• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
[QUOTE=Omen]Just here to report a bug and a asshole. The asshole is (Soul, Eater) he is spawning sweps in the game and kill basses and harvester and that. We bean talking to him and try to make him stop but he don't want to... [code] Giving Soul, Eater a weapon_fiveseven Giving Soul, Eater a weapon_para Soul, Eater" STEAM_0:1:18893179 55:39 224 0 [/code] Pleas Ban him and fix the bug that you can spawn sweps.. and i will post the deathball save here but i will warn you it cost more then 150k and i think you can get it from your server (i have a save there deathball_b2).[/QUOTE] I looked at the logs. Banned. I implemented some antiweapon spam stuff. Hopefully that will do it. [QUOTE=TrueNash]This may be an incredible stupid thing to say... But if the gamemode can revert to Base, is it not fair to assume you can revert it back again without having to crash it? This has also probably been suggested and isn't very helpful anyway, but it may not be the gamemode itself changing? Also if you know where this problem started you could see if anything changed and added since is causing or effecting it. [/terrible suggestions][/QUOTE] You're right. Those are terrible suggestions. [QUOTE=Datsun]One question about the munitions factory. I know it produces bombs but the problem is that even if you untick "Gravity Melon Toggle" and put a set follow distance the bombs just drop and don't move or follow even when selected. Is it possible to have it deploy bombs only if there are enemy melons within proximity or start dropping bombs when an assigned keypad is pressed?[/QUOTE] Melons have to be commandable for them to move. You can set the stance of a barracks/factory to hold fire. The building will stop producing until you command it to fire at will. I'm changing the way melons move a little bit. They will lose control while falling down hills less often and the flying ones will be more responsive. [b]Edit:[/b] OK, so I perfected more of the melon movement and fixed a lot of choppyness. Should also be less laggy actually. I also did the following: -Removed the ability to have harvesters fly. -Fixed a bug with harvesters and berserk mode. -Changed the way res nodes are drawn by the engines. -Res nodes now show the amount of NRG they have left. -Order Melons now have two fancy new wire abilities. One is that they output their current movement order to x, y, z. Two, is that you can set their movement order using wire. In this way you can make some really awesome vehicles that do all sorts of stuff. You can either use the outputs as a sort of way to tell thrusters when/where to fire, or you can use them as as the engine that accepts coordinates from things like target beacons. I'm starting to put more of the older maps in the map rotation again since they aren't as small and I've been getting some complaints.
Can't find the server...
[QUOTE=Lap] You're right. Those are terrible suggestions. [/QUOTE] Worth a go haha
Where is the server? i want to play...
Server was up, but I think there was a port issue and most people couldn't see it. I fixed it and it is broadcast correctly now.
I had a lot of fun yesterday with the munitions factory. Just the thought of sending melons to their demise as well as any other melons in the area.
[lua]Dropping bombs = Good -> Lap = Ownage Dropping bombs < Good -> This = Lie[/lua]
Immense victory! After fooling around with the advanced duplicator I found a way to make essentially all contraptions work with WarMelons, whether they were made with WM:RTS or not. [b]This should mean we'll have hundreds of times more contraptions[/b]. I still need to legalize wire_thrusters, wire_wheels, and wire_hoverballs, but for now everything is looking good. Other changes: -Fixed melons flying to fast on server restart. -Fixed order cores not duplicating. -Fixed order cores braking force getting ignored. -Fixed costs being float values (should be cleaner whole numbers now). -Fixed players being able to move world props. -Fixed some maps spawning obsolete physics props from old res nodes. -Fixed spawning double the amount of world ents. -Only prop_physics will be saved in autospawner files versus prop_*. -Trees/rocks/stones will no longer be saved in autospawner files to better support stranded maps. -Changed map cycle due to popularity. Damn, this is a full time job.
[QUOTE=zc_guy]Any chance of a dupe?[/QUOTE] No. Not for you :v: If Lap wants it, he can have it, because I'm damn proud of the way that thing handles.
Also, I just made it so you can't unnoclip. However, I still can't think of a way to stop players from stopping shots. Setting the collision group to none doesn't do anything. Setting the bounding box to something small doesn't work either. I might have to do something where you get warnings for taking damage or something unless anyone thinks of a better way.
Hmmm, Is it really that bad to have noclip right when you spawn?
How do I even download this?
[QUOTE=Jake_louston]Hmmm, Is it really that bad to have noclip right when you spawn?[/QUOTE] Are you asking why I don't have you nocliped on spawn (which I do), or are you complaining about noclip being on? New updates: [b]-All melons and base props now have build time.[/b] [i]On creation they will be semi-translucent and start with 1 point of health. They will then build themselves up over time before they can be used. This is typically not a big deal for standard defenses and melons, but it has a greater effect on superweapons and props with a high health since they can take a couple of minutes to be completed. This should deal with most of the issues of building instantaneous defenses, and lighting blitzkriegs of microwave laser vehicles. I'm going to need some feedback on tweaking the build times for different classes and such. [/i] [b]-I fixed the crashing problem![/b] [i]No this isn't the problem that makes the game mode reset to base, it's the one that's far more annoying. The reason the server has been so crashy has been flak. Flak was causing the crash 100% of the time. I really should have figured it out sooner, but I'm just glad I left in the flak debug code at all. Basically, every time a melon died before it regained its ability to fly it crashed the server. No need to worry about that any longer.[/i] -Fixed superweapons losing their material.
Does anyone mind telling me the command to make the cost of melons 0? I can't seem to find it on the manual
This is awesome, but it's a bit unstable at times. Heading to the official server now :excited:
Is the buildtime a convar? If not, you should at least make it a 0 or 1 thing, if not a changeable time limit. Also, I think the mind control firing rate should be increased, ever so slightly, if it's given a buildtime.
[QUOTE=Jeffman12]Is the buildtime a convar? If not, you should at least make it a 0 or 1 thing, if not a changeable time limit. Also, I think the mind control firing rate should be increased, ever so slightly, if it's given a buildtime.[/QUOTE] I don't know if this has been said already, I guess I will read the thread after posting here. Why do people crash with this. And where is the nextmap list in the code, because I don't want it changing to some retarded map I don't have after I win.
[QUOTE=Tylotiy]This is awesome, but it's a bit unstable at times. Heading to the official server now :excited:[/QUOTE] I wouldn't even use the SVN for now. Just head over to the server. It's light years ahead of the old version. [QUOTE=Jeffman12]Is the buildtime a convar? If not, you should at least make it a 0 or 1 thing, if not a changeable time limit. Also, I think the mind control firing rate should be increased, ever so slightly, if it's given a buildtime.[/QUOTE] Like everything else in this gamemode it's all configurable. You could have it anything from instantaneous to extremely long. I don't know if your talking about the mind control in the addon, but the mind control on the server has had a month or so more of playtesting and it's much better. That being said, the superweapons are still being balanced. [QUOTE=darksoul69]I don't know if this has been said already, I guess I will read the thread after posting here. Why do people crash with this. And where is the nextmap list in the code, because I don't want it changing to some retarded map I don't have after I win.[/QUOTE] I haven't used the addon in ages and don't remember crashing. No idea. I do not have any code for what the next map is. I have no idea what it chooses in singleplayer or on listen servers. I just use the mapcycle text file that dedicated servers use. [b]New Feature tonight: Dive Bombers[/b] Because I haven't been updating enough recently *immense sarcasm* I decided to make a dive bomber class of aircraft called strikers. These melons are the only melons that are air only. They are expensive and are the hardest melons to use because they have the most complex targetting system. Essentially, you have to use them like dive bombers. They drop explosive charges only when they are flying fast towards a target. They require the most active commanding, but the payoff is well worth it as they can devastate enemy positions. To further balance them, they may not fire at aerial targets and flak renders them entirely unable to fire.
[img]http://i5.photobucket.com/albums/y193/LittleDogX/ose_caves0000.jpg[/img] [img]http://i5.photobucket.com/albums/y193/LittleDogX/ose_caves0001.jpg[/img] [img]http://i5.photobucket.com/albums/y193/LittleDogX/ose_caves0002.jpg[/img] [img]http://i5.photobucket.com/albums/y193/LittleDogX/ose_caves0003.jpg[/img] Somehow he cloaks his props. When I asked how he said "My secret". It allows him to fly around shooting and destroying, and you can't fire back at him. I told him it would get him banned. His excuse was "It's a server bug". The SWEP bug a few days ago was also the servers problem, and the guy that was exploiting it was also banned. "IcE-fIrE" STEAM_0:0:10019430 Also a small bug, When you right-click to check the cost of the Striker, it only says 6000, when it actually costs 16000.
[QUOTE=LittleDogX] "IcE-fIrE" STEAM_0:0:10019430 Also a small bug, When you right-click to check the cost of the Striker, it only says 6000, when it actually costs 16000.[/QUOTE] Silly people. I love that excuse for bug exploitation given in pretty much any game, "Designers mean for bugs to happen". That essentially assumes that I am an all knowing god and everything is meant to be. I shall reward Ice-fire's faithfulness of my divinity with a righteous ban. I also believe I fixed the method he used. On another hilarious note, Soul_Eater decided to come back to the server after his ban expired. While watching the server rage at him generally being a douche I got to watch him attempt to check from the console. He'd do a lot of smack talk like: [00:11:04]Soul, Eater: you should know now to f**k with me [00:11:26]Soul, Eater: your screwed now Soul Eater tried to spawn weapon_m4 Soul Eater tried to spawn weapon_m4 Soul Eater tried to spawn weapon_mac10 It was really fun laughing in my chair as he would yell at some one and then blatantly attempt to cheat. The failing only made his ban that much sweeter. Fixed the striker, that other price was from testing when I didn't want anyone to actually buy it yet. [b]Edit:[/b] I also am going to list the to do I update pretty much daily so you can see if something is on the horizon. [url]http://docs.google.com/Doc?id=ajjpvfhr6skd_50ffp6zwcm[/url]
Your plasma cannon causes the crash - at least one of them, anyway - it shoots out errors, the errors get stuck on a prop and then a few seconds later explode. I haven't crashed yet, but other people have crashed when this happens.
i just installed this mod and when i came back to play for a second time i got hit in the face with these errors: autorun/server/wmrtscommands.lua:502: bad argument #1 to 'pairs' (table expected, got nil) autorun/server/wmrtscommands.lua:493: bad argument #1 to 'pairs' (table expected, got nil) autorun/server/wmrtscommands.lua:446: attempt to get length of field 'WMSelections' (a nil value) i was trying to use the move order and the select order.
The mod you can download is massively outdated. The latest version hasn't been released for a while and can only be played on Laps server I think.
Does that change the fact the plasma cannons are causing the crash?. No. Also, you joined in 2006 but you haven't changed your image. Very nice. Monkey picking nose image.
[QUOTE=darksoul69]Does that change the fact the plasma cannons are causing the crash?. No. Also, you joined in 2006 but you haven't changed your image. Very nice. Monkey picking nose image.[/QUOTE] Plasma Cannons shoot flechettes. If you don't have episode 1 or 2 or whatever one hunters first appeared in you're going to have problems. I should probably mention that on the front page. I have had a friend come on without episode 1 or 2 and despite complaining of being attacked by flying errors he doesn't seem to crash. I haven't changed anything with plasma cannons in a long time so I'm still going to blame a lack of episode 1/2. [QUOTE=cyborgste]i just installed this mod and when i came back to play for a second time i got hit in the face with these errors: autorun/server/wmrtscommands.lua:502: bad argument #1 to 'pairs' (table expected, got nil) autorun/server/wmrtscommands.lua:493: bad argument #1 to 'pairs' (table expected, got nil) autorun/server/wmrtscommands.lua:446: attempt to get length of field 'WMSelections' (a nil value) i was trying to use the move order and the select order.[/QUOTE] Never remember getting that one before. Nice thing about the SVN is you can go back and get different versions. You can try a previous version and see if you still get the same problem. Go too far back and you'll screw up the file structure though and that would be very bad.
stupid me i did not put my self in to a team. sorry :(
So when are you going to update the SVN?.
[QUOTE=darksoul69]Does that change the fact the plasma cannons are causing the crash?. No. Also, you joined in 2006 but you haven't changed your image. Very nice. Monkey picking nose image.[/QUOTE] Someone has some sand in their vagina? What I said wasn't aimed at you, or related to your issue, I was talking to Cyborgste.
[QUOTE=TrueNash]Someone has some sand in their vagina? What I said wasn't aimed at you, or related to your issue, I was talking to Cyborgste.[/QUOTE] what! i do not have a vagina.
No haha, that was aimed at darksoul. I mean the thing that he got pissy about was me talking to you. So much confusion. Anyway, back on topic. Hows the new divebombers going Lap?
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