1. Post #921
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    It's 7:41pm in central timezone here and I like cutting things close to the wire. The documentation compiling is taking forever.

  2. Post #922
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,044 Posts
    That's okay...

    I'm just glad your still working on getting it out there.

    Edited:

    Cutting it close..........

    Edited:

    So.... uhh...... Hmmmm......

    Edited:

    How big is the Documentation stuff anyways?


    ARE YOU EVEN STILL AWAKE!?

    Edited:

    Edit

  3. Post #923
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,044 Posts
    Okay... So I guess you're not releasing this after all....


    Figures...

  4. Post #924
    Vinh255's Avatar
    February 2009
    925 Posts
    Okay... So I guess you're not releasing this after all....


    Figures...
    Shut the fuck up already, would you rather he release a great gamemode with half assed documentation so no one ever uses it cuz they can't figure it out or put good documentation so it becomes popular with everyone?

  5. Post #925
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,044 Posts
    Shut the fuck up already, would you rather he release a great gamemode with half assed documentation so no one ever uses it cuz they can't figure it out or put good documentation so it becomes popular with everyone?
    :ohdear:

  6. Post #926
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Despite many retards claiming this would never get released or wouldn't get released at the said date....guess what? It's released and on the day I said it would be (Day light savings time + GMT-6 = 50 some minutes to spare. A technical victory).

    http://www.filefront.com/14841741/WMRTS-a1.zip

    Extract everything to the garrysmod/garrysmod folder (you should see addons, gamemodes, etc here).

    Documentation is mostly nonexistent in this release. The in game help introduction and encyclopedia are present, but not fleshed out. I have a 30+ page pdf manual that is shaping up and I'll release that as well as any hotfixes in the coming days.

    Main issue I've noticed is that starting a game in singleplayer causes the selector gun to bug out. My testers and I never actually use the singleplayer button even if playing by ourselves so it went unnoticed.

    Either use the binds instead of the gun or start a multiplayer LAN game (make sure you are using something like ULX or you have manually added yourself as an admin through your users files. http://wiki.garrysmod.com/?title=Admin).

    Joining team 0 by saying /join 0 will put you on the admin team where you can do whatever you want. Most rules are automatically disabled in singleplayer though.

    Server operators should probably wait until the documentation out if you are going to put up a serious server.

    For those of you who are mostly new at this tell me how it goes using just the in game help and provide feedback on what would have helped you learn things faster.

    I'll be making a big announcement to the news node, throwing up a new and better thread in the gamemode section and throwing this on moddb in a few days.
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  7. Post #927
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,044 Posts
    Despite many retards claiming this would never get released or wouldn't get released at the said date....guess what? It's released and on the day I said it would be (Day light savings time + GMT-6 = 50 some minutes to spare. A technical victory).

    http://www.filefront.com/14841741/WMRTS-a1.zip

    Extract everything to the garrysmod/garrysmod folder (you should see addons, gamemodes, etc here).

    Documentation is mostly nonexistent in this release. The in game help introduction and encyclopedia are present, but not fleshed out. I have a 30+ page pdf manual that is shaping up and I'll release that as well as any hotfixes in the coming days.

    Main issue I've noticed is that starting a game in singleplayer causes the selector gun to bug out. My testers and I never actually use the singleplayer button even if playing by ourselves so it went unnoticed.

    Either use the binds instead of the gun or start a multiplayer LAN game (make sure you are using something like ULX or you have manually added yourself as an admin through your users files. http://wiki.garrysmod.com/?title=Admin).

    Joining team 0 by saying /join 0 will put you on the admin team where you can do whatever you want. Most rules are automatically disabled in singleplayer though.

    Server operators should probably wait until the documentation out if you are going to put up a serious server.

    For those of you who are mostly new at this tell me how it goes using just the in game help and provide feedback on what would have helped you learn things faster.

    I'll be making a big announcement to the news node, throwing up a new and better thread in the gamemode section and throwing this on moddb in a few days.
    I'm sorry for ever doubting you :byodood:
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  8. Post #928

  9. Post #929

  10. Post #930
    Shadow_Hedgehog's Avatar
    February 2009
    298 Posts
    Yeah, dissapointed.

    Seems user UNfriendly aswell, could of simplified alot.
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  11. Post #931
    Gold Member
    Mooee's Avatar
    June 2008
    1,131 Posts
    Hey Lap, how 'bout setting up a SVN bro?

  12. Post #932
    Gold Member
    l337k1ll4's Avatar
    September 2007
    3,816 Posts
    Ok I tested the gamemode.... I don't seem to like it much, with NRG.

    I thought it would be this : http://www.facepunch.com/showthread.php?t=472168

    But with more melons, and I wish it was like that.
    You realize the gamemode has been up on his server for over a year, right? Why didn't you play it then? The way it is in this release is what we've all been waiting for.

  13. Post #933
    Gold Member
    Datsun's Avatar
    January 2008
    1,831 Posts
    You realize the gamemode has been up on his server for over a year, right? Why didn't you play it then? The way it is in this release is what we've all been waiting for.
    This is what happens when people overhype a GM without any confirmation from the source whatsoever. They expect one thing, build upon that and find out it was something almost totally different from what they thought it would be.

    Of course I knew what was in store since I play on the server frequently and I do enjoy it a lot.

  14. Post #934
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Ok I tested the gamemode.... I don't seem to like it much, with NRG.

    I thought it would be this : http://www.facepunch.com/showthread.php?t=472168

    But with more melons, and I wish it was like that.
    1. The point of the "RTS" in WarMelons:RTS is that it actually implements rules and resources.

    2. You can turn off all resources and almost all additional rules making it exactly like what you describe, like the old WM with more melons and stuff. In fact, in singleplayer it automatically turns off resources, build time and most other rules.

    Hey Lap, how 'bout setting up a SVN bro?
    I love SVN's and there absolutely will be one up. Only trouble is the models/textures aren't in the same directory (they're in addons) so any models or content will have to be set up almost like another SVN.

    Yeah, dissapointed.

    Seems user UNfriendly aswell, could of simplified alot.
    I know that the limited in game help isn't that useful, but it would help to actually know what problems you had in more detail.

    The game is basically:

    Build a spawnpoint using the tool (some maps you don't even need this step).
    Spawn some melons near your spawnpoint or attach them to a vehicle.
    Charge melons at capture points or enemy melons using the tool or the binds.

    What should I simplify?

  15. Post #935
    Gold Member
    l337k1ll4's Avatar
    September 2007
    3,816 Posts
    You need to include a download for all the variants on the server.

  16. Post #936
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Thought they already were, but apparently not. I'll throw them in the updated release and also have it as a separate download.

  17. Post #937
    Ok, Im starting to get the hang of the gamemode, but there is one problem, I try and select the melons, the sphere appears, I make sure the melons are in the sphere, and I let go of the primary fire, and it says " 0 melons selected". I can't order them either.

  18. Post #938
    Gold Member
    l337k1ll4's Avatar
    September 2007
    3,816 Posts
    Ok, Im starting to get the hang of the gamemode, but there is one problem, I try and select the melons, the sphere appears, I make sure the melons are in the sphere, and I let go of the primary fire, and it says " 0 melons selected". I can't order them either.
    Make sure the "Mobile and Commandable" box is checked.

  19. Post #939
    Gold Member
    Treelor's Avatar
    February 2005
    2,056 Posts
    Just reminding everybody that using +wmselect is a much easier way to quickly select units.

    Just sayin', you know.

  20. Post #940
    Gold Member
    l337k1ll4's Avatar
    September 2007
    3,816 Posts
    I still want those variants, I can't figure out how to create them.

  21. Post #941
    JDB
    JDB's Avatar
    July 2007
    2,843 Posts
    Make sure to add space maps to your server It is so much more fun in space.
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  22. Post #942
    trace24's Avatar
    June 2007
    10 Posts
    I have draged all of the files into my main garrys mod folder (data to data addons to addons and whatnot) and when i launch the game there is no option to pick it as the gamemode for gmod and i cant find away to get it working. any help guys?

  23. Post #943
    Windriver's Avatar
    October 2009
    7 Posts
    Hah...it is November 7th where i am (north America canada)
    still no dwnload?
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  24. Post #944
    Gold Member
    LoLWaT?'s Avatar
    August 2008
    6,044 Posts
    Hah...it is November 7th where i am (north America canada)
    still no dwnload?
    How about looking 16 posts up THAT WAY ^

  25. Post #945
    Gold Member
    Treelor's Avatar
    February 2005
    2,056 Posts
    Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C

    Another thing is that ZOnly for the order cores don't seem to work. I had an expression set that would turn on ZOnly whenever I hit use, and debugger says its going through to the core but the core is ignoring it.

    Lastly, outposts don't seem to place. We get charged for placing them, but the outpost doesn't actually place.

  26. Post #946
    Gold Member
    Datsun's Avatar
    January 2008
    1,831 Posts
    Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C

    Another thing is that ZOnly for the order cores don't seem to work. I had an expression set that would turn on ZOnly whenever I hit use, and debugger says its going through to the core but the core is ignoring it.
    They are not wire compatible. None of the melons are wire compatible due to user abusement. ZOnly means that the order core will not use the Z Axis when you order it to move. This is good for various nonflying contraptions.

    Due to the nature of most spacemaps, you would have to actually make a "bridge" of sorts in space to allow your harvesters get to the required NRG Nodes. That is only required for NRG nodes located in space itself, such as asteroids and such.

  27. Post #947
    [B][URL="http://en.wikipedia.org/wiki/Tacos"]Tacos![/URL][/B]
    Jurikuer's Avatar
    April 2008
    5,450 Posts
    I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs.

    One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.
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  28. Post #948
    Conti's Avatar
    October 2009
    87 Posts
    I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs.

    One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.
    I agree, maybe create a vote like.

    "/votetruce;time;player(s)"

    Also the hover balls are REALLY expensive. In my experience it is easier to just make a heavy barracks and spawn fighters. They are more useful and cheaper against any half assed expensive contraption besides an air one.

    I really have no problem with flak cannons, I've survived multiple hits. Maybe you just got unlucky and it hit it a certain way?

  29. Post #949
    Gold Member
    Mooee's Avatar
    June 2008
    1,131 Posts
    I love SVN's and there absolutely will be one up. Only trouble is the models/textures aren't in the same directory (they're in addons) so any models or content will have to be set up almost like another SVN.
    Hey man, if that's what it takes I'm all for it. Or just have people download models seprate so you can constantly keep the code updated, I mean, you really only need to download the models once, right?

  30. Post #950
    Gold Member
    Datsun's Avatar
    January 2008
    1,831 Posts
    Hey man, if that's what it takes I'm all for it. Or just have people download models seprate so you can constantly keep the code updated, I mean, you really only need to download the models once, right?
    Yeah. I haven't had or made any time to remake any of them. Even though I have gotten much better in modeling, I really haven't created something note worthy.

  31. Post #951
    Lap
    Lap's Avatar
    December 2006
    523 Posts
    Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C

    Lastly, outposts don't seem to place. We get charged for placing them, but the outpost doesn't actually place.
    For space battles you might want to just use cap points (less lag too). However, I do realize I neglected space combat since most people have enough problems with ground fighting. I modify the space script to make harvesters function properly in space.

    Don't know what the deal is with the outposts on whatever server you were playing on. They seem to work fine on the official server and my machine.

    I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs.

    One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.
    "Community issues" are really just that. I can't fix the community and I can never take out the need for good admins. Even most of the WM maps aren't entirely exploit proof either for performance reasons or simply because the mapper overlooked something. They can't put trigger hurts everywhere (though granted, some of the maps are easier to exploit than others). A quick ban of these people has always worked fine with the official server.

    Also, if you are playing on your server you will likely have more tools than the official server. These tools were not made with WM in consideration and many of them simply allow you to cheat, so watch out for that.

    There have been a lot of discussion on hoverballs on the WM forums (wmrts dot proboards dot com). The long standing problem is that people get lazy and then just stick as much shit as they can on a hoverball, sometimes without any actual hull. The easiest solution was to raise prices so people would focus on ground vehicles.

    One solution I'm working on and will release are porting over hovercraft style tools. These function by staying X units above the ground below them. They don't fly up and down so you don't have to worry about people bombing your base from orbit. They are cheaper than hoverballs and also give new players that have a hard time building land vehicles another option. They also do a good job on rougher terrain.

    Hoverballs are not taken out in one hit by flak. Flak instead temporarily reduces the power of a hoverball that gets hit. So if you decide to use the bare minimum to get your airship afloat than yes, a single shot does have the ability to ground your ship for a bit, but if you build with more power than needed the extra expense should pay off in survivability. Flak also currently does 1 dmg to anything in the radius of the explosive.

    So bombardment ships are too powerful and so are flak? I'm getting mixed signals here.

    As for next update I'm shooting for:
    -SVN for the code updates.
    -Some bug fixes
    -Minor balancing
    -Maybe the hovercraft option I mentioned
    -Releasing all the official WM server variant files.
    -First version of WM Manual and all server ConVar documentation.
    -WM Encyclopedia updates.

    I'm also looking for a new outpost model if anyone is willing to make one.

  32. Post #952
    aX Banano's Avatar
    August 2006
    18 Posts
    I was just wondering if anybody else can't get SP to work with MelonWars. It just doesn't show up in my Gamemodes list.

  33. Post #953
    [B][URL="http://en.wikipedia.org/wiki/Tacos"]Tacos![/URL][/B]
    Jurikuer's Avatar
    April 2008
    5,450 Posts
    I was just wondering if anybody else can't get SP to work with MelonWars. It just doesn't show up in my Gamemodes list.
    That's because for some reason the "info" file is not where it is supposed to be. Find it and move it to the melonwars directory in gamemodes.
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  34. Post #954
    trace24's Avatar
    June 2007
    10 Posts
    Ah thanks alot, thats what was wrong with mine

  35. Post #955
    Gold Member
    Treelor's Avatar
    February 2005
    2,056 Posts
    I would also like for missiles from the munitions factory to have their torque increased so that they can turn more effectively. As it is, if you make a launchpad designed to throw the missile into the air, they won't hit their target. In fact, if the missile moves at all since spawn, it won't hit the target.

    Edit:

    also target tracking checkbox that puts in active tracking for a radical decrease in splash or something, that way we have good defense against high-altitude bombers without resorting to messy aerial dogfighters that are impossible to control.
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  36. Post #956

    November 2009
    2 Posts
    thanks man this is my favorite mod so far keep up the good work! i only have one problem, i cant get to command my melons to move like in the other warmelon servers i binded the keys but it says unknown command wmorder and the other one. and yup this is awesome.

  37. Post #957
    Gold Member
    koekje4life's Avatar
    May 2008
    1,785 Posts
    This gamemode is downright brilliant.
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  38. Post #958
    Gold Member
    l337k1ll4's Avatar
    September 2007
    3,816 Posts
    :ohdear:

    I still would like those map variants...

  39. Post #959
    fallendragon's Avatar
    October 2008
    29 Posts
    Got an issue where my vision on the gamemode is blurred. like doubled up. can you disable this in any way or knwo of a fix? using ULX and Assmod

  40. Post #960
    Gold Member
    Treelor's Avatar
    February 2005
    2,056 Posts
    Turn off the radar. It does this for some reason.