• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
Server gona be up tonight?
WM:RTS no longer requires Life Support in any form. Much thanks to the LS team for their destruction code and their initial resource usage, but I have found ways more suitable to a competitive environment. [QUOTE=Jake_louston;13911711]Server gona be up tonight?[/QUOTE] Sure thing. Let me just hammer out a temporary server help/ MOTD. I thought it would just be veteran players joining the last few nights, but apparently not.
Alright Great!
So, I take it that it may, (please, please, PLEASE) be coming out sometime in March?
[QUOTE=l337k1ll4;13912654]So, I take it that it may, (please, please, PLEASE) be coming out sometime in March?[/QUOTE] I really hope so. I am a one man team so it's been tough going. I'm putting a hold on any new features until I finish up and release the ones that are already in progress. Better watch out for Empire: Total War, it might try and sabotage my time. I'd also like to point out that one of the main reasons for these delays are that I'm trying to give you guys the tools to easily make your own content. I know a lot of ideas for stuff, but are without lua coding or mapping ability.
I want to play this mod so badly cause I always enjoyed the Warmelons but i can't download and can't find the server :(
Lap, you promised the server would be up, IT'S NOT FUCKING UP!
[QUOTE=l337k1ll4;13914699]Lap, you promised the server would be up, IT'S NOT FUCKING UP![/QUOTE] I've still got five and a half hours to fulfill that promise, but it you start all caps spazzing out like a retard you're getting banned anyways. Server's up.
Have my babies lap, please.
[QUOTE=Lap;13914781]I've still got five and a half hours to fulfill that promise, but it you start all caps spazzing out like a retard you're getting banned anyways. Server's up.[/QUOTE] Is the IP the same as above? I always try and put it into favorites but it always clears. Must be because it is temporary or something I am never sure.
If you can't find it you can always try joining me through friends. It's also the only server playing the WarMelons gamemode.
Yeah, I'm not finding the server with that ip, neither with favs or the connect command in console. [b]Edit:[/b] And joining you thru your steam community page is crapping out too.
[QUOTE=l337k1ll4;13916820]Yeah, I'm not finding the server with that ip, neither with favs or the connect command in console. [b]Edit:[/b] And joining you thru your steam community page is crapping out too.[/QUOTE] Don't know what to tell you. The server has been mostly full all night. Epic battles and such.
I think the munitions factory could use a numpad toggle. So we can control when it turns on and when it turns off. It is hard to use it for create a bomber sometimes.
[QUOTE=Datsun;13918944]I think the munitions factory could use a numpad toggle. So we can control when it turns on and when it turns off. It is hard to use it for create a bomber sometimes.[/QUOTE] I guess I could really give all the factory types numpad toggles. Best strategy for right now is to set them as group, and then switch to that group every once and a while. I just updated heavy barracks and munitions factories to the new format just now. This means you should be able to set a limit on active bombs. So if you know your cargo bay only hold like four melons than you can set it to four. When you drop your payload, it'll start making more bombs. I'm also considering what to do with barracks/factories. I have removed the limit of melons they can make to whatever the player wants. This means they have greatly changed. Because of this... [b]I am contemplating making their only advantage the ability to build away from spawn points, without a discount[/b] I might make them cost the same or slightly more instead of a discount since they can now be built at outposts. I keep seeing people just leaving them on autopilot forever and clogging up the map with too many melons. It also tends to mean new players not thinking at all and throwing huge blobs of shit and other huge blobs, which is stifling their learning. I'll sleep on this decision. Leave your opinions.
I'm gonna try adding you to steam friends and try joining you when you're in-server that way, my antivirus, how ever much I love it, hates steam community features, for all I know game joining may be affected as well.
Release of WM:RTS postponed indefinitely due to garry failing really, really hard and breaking every addon and gamemode that matters. Adv. dupe is one of the greatest things of all time and this gamemode relies heavily on that and it a huge blow that it will no longer work. The news, server list, and other shit that WM:RTS uses will no longer work until I fix it. This seems like a huge fiasco and I need a resolution before I commit to trying to rewrite huge amounts of code. Even if I rewrite the code, it's still going to be terrible. [b]EDIT:[/b] The file.Write scare of 2009 is finally over after a long hour of panicking. WM:RTS is back on track. Thanks garry. I'd be mad or something, but I break my own server all the time when I update shit.
We just played on Fog of war and it was terrible.I new it was buggy but not as buggy as we had today. Melons can fall off the edges of the map, they fall down into the map where there is water so they blow up and contraptions are sinking into the ground.
Wow, that makes absolutely no sense as I've changed nothing and we've played fog of war many times. The only thing I can think of is the latest gmod update, but I didn't update my server. I'm narrowing in on whatever is causing the crash, but it seems to be isolated to map changes.
[QUOTE=Lap;13954860]Wow, that makes absolutely no sense as I've changed nothing and we've played fog of war many times. The only thing I can think of is the latest gmod update, but I didn't update my server. I'm narrowing in on whatever is causing the crash, but it seems to be isolated to map changes.[/QUOTE] It must have been the update or something. I was strolling my tank along and all of the sudden it starts to fall off the edge of the map and into a pit of water. Funny at first but annoying later when the melons on it blew up.
Well. Tried the gamemode for the first time and I did indeed enjoy it... Mostly. In reality I didn't actually leave my base, nor actually build much of a base, due to me instead struggling for dear life to be able to [i]command my melons[/i]. Perplexing. At first I noticed I had welded them, a easy mistake. Though afterwards there were no fall back issues... I both tried holding fire with the command gun out, as the help says, and clicking it as the gun prompt said with neither having any success, really. So I'd take a bunch of tries until I could at least select one and then roll that off to the destination. Um. Yeah. I imagine some of this might be due to the server lag, as it seems to work slightly better when there are less people on, however... Is there anything in particular I'm doing wrong? Fighter melons, to note.
Just don't use the selector gun, bind the keys to the right commands.
Now I kinda wish this had a free range form of resource, similar to tiberium, rather than res depots like generals. OOH! And it can have a variable on whether it hurts certain unit types that cross it.
[QUOTE=Jeffman12;13987673]Now I kinda wish this had a free range form of resource, similar to tiberium, rather than res depots like generals. OOH! And it can have a variable on whether it hurts certain unit types that cross it.[/QUOTE] We already had tiberium in the first build. It was not very popular.
[QUOTE=Lap;13989788]We already had tiberium in the first build. It was not very popular.[/QUOTE] That was because of the buggyness that was LS2 and the Tiberium System units. Kept breaking and links kept snapping. Very annoying.
If Tiberium was remade, I'd get it so fast.
As far as gameplay is concerned there is little difference between tiberium versus a static resource node. The only differences are that it damages nearby units (gimmicky and has no major effect on gameplay either way), and that it can regenerate after being drained. Matches don't need to be any longer than they sometimes go. The main reasons for not having tierbium are that it bloats the gamemode file size and it lags. [release]-Vehicles much less exploitable. There's still some potential for bad stuff here so I'll likely be fixing it again. -Personal melon limits are now different from team melon limits. -Team melon limit is now shown on the HUD instead of personal limit (maybe I should put both but I hate clutter). -More exploit stomping -No more building things in the sky (many WM maps have no skybox so you can technically still build in their ceiling). -Reduced lag of exploit checking. -Reduced the average amount of entities in a WM:RTS match by almost half, greatly reducing server strain and lag. -Optimized some tools. [/release] I'm going to work next on fixing some of the super weapon models and textures to make them cooler and easier to differentiate. If anyone has any ideas for what I should use just let me know. I'm pretty disappointed at the limited types of default effects I have to work with and I don't want to spend a lot of time making eye candy.
[release]-Fixed melons "climbing" to ceilings. (I kept this bug secret for three months until you guys finally found it. Sadly the only fix I could think of increases server strain slightly). -Fixed barracks/factories being able to go past the melon limit -Chaos Cannon now has a better sound, weapon trail and effect. It also throws melons in the area of effect around at random, as well as confuses them. -Length of Chaos Cannon confusion effect increased slightly. -Fixed the hover/thruster update exploit. -Fixed lasers not firing. -Fixed base prop tool creating melons of different teams. -Changed variant appending and naming. [/release] The server is full pretty much all the time, yet no one is submitting bug reports. Instead, people are exploiting them until they are fixed. I'm going to start upping the bans. I've also got a few more ideas for super weapons that I'm going to try and make before release. The new chaos cannon may actually get its effects split into two different super weapons. I would like to make a repulsor type super weapon that throws melons far away.
lap bugs still not fixed the you can build in walls and on one map some one built in skybox bug 2 lasers still will not fire and a Q why wount medic melons heal eachother super weapon idea swarm gun fires 4-6 rockets that do 15 damage and seak at enemys useful for thoughs realy fast war machings that you just can't hit!
BUGS! how can I get a mega bomb to explode? it was near the spawn point of the enemy it lie there 1 minute the enemy destroyed it and nothing happend I think this is a bug right? And we had some problems with our spawn and a capture point I was able to put the capture point back but our spawn was gone. [url]http://bildupload.sro.at/a/images/bug1.JPG[/url] [url]http://bildupload.sro.at/a/images/bug2.JPG[/url] [url]http://bildupload.sro.at/a/images/bug3.JPG[/url] I just hit 2 times R with the physgun to unfreeze my transporter and then the spawn started like a rocket... and yes I placed the spawn.
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