• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
Where is the gamemode for this? I've looked on Garrysmod.org but I couldn't find it.
[QUOTE=SeveredSkull]Where is the gamemode for this? I've looked on Garrysmod.org but I couldn't find it.[/QUOTE] Gamemode is still a WIP so you have to wait. But you can play it on the server.
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
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.
ERROR in post... It spamed my message two times.
[QUOTE=Unit13]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.[/QUOTE] 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.
Awesome gamemode! LUA KINGED!
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.
I am done with my map. I could fine-tone it. Also it could go well with a Scenario.
[QUOTE=Unit13]I am done with my map. I could fine-tone it. Also it could go well with a Scenario.[/QUOTE] And I contact you about the next step...how?
Well there are no new forums.
It Spamed again...
[QUOTE=Unit13]Well there are no new forums.[/QUOTE] 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.
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.
A HUGE DAY OF CHANGES: [b]-Sell tool implemented.[/b] [i]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. [/i] [b]-Implemented Score.[/b] [i]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.[/i] [b]-Added console command wmteleport for all players[/b] [i]There's really no reason to keep teleporting admin only. There's also no reason for admins to use !tp anymore.[/i] [b]-Fixed melon strikes not being targetable near enemy melons[/b] [i]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.[/i] [b]-Fixed melon strikes spawning unbuilt melons[/b] [i]This was another oversight that made the melon strikes extra useless[/i] [b]-Allowed bombs to be built around outposts as well as spawnpoints[/b] [i]Just another reason to expand[/i] [b]-Fixed lasers and some other melons from displaying proper weapon effects after being mind controlled[/b] [i]This was confusing a lot of people into saying the mind control was entirely broken. The issue was purely graphical.[/i] [b]-Unbuilt melons have had the range and damage of their death explosions reduced[/b] [i]Unbuilt megabombs will no longer be just as strong as built ones. Death explosions are proportional to how completed they are.[/i] [b]-Outposts need time to complete building and achieve full health.[/b] [i]Currently, the only difference is in the health of an outpost. I will probably change them later[/i] -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.
Where can i download Warmelons:RTS from can you get me a link [b]Edit:[/b] can you give me a download link pleas for warmelons:RTS please and send it to [email]rastaninja77@hotmail.com[/email]
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.
[QUOTE=minimacker]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.[/QUOTE] 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.
Hurray, it appears my fifth-grade teacher was wrong after all! MiniMacker is intelligent!
-narcissistic snip-
[QUOTE=Lap;12665482]A HUGE DAY OF CHANGES: [b]-Sell tool implemented.[/b] [i]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. [/i] [b]-Implemented Score.[/b] [i]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.[/i] [b]-Added console command wmteleport for all players[/b] [i]There's really no reason to keep teleporting admin only. There's also no reason for admins to use !tp anymore.[/i] [b]-Fixed melon strikes not being targetable near enemy melons[/b] [i]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.[/i] [b]-Fixed melon strikes spawning unbuilt melons[/b] [i]This was another oversight that made the melon strikes extra useless[/i] [b]-Allowed bombs to be built around outposts as well as spawnpoints[/b] [i]Just another reason to expand[/i] [b]-Fixed lasers and some other melons from displaying proper weapon effects after being mind controlled[/b] [i]This was confusing a lot of people into saying the mind control was entirely broken. The issue was purely graphical.[/i] [b]-Unbuilt melons have had the range and damage of their death explosions reduced[/b] [i]Unbuilt megabombs will no longer be just as strong as built ones. Death explosions are proportional to how completed they are.[/i] [b]-Outposts need time to complete building and achieve full health.[/b] [i]Currently, the only difference is in the health of an outpost. I will probably change them later[/i] -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.[/QUOTE] All very nice changes. I've noticed on wm_rowleymemorial_v2, harvesters got stuck on props like rocks, but I fix it by placing a balloon on them so they go over the rocks. The snipers should do more damage, be a little slower so fighters have a chance. and everything else MiniMacker said. Being able to see cost on adv dupe would be nice too, but I know it's gotta be hard. Single Player would be awesome too, but I'm sure it'll be awhile for the AI to work since it's never happened on Garry's Mod. Other than some small fixes listed above, this gamemode is awesome :D
[QUOTE=DeltaHalo;13175059]All very nice changes. I've noticed on wm_rowleymemorial_v2, harvesters got stuck on props like rocks, but I fix it by placing a balloon on them so they go over the rocks. The snipers should do more damage, be a little slower so fighters have a chance. and everything else MiniMacker said. Being able to see cost on adv dupe would be nice too, but I know it's gotta be hard. Single Player would be awesome too, but I'm sure it'll be awhile for the AI to work since it's never happened on Garry's Mod. Other than some small fixes listed above, this gamemode is awesome :D[/QUOTE] The harvesters will never get complex AI since it will lag so don't expect harvesters not to get stuck on complex maps. You can already see the cost of Adv dupe. Hit reload to see the full cost breakdown. It's been this way for about a week or so. It will also tell you the cost right after you dupe something (though this part wasn't on retro's server). Snipers will probably not being getting a damage increase due to how overused they are and how powerful a range advantage is. Singleplayer is coming soon so hold on.
[QUOTE=Lap;13177957]The harvesters will never get complex AI since it will lag so don't expect harvesters not to get stuck on complex maps. You can already see the cost of Adv dupe. Hit reload to see the full cost breakdown. It's been this way for about a week or so. It will also tell you the cost right after you dupe something (though this part wasn't on retro's server). Snipers will probably not being getting a damage increase due to how overused they are and how powerful a range advantage is. Singleplayer is coming soon so hold on.[/QUOTE] Awesome, btw, it was v1 not v2 of that map i said. and the harvesters went through the rocks the next time i came in. so scratch 2 things then. Your right, only snipers were used, that and machine gunners. and about the adv dupe, i didn't even know that, thanks :D Also, is there Space build model pack on the WarMelons:RTS server?
There aren't any spacebuild models on the map and the rocks are not even part of the map so the version number is irrelevant.
i have an idea for a melon using the roler mine modle that is deployed. swarm melon fires a swarm of missles using the skybox model of the headcrab canister for the missiles fires 4-14 missiles depending on heath if welded it will be a sam sight acts like flack canon only does higher damage and doesn't afect hover balls also its missiles seak when dies has multipule explosions. when moving can't attack also when not welded the missiles fire at random can't just target one enemy. flack cannons can hit the missiles and couse them to explode right there and then. what do you think.
can i ask a question,(i could just look around but i thinks its a bit easier to ask) will this be realesed to the public so people can host when its done, also can you make any estimates on the realese date. thanks.
Before Lap comes in here, I'll say what he'll say: it's done when it's done, don't ask for a release date. Anyway, a forward-firing rocket launcher might be cool, sort of like the nebelwerfer. Gets propelled for a second or so, then the rockets have to glide/drop/whatever towards whatever you're aiming at. Needs to be incredi-heavy, though, so that people can't make a wire turret out of it, that'd make life a bit too easy.
ok thanks for that . just to claify, it is being realeased to the public then?
Yeah, it will be, just when it's done.
I was planning on having it out like two weeks ago, but the amount of crashing on a test server was distracting me from finishing it up. I was also expecting to get a scenario designer or two on board to help design some singleplayer stuff using the in game editor, but I've had no takers so far. I'll try to go hardcore this weekend. I anticipate that once release hits I'll then spend the next week or so dealing with crashes. I simply can't get to the bottom of some of these crashes without more people testing it.
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