• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
[QUOTE=kp3]I totally need someone to play this with. If anyone (Who knows how to play it), Is interested, Pm me your steam name.[/QUOTE] Server will be up all tonight and most of tomorrow I believe. One thing I'd like to mention is that for those of you hosting a server, tickrates are integral to this game. Setting the tickrate to 33 is suggested, but you could even go lower. Not only does this make the server less laggy, it also slows down ALL melon movement. Before this could only be done by lower wm_melonspeed, which would make them unable to climb even the smallest hills if it was set low enough. Using lower tickrates you can increase wm_melonspeed and have them move at a reasonable speed, AND climb much larger hills. Since this is a strategy game, slower movement generally makes for better gameplay anyways. [quote=H32-TNT]Do we need really Wire-Mod for this because you said to ignore the requirements for the generators If needed as stated as above: 2) What do you mean by Wired Support tools? You mean the wired tools that come with wire? [/quote] Wire is supported, but not required. You only need PHX3. The wired support tools are used are used to make anything that uses RD2 to use a specific resource. Since RD2 is no longer a part of WM:RTS the wired support tools are useless to download. I will remove that from the manual.
Sorry to bring this up again but i can't get "WM_Rules 0" to work, i'm the server Owner/Admin and i still can't spawn vehicles, i would love to have this addon but i don't want to stop peoples freedom to just build stuff, I typed the command into the console and it says "unknown command" thanks
I like this mod but I can't find a server so can you help me?
[QUOTE=rintin]Sorry to bring this up again but i can't get "WM_Rules 0" to work, i'm the server Owner/Admin and i still can't spawn vehicles, i would love to have this addon but i don't want to stop peoples freedom to just build stuff, I typed the command into the console and it says "unknown command" thanks[/QUOTE] All I can say is that your SVN must not be updated. All of the versions have had WM_rules for at least I week. I just did a clean install off the svn and it works fine. The rules aren't even on by default. Server IP is: 98.211.176.40 Yea it's dynamic, sorry.
when i'm not using warmelons i just hide it in another folder in my addonds folder so i can play as normal.
I think the server is completely screwed up (as in broken, not crappy, it's a great gamemode by the way), when the server loaded up a map called gm_castlewarfare_fixed, the server completely broke and now you can't spawn anything, use any tools or use noclip or anything, making the server unplayable. It might need a server restart or mapchange or something.
yeah i want on it too and the same thing happened but i thought it was just me so i quit. Edit: I went on today and played it for the first time. I had learned how to play offline so i was able to make some amzing contraptions such as something i called shakey medieum assult carrier. (named so because of its wobbly movement.) The gameplay was fun. The people were nice and i just couldt stop until i couldt re-join because maxplayers had dropped a notch and i drew the short straw. All in all it was fantastic and now finally lap i give you the LUA king i've been holding from you on account of i hadn't played the game online. Wear it with pride. One little thing though. We need more and bigger servers and maybe even our own community page. There is one expliot i know of but i think you allready know about it where players can bock bullets? Anyways very good job and i hope to see more cool stuff added in the near future.
[QUOTE=thisguy123]when i'm not using warmelons i just hide it in another folder in my addonds folder so i can play as normal.[/QUOTE] Now that WM_Rules is off by default you shouldn't have any problems with it. For those that have played on the server, you've been testing out the actual gamemode, which I'll be releasing once I test it a bit more. [QUOTE=Sikgamer]I think the server is completely screwed up (as in broken, not crappy, it's a great gamemode by the way), when the server loaded up a map called gm_castlewarfare_fixed, the server completely broke and now you can't spawn anything, use any tools or use noclip or anything, making the server unplayable. It might need a server restart or mapchange or something.[/QUOTE] Server requires a manual restart when this happens. 90% of the problems with code are my fault and most of the remaining 10% are still my fault, but I just haven't realized it yet. However, this might be the 1% of the time where it is actually not my fault. Seems like GMOD likes to forget what gamemode its on. I'm working on it. Thread here for anyone that knows lua: [url]http://forums.facepunchstudios.com/showthread.php?t=624812[/url] Here's the roadmap for the immediate future: -Transfer over to gamemode -Fix some more exploits. -Seduce more mappers -Finish implementing single and multiplayer scenarios. -Add APCs to store melons and some superweapons things. -Make a lot of scenarios and contraptions to be released. SERVER STUFF: If I catch you, or get a lot of reports of you being a dumbass on the server you'll earn yourself a ban. Phys gun exploiting or using other methods to block or move things your not supposed to is going to get you banned. The maps on the server will slowly start getting more complicated as more people learn the gamemode. Expect to see some more naval maps in the future.
[quote]Expect to see some more naval maps in the future.[/quote] Naval?!? [quote=gameplay]player 1 has spawned a shitload of marine melons. Player 2 has left the game. Player 3 has left the game. Player 4 is continuesly suiciding. (to avoid being at fault for losing) Player 5 has spawned a chaos cannon. Red melons have owned the chaos cannon. Red melons have destroyed magenta spawn point. Player 5: OMG MASSER NOOB!!! Player 5 has left the game after planting a virus that makes other players not see anything. Player 1 has officially noobed the server[/quote] Let's hope that doesn't happen. (just a very over-done example of what COULD happen) But seriously... I'm only decent (if at all good) at making air vehicles. I hate making land/sea vehicles. (that's why you only see me sending ground units and air vehicles to battle most of the time) So you can pretty much count on me either not showing up at naval battles, sending 1-2 battleships as my full force (maybe a few light air vehicles added to that), or just observe the whole round. As I said, I don't like making too complicated things. Especially when it's not wire. (because I can only do complicated things to a certain level, anywhere above that would be with wire) But seriously (yet again (for alot of players))... It's kind of hard to make complicated vehicles made from multiple parts. (not including melons) Plus a design where if cannons/Pcannons are on it, it wouldn't get the shots stuck in it while it's moving. Besides all that stuff I talked about (which most likely won't happen for most players) I love the gamemode. Will we be seeing anything that will prevent players from massing cannons on stationary land defences??? (because defences like that just rape larger air vehicles) That would be nice. (for example, make it so that you can only make so many of certain units within a certain range of the same type) [B]EDIT:[/B] Damn long post...
What are all the classes?
[QUOTE=Pie_Lord]Naval?!? *stupid scenario here* [/quote] Massing marine melons fails on almost every see map since the water is too deep for them to climb onto shore most of the time. Even so, just attacking someone with marine melons will usually result in failure since they are just expensive fighters. [QUOTE=Pie_Lord]But seriously (yet again (for alot of players))... It's kind of hard to make complicated vehicles made from multiple parts. (not including melons) Plus a design where if cannons/Pcannons are on it, it wouldn't get the shots stuck in it while it's moving.[/quote] That's a negative. There is no need to build complicated vehicles. The battle car that everyone "oooohhhhss and aaaahhhhhs" over is two props, four wheels, and some melons. It isn't very hard to build quick vehicles in a map, and the fact that you can build vehicles outside of game and just adv dupe them in makes it even easier to have complicated vehicles. Making things even simpler is the way order melons move. Naval vehicles are super easy to make. You stick some barrels on a prop and tell the order core to move where ever you want. You don't have to worry about wheels or motors. Water functions essentially the same as air, you tell the order melon to go somewhere and it does. I was thinking about having the buoyancy prop on my server, or making my own, but it's so easy right now that there's little need. I just built a barge that took out 75k worth of stuff in two minutes. It's not that difficult. [QUOTE=Pie_Lord]Will we be seeing anything that will prevent players from massing cannons on stationary land defences??? (because defences like that just rape larger air vehicles) That would be nice. (for example, make it so that you can only make so many of certain units within a certain range of the same type)[/quote] Defenses are fine and you guys are all whiners. I've watched a lot of the situations that you guys have been whining about and the attacks are more or less trying to zerg rush a point. There's almost never attempts to use siege engines, bombardment, or logical counters. If there's a shit load of MG's, use some snipers and shoot from far away. If there are a ton of snipers, use lots of little melons overwhelm them. If there's a ton of stuff in one area and it seems immpossible to fight just go around it. If someone is turtling in their base they won't be getting as much resources as you. You can then use your extra resources to simply out produce them. If I turn on the timelimit you'll also win by having more NRG and still being alive. Bombing someone who is turtling is also pretty easy. Fly above their range and just drop bombs on them forever. You have more resources so you control the skies. Thick fortifications are extremely sensitive to chaos cannons and mind control beams (especially if they have lots of cannons). When all else fails, drop a mega bomb on their base. The one map where the defenses are extremely tough to crack (and I've seen the most problems) is gm_castlewarfare. That one is supposed to be a bitch. I think I'll add a communications uplink or two in the middle to make it go a bit faster though. I've implemented more physgun rules, (mainly due to Max Healer) so you can't run arod with melons or props. I'm also probably going to make barracks either: A. Limited by number per team. B. Cost a small amount of NRG for every melon produced. C. Make their cost far larger than it is now. Comments on which method you'd like to see would be appreciated.
Oh yeah i was there when Max Healer dropped that super bomb into the reds base. He was like "HERE COMEs THE FINAL BLOW!!!" *small explosion "wow... that was..." (i say) "pathetic?" Edit: B would be the most realistic and effective rule. Oh and before i forget next time you want to balance the server Lap don't cut the number down to 4 put it up to 6. 2v2v2 would be awesome. Finally. Any ideas about the weapons melon? Just a melon that has sliders for power range, accuary and rate of fire. you can also Choose bullet type. The higher you put each slider the more expensive the melon becomes. make it so having them all set to maximum would be econmicly impossible.
[QUOTE=thisguy123]Oh yeah i was there when Max Healer dropped that super bomb into the reds base. He was like "HERE COMEs THE FINAL BLOW!!!" *small explosion "wow... that was..." (i say) "pathetic?" Edit: B would be the most realistic and effective rule. Oh and before i forget next time you want to balance the server Lap don't cut the number down to 4 put it up to 6. 2v2v2 would be awesome. Finally. Any ideas about the weapons melon? Just a melon that has sliders for power range, accuary and rate of fire. you can also Choose bullet type. The higher you put each slider the more expensive the melon becomes. make it so having them all set to maximum would be econmicly impossible.[/QUOTE] Super bombs kill pretty much anything besides spawn points instantly. I'm not seeing why they are pathetic. 2v2v2 I'm pretty hesitant about. It gets laggy enough with all the melons that are normally made. Already discussed the slider melon. Maybe sometime further down the line. It's annoying enough to balance this many melons and there would surely be multiple slider combos that would be unfair so I'd have to make quite a complex equation to stop some of those. I'm still working on the server being retarded and forgetting what gamemode it was playing. No clue as to why yet.
[quote=Lap]*correcting explanation*[/quote] I stand corrected.
[QUOTE=Lap]Super bombs kill pretty much anything besides spawn points instantly. I'm not seeing why they are pathetic. 2v2v2 I'm pretty hesitant about. It gets laggy enough with all the melons that are normally made. Already discussed the slider melon. Maybe sometime further down the line. It's annoying enough to balance this many melons and there would surely be multiple slider combos that would be unfair so I'd have to make quite a complex equation to stop some of those. I'm still working on the server being retarded and forgetting what gamemode it was playing. No clue as to why yet.[/QUOTE] what i meant was the bomb barely did anything to the other guys forces. 5 melons started burning and they pushed the rest away to safty.
Where's the download link for this? That other one doesn't work.
Use the SVN. It's been a big week for WM:RTS. The server has seen many battles and has introduced about 40 some people to WM:RTS. The battles are definitely getting better as players and the gamemode are improving side by side. I took the liberty of screenshoting some of the vehicles I've seen made. There's been a variety of cars, but far more variety in airships (from hot air balloons to battleships). Keep in mind, most of these contraptions were made in game, under fire, so don't expect them all to be artistic or engineering masterpieces. [URL=http://img206.imageshack.us/my.php?image=wminstallation0001nw7.jpg][IMG]http://img206.imageshack.us/img206/174/wminstallation0001nw7.th.jpg[/IMG][/URL][URL=http://img206.imageshack.us/my.php?image=wminstallation0002af9.jpg][IMG]http://img206.imageshack.us/img206/8989/wminstallation0002af9.th.jpg[/IMG][/URL] [URL=http://img510.imageshack.us/my.php?image=wmdawn0005hw4.jpg][IMG]http://img510.imageshack.us/img510/4047/wmdawn0005hw4.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmogulation0003vp5.jpg][IMG]http://img204.imageshack.us/img204/6562/wmogulation0003vp5.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmogulation0000bf7.jpg][IMG]http://img204.imageshack.us/img204/5518/wmogulation0000bf7.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmquadulus0009bj4.jpg][IMG]http://img204.imageshack.us/img204/3913/wmquadulus0009bj4.th.jpg[/IMG][/URL][URL=http://img515.imageshack.us/my.php?image=wmogulation0001mf3.jpg][IMG]http://img515.imageshack.us/img515/7418/wmogulation0001mf3.th.jpg[/IMG][/URL][URL=http://img511.imageshack.us/my.php?image=wmquadulus0011rd6.jpg][IMG]http://img511.imageshack.us/img511/2413/wmquadulus0011rd6.th.jpg[/IMG][/URL] I've been working pretty diligently on new features and removing exploits. The SVN is not updated but the server is. I will be releasing the gamemode version when I've got it more polished. Here's what has changed so far: [b]-A brand new scoreboard showing team colors, numbers, and NRG.[/b]It's much easier to work with your team and figure out how much NRG your team has. This also makes an NRG victory condition feasible. I'll be implementing a timelimit on maps soon and this will be the victory condition should two or more teams still be alive. [b]-Added a melon command SWEP to the server for idiots.[/b] It doesn't matter if they've been on the server for three hours, had multiple people help them, and have "read the help", some people just can't figure out how to bind two keys. For these special people I have made the melon command SWEP. [b]-Barracks units are now the same as their counterparts.[/b] Previously the barracks spawned units were about 25% weaker. This goes will mesh well with the following change below: [b]-BARRACKS USE NRG[/b] Having watched way too many people use all their starting NRG on flying melons the server started to cry. Not only was it creating a lot of lag, it was also a bad strategy since it leaves you open to a quick rush. The fact that melons were free meant people would leave tens of them floating around in the air doing nothing more than lagging the server. Barracks will spawn melons at a discount using the total nrg of players on your team. The new pros and cons of barracks: +Barracks give you a discount vs using tools to spawn melons. In the long run it is cheaper to use barracks. +Can be mounted on a vehicle and used to spawn melons elsewhere. +Uses the teams NRG equally. -Initial high starting cost If you need forces really quick, don't use barracks to do it. [b]-REMOVED FLYING ABILITY FROM ALL MELONS BUT LIGHT AND NORMAL FIGHTERS.[/b] I hadn't seen a single good use of them on the server yet that wasn't really boring and lame. Use flying vehicles please. [b]-Disconnecting and reconnecting no longer refills your NRG. It now saves your NRG on crash or disconnect.[/b] It now saves your NRG on crash or disconnect. I got a good laugh out of this one today. All the dumbass lamers that decide to use this trick would do it right in front of me. When it stopped working, they were enraged to find that the exploit no longer worked. It set them to 0 NRG and they had to sit the round out. Oh the complaining that one caused. [b]-Players teams are now reflected in their player color and text.[/b] [b]-Players may now use team chat[/b] [b]-Fixed easy weld and similar exploits[/b] [b]-Balanced gm_castlewarfare[/b] Added two uplinks to the middle. The map is way faster paced now. [b]-Slightly increased MG rate of fire and accuracy.[/b] [b]-Slightly slowed plasma cannons[/b] [b]-Slightly increased light fighter health[/b] [b]-Slightly increased bomb damage[/b] [b]-Various dupe fixes[/b] [i]Upcoming changes/features:[/i] [b]Final exploits getting plugged up[/b] [b]Something for dead players/teams to do[/b] Possibly joining another team as a "hero" melon. [b]Drivable melons[/b] [b]Finish the scenario creator[/b] [b]Release a vehicle pack[/b] [b]Add a few more maps to the server (and the WM feature lists to the public)[/b] [b]Let you see how much resources a res node has left.[/b] [b]APC melon[/b] [b]Ion Cannon disabler superweapon[/b] [b]More superweapons[/b] [b]Signals to target and plan attacks that can only be seen by allies[/b] [b]Umsg some stuff for less lag[/b] We'll see what else I can think of. I am damn tired....Oh right, fixing that god damn level change bug (which only happened once this morning).
Yay, my baloon :P
Hahahahah, the last picture is funny. Nice work! :D
Could someone please give me the IP to the server? I really want to learn how to play it!
[QUOTE=Silence94]Could someone please give me the IP to the server? I really want to learn how to play it![/QUOTE] The ip changes every few days so you don't really need it. Just look for Warmelons in the name, or a wm_ map, or the gamemode WarMelons.
okay. Thanks!
Looks like I've plugged almost all known exploits. Today's changes: -Teams can be locked. Say /lock or bind a key to wmteamlock to toggle whether your team is locked. No more idiots joining your team and wrecking your stuff. -Fixed a team joining bug. -Prop ramming protection. You cannot use the physgun on things that are near enemy melons. -Baseprops show their health (I'll probably make it so only your team can see it later). -Private team messages are enabled. Use team say and say /tell # "message". All players on another team will receive it. I'm looking for ideas on how players that have been knocked out of the fight can still contribute. Suggestions welcome.
[QUOTE=Lap] I'm looking for ideas on how players that have been knocked out of the fight can still contribute. Suggestions welcome.[/QUOTE] You could have KO'ed players become ghost melons which could roam around and "posses" other melons (limitations on which melons of course), the ghost melons can die but respawn after awhile. I am not sure if it is possible but I remember the idea from Bomberman 64.
I'm also having problems with spawning vehicles. I've checked to make sure WM_rules is 0 and I've tried wmeasymode. Neither of them worked. I've also tried this with a clean install of Gmod, so it's not a conflict with another addon. I also have the most recent SVN version as of now. Any suggestions? Edit: Now that I think about it, I'm also getting a consle error: [code]Couldn't include file 'shared.lua'(file not found)[/code] Something like that.
Using a tool on pretty much anything removes all the rules. You can spawn vehicles right after you use any tool. [b]Edit:[/b] As my final gift to everyone before I go to bed I've implemented [b]automatic[/b] harvesting. Set the harvesters to berserk and they'll do their best to harvest. Their best is a straight line so don't expect them to do anything but the bare minimum. Make sure to set them back to a normal stance if you want to manually move them again. This also makes selecting things around them even easier since it doesn't matter if you accidentally command them to go somewhere.
[QUOTE=Lap]Using a tool on pretty much anything removes all the rules. You can spawn vehicles right after you use any tool.[/QUOTE] Okay, I'll try that. [b]Edit:[/b] It still doesn't work :(
[QUOTE=Rad Hazard]Okay, I'll try that. [b]Edit:[/b] It still doesn't work :([/QUOTE] I tried a clean build off the SVN (which was painful since I have been using the gamemode forever) and started up a server with wm_rules on, even though its off by default. I turned wm_rules to 0 and I could spawn vehicles right after I used a tool on anything.
[QUOTE=Lap]I tried a clean build off the SVN (which was painful since I have been using the gamemode forever) and started up a server with wm_rules on, even though its off by default. I turned wm_rules to 0 and I could spawn vehicles right after I used a tool on anything.[/QUOTE] I dunno what the problem is. Do you get the "Cannot include file" Error that I'm getting? I'm sure it's from this mod, but I can't tell what file is causing it.
Well if you still can't get it to work, the ultimate solution is to open up wmrtscommands.lua located in lua/autorun/server and delete [lua]function SpawnedVehicle(userid, propid ) propid:Remove() end[/lua] From near the very end of the file. No way anything can stop vehicles from being spawned then.
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