Lap the barracks are now errors and not working.
Nice coding.
[QUOTE=Omen]Lap the barracks are now errors and not working.
Nice coding.[/QUOTE]
Fixed
I only have 3 words to say... I love you.
Heheheheh!
Nice work Lap.
WarMelons has experienced a huge growth in maps and I'd like to that everyone who has been creating maps, scouting out existing ones, and playesting them. I've found a few new candidates for maps to throw in the rotation and I've still got a huge backlog of maps to analyze. There are so many maps for Zombie Master, Zombie Panic, Counter-Strike, and other mods, in addition to all the GMOD ones. I usually have to go through at least twenty maps to find a playable one (or in Zombie Survival's case, a hundred).
Omen has been working on making some variants to existing maps so you should see some changes on a few older maps.
I'm also added map variant names to the to do list. I'd like to have each variant of a map to let you guys know which one it is. That way, when there's a votemap change the players can also choose which variant they'd like to play.
The most important recent change is that the massive list of maps I previously has shrunk dramatically. This is a good thing as most of those maps were just a hugh mess of every map I've ever had. Now, the only maps that will show in a map vote are the ones that already have resources laid out on them. No more voting your favorite map and getting your hopes up when it loads and you find out it doesn't have any resources on it.
Please continue leaving feedback and balance suggestions. I hear a lot people mentioning their opinions on the server, but that's really not a good place to do it. Many of the suggestions do get implemented so you can make a difference.
Might I has yer childs.
How about a "come to me" order for melons? That would make giving orders to empty space a bit easier.
I like that idea.
How about canibal melons, that are pretty much against any team but eachother, and just eat any other melon they can see (besides another canibal), both healing themselves, and getting rid of enemy melons. (ofcoarse you wouldn't be allowed to control these, you would just be able to spawn them, and let gravity/forcers do the rest. (plus they would go towards the nearest melon in range to eat it))
:( That sounds scary.
:ninja: FEAR IT! BWUAHAHA! :ninja:
Is there any server that hosts a decent WarMelon play ?
Apart from the official server, I'm pretty sure the addon isn't in use because it's horribly out-dated.
The least you could do is give the SVN a single update and tell people you won't support it D:
I like the come to me idea. I'll add it to the list.
[QUOTE=StickyNade]The least you could do is give the SVN a single update and tell people you won't support it D:[/QUOTE]
Actually the least I could do is not release it ;).
WM:RTS has been attracting a few new mappers, so we should be seeing a few more custom maps soon. I think we have enough small maps so I'm going to encourage the mappers to strive for a bit bigger.
This has been a very busy last month for me in my life and my free time is getting split between all the latest releases (Far Cry 2, Dead Space, Fallout 3, Red Alert 3) and with Left4Dead and Grand Theft Auto 4 coming out soon I'll be swamped in games. I know, the horror.
Nevertheless I'll still be working on WM:RTS, updates will just be a bit slower.
Here's the recent changes:
[b]-Fixed the shitty SWEP[/b]
[i]Omen suggested I used his custom code for an SWEP, which made me get off my ass and figure out why my out code was failing. I found the problem and totally redid most of the SWEP. No more double clicking and screwing up. I'll be releasing Omen's script for using only the mouse for all the commands sometime later.[/i]
[b]-Added NRG/Team indicator to the HUD[/b]
[i]HUD stuff has always annoyed me, but I finally did what I should have done a long time ago and added a super simple NRG and team indicator to the HUD. It was easy, but time consuming to go through fonts and position it right. More HUD stuff should be coming in the future. Your team is shown by what color the text is in.[/i]
[b]-Fixed flak not spawning with advanced duplicator correctly[/b]
okay i have a problem for some reason my war melon's will not fly no matter what any help
So I've tweaked the HUD positioning a bit to make it a little more pleasing. I've also added a much needed timelimit that should keep those stupid peaceniks from jerking off for hours at a time.
I've set a time limit of an hour per map and given everyone a handy dandy HUD element to help you remember. The HUD isn't 100% accurate due to lag, but it should be accurate to within about five seconds or so. Because I decided not to make it so accurate it's also essentially lagless compared to a networked integer.
Once time is up the NRG reserves of all team members are added up. The team with the most NRG wins. If it's getting close to ending you have a tough choice to make. You either try to force anyone with more NRG than you to spend enough money defending themselves that you eventually win, or you go all out and simply destroy them while they keep too much NRG in reserve.
I may later change the system to most capture points held and I do plan on making capture points also give you victory points which will be the determinant of a third victory condition.
I've also got a few more maps that are perfect for larger WM:RTS matches, but I'm trying to find a way to package up all the extra textures and not have them be 50+ megabytes.
That's pretty much all for right now.
does anyone know any servers that are playing this?
Edit:
woops, sorry, already asked
Need some assistance here!:
when i opened my server, and spawn crap like the outpost and crap, people are able to pick em up with phys gun because when you spawn them it says [Owner: N/A], anyway to make it so people can't pick the spawns, outpost, and melons up?
The WarMelons:RTS server is up pretty much 24/7.
People can pick stuff up because you have wm_rules set to 0. Set it to wm_rules 1 and restart the map.
[QUOTE=Lap]The WarMelons:RTS server is up pretty much 24/7.
People can pick stuff up because you have wm_rules set to 0. Set it to wm_rules 1 and restart the map.[/QUOTE]
Alright, Thanks for the help. Now, i can open my server with warmelons. So whats this prop spawner tool? And how/where do i add props?
[b]Edit:[/b]
Another question, Why wont peoples starting NRG stay at 150,000? Nothing works, i've tried almost everything i could. Any help?
Alright so I stayed up late and did some more fun changes for you guys:
-Increased flaks weight by 2.5x.
-Added admin unlock.
-Stopped ragdoll spawning.
-Added anti striker FF.
Most importantly I'm busy lagging out the server uploading a 200mb map pack.
I'm kinda worried at how big it is but there's not too much I can do about it. I don't have enough time to shave off another 30mb or so by optimizing it.
Anyways there are seven "new" maps in the pack ranging from medium to super huge.
This should satisfy everyone looking for more room to maneuver and build.
Heh, i kinda gave up. The console commands are refusing to work. so, i think i am going to find a new gamemode.
[QUOTE=Lap]
-Stopped ragdoll spawning.
[/QUOTE]
I have to admit, that is pretty amusing, when your in the middle of trying to save your base from a doommachine, and some random noob comes along and thwacks a ragdoll off the mapwall at it. Almost sending it spiralling in the wrong direction and giving your cannons a free potshot.
Adds an element of laughable unseriousness sometimes. Because players take it too personally.
If somebody did that I would be PISSED! Seriously, even if I was the guy about to get owned, I would be pissed. If it means someone else has to be a minge about it, and/or break the rules in order to save my ass. Then HELL NO to that. I just don't like purposly breaking rules. (pretty much any time I break a rule is when I either forget it's a rule, or I never even saw it.)
[QUOTE=winter333]Heh, i kinda gave up. The console commands are refusing to work. so, i think i am going to find a new gamemode.[/QUOTE]
If your finding it too complicated you'll have to wait for when I release the updated gamemode version (which will appear in the gamemodes section so keep an eye out). I don't have time to figure out how people are breaking the addon version, which works fine for the most part.
Recent Updates:
[b]-Fixed chaos cannons and battlefield command for the umpteenth time.[/b]
[i]Both could sometimes swap their internal tables around causing problems (like a mind control laser having it's delay swapped with a fighter).[/i]
[b]Added Shield Generators, Wraith Harvesters, and Cloaking Generators to the server[/b]
[i]All of which are terribly expensive and can be many times the cost of a super weapon. One shield per player. They are dependent on size![/i]
The map pack finally uploaded and will be on the server soon.
[url]http://files.filefront.com/Empires+Outdoor+Mapszip/;12296326;/fileinfo.html[/url]
If someone wants to upload it to Garrysmod.org be my guest I need the upload capacity free for the server right now.
[QUOTE=Lap]
[b]Added Shield Generators, Wraith Harvesters, and Cloaking Generators to the server[/b]
[i]All of which are terribly expensive and can be many times the cost of a super weapon. One shield per player. They are dependent on size![/i]
[/QUOTE]
Hopefully there that expensive. I find them to cheap and well abusive in the long run. Only one of the three per person yes?
I was wondering if you could change the super weapon limit on the server to one. Right now I think you can spawn one of each or at least 3 of them. Plus the Megabomb needs to have a slightly faster build time. It takes more than 10 minutes to get the thing built.
[QUOTE=Datsun]Hopefully there that expensive. I find them to cheap and well abusive in the long run. Only one of the three per person yes?
I was wondering if you could change the super weapon limit on the server to one. Right now I think you can spawn one of each or at least 3 of them. Plus the Megabomb needs to have a slightly faster build time. It takes more than 10 minutes to get the thing built.[/QUOTE]
Build times all need to be seriously evaluated as they were implemented in a very quick a broad fashion. I will certainly bring down the megabomb build timer.
Currently, you can have a total of three superweapons and I've been getting some calls to bring it back down to one. I'm pretty iffy on changing it right now because:
-People using 50k on a superweapon aren't using that 50k on tons of props or melons, which makes things far less laggy.
-The build time on most of the superweapons is so high that I have little sympathy it you let someone dump 150k into superweapons and don't use the time it takes to build them to your advantage.
-One of the main complaints was that you could combine superweapons with the battlefield command (which was bugged) to have ridiculous superweapons. This has now been fixed.
-Gives people with huge amounts of money something to spend it on to end the game.
As for the shield the current cost is 400* the shield size. So a 100 size shield is 40,0000.
Shields are far far weaker than in standard Stargate, they lose 2/3 of their strength while mobile, and can be penetrated by lasers of any type.
Cloaking is currently 400 * size + 50,000 (this is because all attached props become cloaked automatically. Another 50,000 is added on if you enable phase shifting/noclip.
Melons can still be targeted by other melons so it's not too big of a deal. It mainly is good for surprising human players and making them unable to force target vulnerable parts of ships.
Cloaking also has a time limit of one minute before it can recharge.
The wraith harvester is a flat 100k. Nothing special here. This is the one most likely to get removed/changed.
I noticed just a bit ago that the Battlefield Command melon didn't seem to increase the firerate of anything at all. Might want to double check that - seemed like my snipers were still firing at their normal rates.
Also, I think the super weapon limit is fine at 3. It's not that big of a deal to have 3 microwave lasers, you just have to know how to counter them. Use medics, alot of them.
Remember that you can have a lot of melons for 150k. Retro, I tested them and they do fire faster, 25% faster.
I have never tried the wraith harvester yet, just haven't come around to doing it. lol
Also can you lower the price on the cloaking device? like keep it at 50k base but only add the area*200?
P.S. I <3 the shields :D
Also i just got another idea (Oh god not again, you say). What about max NRG? because it is far too easy for one team to hoard gigantic amounts of NRG and hog all the rez nodes and cap nodes before you have enough NRG to do much about it. Maybe you could set the max NRG to 150K or something? And when it reaches this max harvesters stop autoharvesting and cap nodes give nothing until some NRG (let's say around 10K or more) is spent?
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