• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
I beg to differ my good sir, C&C3 is not a steaming pile of doo-doo. But that's aside the point. Maybe more like the C&C/RA Series, period. Good to know that I won't have to use the binds, find it irritating to. And I figured as much once I thought about it[satellites]. [b]Edit:[/b] Hey Lap, ever thought about getting an SVN? I wouldn't know how to, but it seems like it would make fixing bugs and little things a lot easier and should cut down on the 'When's this going to be released?' or my 'ETA plz!?' --I believe the reason Avon went SVN was for more frequent release, but also so that he didnt have to upload the same content over and over plus a little more each time. Say its 300mb, it was once you know. Then you change some stuff, add maybe 3 more features, the size goes up 2mb but he has to upload 302mb this time to Gmod.org. That would be a good reason to use SVN rather then its original intended use, save Avons time.-- Just something to support my idea.
He already used the SVN for the addon, he's leaving it on the server until it's done for a reason.
Pssh, kill my dreams why don't ya?[/sarcasm]
I do enjoy killing dreams, why don't you tell me some more. :buddy:
[release][b]Selection system is now client side.[/b] [i]This is a huge cut on bandwidth usage and WM should be less laggy. You can no longer see what enemies OR teammates are selecting. This means no more trying to figure out what the shiny blob of units coming at you is.[/i] [b]Made a new selection method and set it as default. [/b] [i]Now selected melons will have a white outline around them. This does not interrupt the actual material you see and it is unaffected by lighting, which makes differentiating melons far easier now. As more and more effects are starting to change the material of melons I am highly suggesting using the new default method since it is foolproof in comparison. An effect will not change the material on you and make a selected melon appear to not be selected when it really is.[/i] [URL=http://img7.imageshack.us/my.php?image=wmtestgrounds0012.jpg][IMG]http://img7.imageshack.us/img7/5685/wmtestgrounds0012.th.jpg[/IMG][/URL] [i]Above are a cannon, marine fighter, and a phase fighter selected under both selection systems. The main thing to get from this picture is that the old selection method basically can make two different fighter sized melons look exactly the same. The same thing even happens with medics, and they look even more different than the two fighters above. It becomes even harder to tell on very bright maps. Click to enlarge the image. You can use "WM_SelectionMethod 1" to use the older method if you really still want to. I think there's also a bug with group hotkeys and force select not using either system properly right now. I'll fix it later as those two systems should be getting overhauls soon anyways.[/i] [b]Fixed a terrible bug with mind control.[/b] [i]It was permanently lowering the mind control owner's melon limit and permanently raising the enemies. Players, way to totally fail to report this very obvious bug. It was a two minute fix and from looking at the logs it seems people were complaining about it for days, but no one actually reported it.[/i] [b]Added phase infiltrators[/b] [i]These are new light fighters that are more expensive and slower building than normal light fighters, but can penetrate enemy walls. There's been a lot of debate about even implementing phasing after seeing a version of it with the old Stargate cloaking device. This method I have developed is far better for game play. The light fighters can always be hit, even while phasing, which other methods did not do. These melons also need to "push" through the props, so there isn't a worry of a huge swarm of them ghosting through an entire fortress without effort. I've posted a video below of how they work. The video also showcases the effect of a new super weapon I am developing. It makes any attached contraption gain the ability to phase shift. Using it we can see a car push through a series of walls.[/i] [media]http://www.youtube.com/watch?v=Z1IjLUo2jSc[/media] [b]Added blink fighters[/b] [i]These new willy and more expensive, slower building versions of fighters come with a special ability that helps them on both defense and offense. After taking any amount of damage the blink fighters enter a special state in which they will randomly teleport around very quickly. They often causes enemy shots to miss. If the blink fighters are given a move order while blinking, they will still teleport, but their teleporting will favor the direction they are moving. Though blink fighters cannot outright blink through obstacles they often bypass them using their ability. They also tend to reach their locations faster than normal fighters, obstacles or not. Just be careful having them around cliffs and water as they can teleport to their doom.[/i] [b]Tools for light fighters and fighters updated to new system.[/b] [i]They are more intuitive to what costs more and no longer have so many conflicting options that would confuse newbies.[/i][/release]
Lap.... this is going to be the best mod for Garry's mod ever. Nice work!!
I'm considering a major change of having NRG go from public and per person, to a private team based system. Full details are on the WM:RTS forums in the ideas section and I'd really like to hear opinions on this.
Hey lap, i been playing on your server alot lately and i absolutely love it! i have a suggestion though,not to sound trollish but the selection system absolutely blows half of the time when i drag the ball just disapears or clicks twice which unselects the melons which has cost me victory more then once. How about a system where you just point at the melon and click to select and hold shift to select multiple melons by just clicking them, this would also solve the problem of selecting airbourne units.
[QUOTE=Roktarok;14721921]Hey lap, i been playing on your server alot lately and i absolutely love it! i have a suggestion though,not to sound trollish but the selection system absolutely blows half of the time when i drag the ball just disapears or clicks twice which unselects the melons which has cost me victory more then once. How about a system where you just point at the melon and click to select and hold shift to select multiple melons by just clicking them, this would also solve the problem of selecting airbourne units.[/QUOTE] 100% agreed.
I have a few topics to bring up, with what Roktarok said I do agree too, the selection system needs some work. Maybe you could try something similar to halo wars, it creates a bubble of a set size and any troops you move over with the bubble would be selected. When you press f4 there could be an option to set the size of the bubble. The second topic I want to bring up is about the overpowering of the mind control, the guy just quickly moved past my base and took over all of my harvesters and moved on to the next guy. I personally thing that the mind control should either have a set time limit that the mind controlled melons would go back to being yours again or there is a range limit where if the melons are not within the range of the mind control they would go back to being yours. This is really open to discussion so fire away.
[QUOTE=Roktarok;14721921]Hey lap, i been playing on your server alot lately and i absolutely love it! i have a suggestion though,not to sound trollish but the selection system absolutely blows half of the time when i drag the ball just disapears or clicks twice which unselects the melons which has cost me victory more then once. How about a system where you just point at the melon and click to select and hold shift to select multiple melons by just clicking them, this would also solve the problem of selecting airbourne units.[/QUOTE] The actual calculations for the sphere are perfect and there is no better way to select units. Any problems are due to lag. This has been a hard thing for me to notice as I am always without lag. I thought of a way to have it not respond to lag, which I'm tinkering with today and you'll notice it is 100% smooth when I put it on the main server. The system you suggest is the same as holding sprint and use and then clicking at a melon you're looking at. Selecting aerial melons has always been more difficult, but that's why groups and type selection exist. Just point at one melon and use the type selection to select all the nearby melons of that type. I'm thinking of also adding in another method that would be less precise than the current method, but great for aerial units. It would basically be you drawing a box with your mouse and then it would create a massive quadrangle from you to the box you drew. Essentially, it would just be like firing out a huge box and anything the box hit along the way would be selected. Great for air, shit for land. Specific balance discussions should get it's own topic on the other forums. Go copy paste that second part with mind control into its own topic. The next update is being delayed because I am trying to figure out if I should have the client calculate which melons they are selecting and send that to the server, or if I should send less data to the server and have it do calculations. Since servers usually are limited on the CPU and upload I think I might just have the player send out the info.
i liked the original warmelons mod very much, so i look forward to downloading this one.
[QUOTE=BAMJesus21;14731433]i liked the original warmelons mod very much, so i look forward to downloading this one.[/QUOTE] Come on down to the test server some time then and tell me what I should improve so the release is that much better. [release][b]Implemented Radial Menu for Groups[/b] [i]Now one button can do work for creating groups, recalling groups, renaming, overwriting, and deleting.[/i] [b]All radials can now have options selected with mouse clicks.[/b] [i]No more having to use the jump button.[/i] [b]Stances can now be seen while mousing over melons.[/b] [i]Fire at will and stand ground are not shown as they are defaults. This should help players understand why things like the Megabomb are not exploding. Bombs will also show "Explode on Contact" when put into offensive stance.[/i] [b]Huge improvement to the selection sphere.[/b] [i]A lot of you have been getting raped by the selection sphere for months due to your poor ping. I've moved as a lot of it client side and it should be extremely smooth for you. Currently it goes like this {Client makes the sphere, client calculates the area of the sphere, client sends those points to server, server calculates what is in sphere and what key modifiers the player pressed, server sends back selected melons to player}. I may change this later so that your keys modifiers are determined clientside and perhaps all the calculations. I just don't have the time right now and it would be a minute change. For now, enjoy the "lag free" new selections. Just make sure you hold down your key modifiers until you get your message back saying "X melons selected".[/i] [b]Made Spacebuild 3 maps compatible with WM (with working gravity).[/b] [b]Fixed mind control screwing up the melon counts once again.[/b] [b]Fixed not being able to donate to teammates.[/b] [i]This was not intended. Apparently, it wasn't brought up it because you guys thought it was intended. I'm not that scary am I?[/i] [b]Reduced CPU load on unarmed melons.[/b] [b]Fixed issue with fighters/light fighters spawning too low in the ground.[/b] [b]You can now save and load different presets you make for explosives.[/b] [b]Fixed minor issue with ballast tanks not working for barbarians.[/b] [b]Fixed ballast tanks not working with advanced dupe.[/b] [b]Made a couple more tools more newb friendly.[/b][/release] I'm on the verge of changing over the entire way base props have their health determined and how NRG works. That's two major overhauls on top of the selection and stance stuff I just did. Updates may be a little slow. I'm also looking for some feedback on the blink and phase fighters.
i got on to day and notised the plasma cannons were not there. why arn't the plasma cannons up. i only have 2 dup that work on maps like wm_quadulus_v2 and the other maps with out a sky box or with fake ones aka out side of map with sky box textures. and both of them had plasma cannons on them. aka none of my stratigys work now. pluse i have mentioned this dup problem 5 times and still nothing has been done about it!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1. Change your strategy untill they fix it? 2. You are aware that you made like >9000 spelling and gramatical errors, right?
[QUOTE=Mooee;14819341]1. Change your strategy untill they fix it? 2. You are aware that you made like >9000 spelling and gramatical errors, right?[/QUOTE] He doesn't think spell check exists in any browser apparently, so he uses a shitty one without spell check, he must also be retarded.
I vouch for the latter.
It's both.
i was mad when i posted that just to say i when to try and corect some of the errors it will not let me edit that post. :'(
Ah, well I understand for the most part, happens to the best of us I guess. Good to see that you simply aren't ignoring it or bitching about it.
[QUOTE=Mooee;14824271]Ah, well I understand for the most part, happens to the best of us I guess. Good to see that you simply aren't ignoring it or bitching about it.[/QUOTE] That's actually the best he can do from what we've seen so far. Anyways.... [highlight]The server crash is fixed and the sv_downloadurl reinstated!!![/highlight] [release] [b]Major server wrecking crash fixed. [/b] [i]I finally found the crash bug that was making the server crash every constantly. This was making the server a ghost town. It was only when I stopped trying to find the crash bug that I found it while working on launchers and bombs. Figures. The server should be back to it's old self again. [/i] [b]Fixed the extremely annoying lua error that kept popping up on everyone's consoles.[/b] [i]The "modules/hook.lua" one. It was the fix I made for the camera tool.[/i] [b]Missiles are now faster and maneuver more realistically, but have had their flight time almost cut in half. [/b] [i]They still go about the same distance.[/i] [b] Missiles are now automatically welded to whatever surface they are created at. [/b] [i]Only firing them will undo the weld.[/i] [b] Missiles were given a new sound Missile model changed to be more missile-like. WM_Island_v3 is the new default map. The fast download server is back. [/b] [b]The stats menu is now zoomable by dragging a box over any area.[/b] [i]Demonstration of this to come later.[/i][/release] I also got tons of work done on launchers, transports, and a few new secrets I'll bring out tomorrow.
ok new problem every time i get on the warmelons server i get kicked of the server to to invaled steam user id ticket.
That's your problem, it has nothing to do with the server.
then how come it only happens on the warmelons rts please tell me why.
[*] Have you tried doing anything else in Garrysmod? Or even in Steam for that matter? [*] Restart Steam? [*] Reinstall Gmod? [*] Is your version Pirated? [*] Have you tried any of these? [*] Restart your computer? [*] Reinstall Steam? [*] Profit? [b]Edit:[/b] How the hell do you make bullets?
-snip-
some pics of my lattest use a deploying small contraptions missile bases basic [img]http://spowell.org/uploads/poses/1556404496.jpg[/img] flak [img]http://spowell.org/uploads/comics/1539760476.jpg[/img] i posted this and coped in 2 areas on forums just to say.
Hopefully you won't have to be using missiles for everything because... Update Time! [release] [b]Launchers implemented[/b] [i]There are many different types with differing prices, weights, ammunition limits, firing rates, ranges, damage, and costs. Right-click to get the information on the current launcher you have selected. All launchers will automatically fire unless they are set to the "Hold Fire" stance.[/i] [b] Bombs can have a damage multiplier applied to them.[/b] [i] This means that launchers can cause a bomb launched to do more [b]or less damage. This also applies to effects like slime.[/i] Launchers, explosives, and ballast tanks are now much easier to place. [/b] [i]A ghost will appear showing you the exact location. You can also switch between the two available modes (welding on an end or a side) and move the rotation to your liking. All tools will eventually transfer over to this.[/i] [b]Munitions factories now have their explosives already fully built when they are spawned or unloaded.[/b] [b]No more picking up or using tools on map physics objects.[/b] [i]This applies to buttons, doors, and things like ice blocks on Gooniverse.[/i] [b]Bombs can now use flak as a payload as well.[/b] [i] Using them in launchers would be the main purpose.[/i] [b]Fixed a bug that was causing children of munitions factories to affect their parent factories waypoints.[/b] [b]Fixed a possible crash bug dealing with leaders and flying melons[/b] [b]Added an option for variants to purge the map of all unneeded crap.[/b] [i]You should see this on gm_tropicalwaters, where hundreds of entities were clogging the map.[/i] [b]Fixed clientside tips not popping up for some items[/b] [b]Fixed melon strikes being invisible until tool tiped.[/b] [b]Fixed a bug related to zooming on statistics.[/b] [b]Fixed a clientside lua error when checking hoverball prices[/b] [b]Fixed invitees retaining their previous captain status[/b] [b]Added all new models and textures for this update and the next few updates to the server[/b] [i]By doing this I will hopefully avoid everyone seeing errors for everything during the next major updates[/i] [b]Camera reverted back a version to stop annoying lua errors popping up.[/b][/release] I'm going to need a lot of feedback on just about every facet of the new launchers so lay it on me.
is adv dup back up if not can you give an estament to when it will be back up.
[QUOTE=warbrand2;14982889]is adv dup back up if not can you give an estament to when it will be back up.[/QUOTE] It's not in this time, but I will probably add it back in a day or two. I have to make launchers compatible with it and I want to make sure there are no bugs with launchers that would make me change how they are coded.
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