you seem to be spouting off comments more intelligent than "X unit sucks!", so you'll probably find a more fulfilling discussion at the actual boards where most of the rest of the players are.

  39. Post #559
    minimacker's Avatar
    March 2005
    22 Posts
    Hurray, it appears my fifth-grade teacher was wrong after all! MiniMacker is intelligent!

  40. Post #560
    Jake_louston's Avatar
    April 2008
    175 Posts
    -narcissistic snip-