[QUOTE=blob202]I removed assmod and installed ULib and ULX instead, people still can not link spawn points or NRG transferrers.[/QUOTE]
Maybe disable prop protection completely and see if that resolves the issue. Playing without prop protection isn't really an option but that may tell us if it's prop protection in general.
Edit: Can someone test if you can still own NRG Towers with ULX on?
Edit2: It does work fine now. What did you do?
Thank you so very much!
I loved the original war melons, and always was hoping a new one would come along/old one would get updated. Thank you!!!!
After playing a bit, i have more questions. I will list these in order of the ones that irritate me the most.
1: How do you 'configure' bombs/barracks/heavy barracks to do different things? When I make a barracks it will only spawn light fighters and I can't change it and when I make a bomb it will roll around/stay still until enemies have shot it enough to blow it up, which brings me to my second question:
2: Are the bombs intended to roll up to enemies and explode when in radius or just to get shot until they die? I notice that the super bombs blow when in radius but normal bombs don't, is that a configuration problem or a bug or just me being stupid?
3: Where have the cannons gone? I don't see them in the list of melons. Were they removed or is this another bug?
Finally:
4: Are snipers meant to be inaccurate? They only seem to be effective at fighter range or lower, which negates them being the best long range unit in the game.
Phew. that took a while. I'll edit this post rather heavily (snip it) if i work out the answers. Thanks for the quasi-gamemode.
OK, I have LOADS of problems with this, error spam, things not appearing, the lot. I can't be bothered listing all of them, just wanted you to know.
Here are Servers For this Game But they are lagged and the admins are the only ones that can play! :( anyway When I spawn a Spawn point or a some thing to do with NRG like storage It's Just a small shadow!
I found the problem, ANY MELONS USING CS:S PROPS (spawn point and transfer) will not work unless the server has CS:S mounted.
Might want to add that to the manual. I mounted CS:S on the server and now everything works fine.
thanks But.. So you have to have CS:S to play?!
How do I configurate it? I don't know which file I need to edit ( I want to turn off resources )
[b]Edit:[/b]
Nevermind, I'll see if I can find the commands in-game
After I figure out how to work this, I'll put up a server for it.
:v:
Also can you make one that's compatible with RD3, so I don't have to keep swapping between RD2/RD3 for Spacebuild/Warmelons?
Edit:
Hurr I didn't read the thread, my question was already asked.
[b]Edit:[/b]
Can't seem to harvest NRG. Have RD2 installed, no errors, but when you try to connect the tower to the spawn point it says "Already Connected".
[QUOTE=Datsun]The melon target doesn't seem to want to work using multiplayer.
So is this going to be a separate project of Melon Wars or a joint project?[/QUOTE]
The melon targeter is MegaJohnny's unchanged targeter. I tested it in a mutliplayer server and as long as you put in a team number that's not the same team as what you want firing it works. It does give an error message. I will be redoing this tool to make it harder to minge.
These are two separate projects. If MegaJohnny wants to help that is fine. I simply didn't want to encroach on his vision.
[QUOTE=blob202]Another error. I can't remove Spawn Points or transferrers with the remove gun.[/quote]
Noted
[QUOTE=Cronos988]Most serious is that ASSmod Prop protection seems to mess ownership[/quote]
Myself and all my beta testers use ULX. I am not familar with ASS at all. I am going to have to look into whether to not support it or try and fix it.
[QUOTE=0Lonewolf0]It works But this Happens with I mess around with it
entities/melon_baseprop/init.lua:45: attempt to index field 'BaseClass' (a nil value)
Error: Function (UpdateTransmitState) not found! on Scripted Entity (lap_nrgtower)
entities/lap_nrgtower/init.lua:15: attempt to index field 'BaseClass' (a nil value)
entities/tibrefnrg/init.lua:62: attempt to index field 'BaseClass' (a nil value)
entities/lap_spawnpoint/init.lua:55: attempt to index field 'BaseClass' (a nil value)
And you can walk through all the base props and NRG towers.[/QUOTE]
RD2 not installed. Read the manual or the previous post with the exact same problem.
[QUOTE=Rum101]After playing a bit, i have more questions. I will list these in order of the ones that irritate me the most.
1: How do you 'configure' bombs/barracks/heavy barracks to do different things? When I make a barracks it will only spawn light fighters and I can't change it and when I make a bomb it will roll around/stay still until enemies have shot it enough to blow it up, which brings me to my second question:
2: Are the bombs intended to roll up to enemies and explode when in radius or just to get shot until they die? I notice that the super bombs blow when in radius but normal bombs don't, is that a configuration problem or a bug or just me being stupid?
3: Where have the cannons gone? I don't see them in the list of melons. Were they removed or is this another bug?
Finally:
4: Are snipers meant to be inaccurate? They only seem to be effective at fighter range or lower, which negates them being the best long range unit in the game.
Phew. that took a while. I'll edit this post rather heavily (snip it) if i work out the answers. Thanks for the quasi-gamemode.[/QUOTE]
Thanks for a well written and organized post.
1. Barracks make light fighters. The only options are when you actually spawn the barracks. Heavy Barracks make normal fighters. Munitions factories make UNCOMMANDABLE bombs. Why would you want bombs that can't move or shoot? You put them in your base to load up things that use bombs as weapons. Should you make a flying vehicle with a large enough cargo hold consider putting a munitions factory in it and you will have a bomber that never has to back to base.
2. The bombs DO blow up next to enemies. On closer look it looks as if in one of my last betas I overdid the delay on searching for a target after beta testers complained of being unable to escape them. I will be reducing the delay back to it's orginal levels. Currently they DO blow up near enemies, but it could take about a second after they get in range.
3. Cannons are still in and working. The likely reason you don't see cannons is that you have another mod with a tool with the file name cannons.lua. I'll change the name for next version. See if you can find the culprit (which might actually just be the Cannons! mod).
4. Snipers are meant to be more inaccurate than a traditional sniper because:
a. They are harder to see.
b. They still have huge range whicle being much smaller and harder to hit than cannons.
c. They do much more damage than fighters.
Should enough people complain I can always tighten it up.
[QUOTE=blob202]I found the problem, ANY MELONS USING CS:S PROPS (spawn point and transfer) will not work unless the server has CS:S mounted.
Might want to add that to the manual. I mounted CS:S on the server and now everything works fine.[/QUOTE]
Good catch. That's probably a source of many people's problems.
[QUOTE=Lord Ned]Can't seem to harvest NRG. Have RD2 installed, no errors, but when you try to connect the tower to the spawn point it says "Already Connected".[/QUOTE]
If you get the "Already Connected". message you have likely already connected the link correctly. While a lot of people hated Life Support and other RD2 modules I decided to fix the main problem and not have NRG towers constantly update every second. They give resources every thirty seconds. Just wait a bit and you should see NRG coming in.
Nope. Nothing comes in.
[b]Edit:[/b]
I'll put the server up if you wanna come in and see.
[b]Edit:[/b]
That and the mellon's that can "pull" (Forget the name, sorry) don't seem to... do anything. May have had too high of a resistance on hoverballs though.
By the way, The console on this server I am in is constantly spamming
autorun/rdbeam_netvars.lua:1578: attempt to index local 'dest_ent' (a number value)
and we are no longer able to get NRG and for some reason, Green melons can NOT be commanded, in fact they ignore all commands, selected or not from any player.
These are two very bad errors that need to be fixed ASAP
All players can select all mellons, could you add a cvar to remove this ability?
yesterday we had some fun playing this on DE Port. great map for WArmelons.
After some time (around 40 Minutes) NRG stopped coming in to me. I had 2000 NRG in storage linked to a transferrer, but my NRG didn't rise. The stored NRG stayed at 2000 too while i was linked to at least 3 towers.
It still lags a lot, especially on big maps. 6 Players on Hugeflatgrass was unplayable. DE port was fine, with only 4 players though.
And for some reason wire didn't work for me. But that may be a serverside problem.
However, i have 2 Suggestions:
1. Add a server Cvar to disable the spawning of normal props for players. Also disable normal wheels and Thrusters, so you're bound to use either order cores or LS2 thrusters. Maybe disable normal Vehicles to.
2. Add more base props. As of now it's difficult to build a normal Vehicle out of base props. But Vehicles build from normal props are far to strong, plus they're very cheap.
If this is a dumb work like putting strings in a table, i could help. I'm a noob to pretty much everything that's not Ingame in Gmod, but i have a bit experience with other editors and a lot of time right now. You would just have to explain it to me once.
And i'm thinking about making a map for this. Question is: Does lag really depend on map size? If so i would rather make a smaller map.
Thanks So Much Lap You are A Great Lua king
Oh Yeah How Many Warmelon Servers are there? I went to one and it was lagged as hell and I think I got a Virus From that Server because everything is working slower and I keep getting the Not Responding Thing
I think we found out why NRG stops coming in from NRG towers, We think they might actually be running OUT of energy, instead of a glitch happening, but not 100% sure
Oh, There is a neat edited mix of the two versions, they still use resources, but the "Follow radius" on barracks now makes it so if enemies get within the follow radius that you set via the barracks, the melons now charge the enemy aggressively, however, melons you spawn via the tool, do NOT charge the enemy and are 100% manual controlled
[QUOTE=Lap]
3. Cannons are still in and working. The likely reason you don't see cannons is that you have another mod with a tool with the file name cannons.lua. I'll change the name for next version. See if you can find the culprit (which might actually just be the Cannons! mod).
[/QUOTE]
You know, you're right. It is the Cannons! mod. Which I never use. Out comes my delete key!
As for everything else, it all makes sense. Thanks for the reply.
-Snipped (it was a repeat)-
My apologies if that's a repeat. I'll throw up any other bugs I find as I go.
EDIT:
More bugs, at least on the SP version I have. Once again, listed in order of irritation
1: Sometimes, for no apparent reason, the barracks stop making melons. I've tested various ways to discern what makes them stop, but I can't seem to. The weirdest bug like that I've had so far was a heavy barracks flipping out, making 5 melons in rapic succession, then simply refusing to make any more, which kinda put a crimp on my rolling doom vehicle of doom with extra doom. I though it might be something to do with the melon limits, but after testing with the munitions factories it appears the number it makes before it stops working is entirely random.
2: Microwave lasers, mind controllers and chaos cannons seem to do absolutely nothing, in the nicest possible way. The doom cannons and mind controllers don't fire, and the microwave laser traces a pretty line from itself to nearby melons without actually harming them.
3: Nothing thinks that base props are a target unless I use the targeting tool on them. Is that intentional?
There. Bugs listed; now any or all of those may be a factor of my own stupidity or a conflict with one of the myriad of mods/addons I currently have installed, so feel free to tell me I'm a fool (like with the cannons incident).
Hey I See the Spawnpoints as errors Am I Missing A Model?
and I'm getting these Errors : entities/lap_nrgstorage/init.lua:57: attempt to call global 'Wire_TriggerOutput' (a nil value)
entities/johnny_medic/init.lua:44: attempt to compare two nil values
[QUOTE=0Lonewolf0]Hey I See the Spawnpoints as errors Am I Missing A Model?
and I'm getting these Errors : entities/lap_nrgstorage/init.lua:57: attempt to call global 'Wire_TriggerOutput' (a nil value)
entities/johnny_medic/init.lua:44: attempt to compare two nil values[/QUOTE]
It's a CSS prop. Do you have CSS installed?
So your saying i gotta buy CSS and Install it And Then I can See it...
[QUOTE=0Lonewolf0]So your saying i gotta buy CSS and Install it And Then I can See it...[/QUOTE]
Yes. See it and use it. As of now it's not playable properly without CS:S, because the Transfer entity is CS:S too. And you need that one to transfer NRG to your toolgun.
Edit: is the WarMelons server down or just restarting? It's not in my list anymore.
ARRG LAP YOU HAVE GOTTA SWAP THE PROPS!!! I DON'T WANNA HAVE TO BUY STUFF FOR THIS GREAT MOD!!!! PLEASE INCLUDE IT IN THE NEXT PATCH!!!
The game is great, thing is that I've been having a couple of problems, first off is when I try to spawn a NRG tower I get error spammed with this.
[lua]RD2\sv_resource2.lua:109: RD2: this ent Entity [66][lap_nrgtower] does not have any resources![/lua]
I have RD2, and yet I still can't get it to work. Even worse I have another problem, I can't spawn NRG transferers and they show as error, even though I HAVE C:SS and I can spawn any C:SS content. I've been having these errors in singleplayer if that helps.
Various other bugs I have is that when I make spawn points it doesn't show what color it is. And more as I keep searching. I really want to play this without fifty bugs.
Yet more bugs to report I'm afraid.
1: When deleting some components I the resource chain RD throws up errors saying that network components have gone missing, or similar. Most noticeable when deleting NRG towers.
2: Generators, although they work fine, create lua spam. Actually it isn't the generators that are the problem. I assume that what is happening is that the melons spawned from the gennies have no target to go to, thus when they try to find one they get a 'vector expected, got nil' error. The problem is easily solved by selecting the newly spawned melon and telling it to go somewhere, but perhaps getting the gennie to give it a target to start with would be a good plan and cut down on bad lua error spam.
I'm hoping most of the bugs we're giving you are easily fixed, because although I echo Burning_Gray's sentiments on bugs, I don't want you to feel like we're swamping you with a shedload of buggyness.
Oh, and one small suggestion for the server (if it doesn't alrady have it and I just missed it) which is the Stool Turrets Stool. Very handy for making base vehicles, although I haven't tested it with the actual melons yet. It might result in some horrible exploits but then again it might not.
And FINALLY (Hellish post here)
If you want I can throw together a small map with the resource towers already built in. At least I think I can, I've got a small WM map I made a while back sitting idle and if I can work out the variables the entity needs in hammer I should be able to make a map that won't become unplayable if the server restarts without any admins on to replenish the supplies.
There. All done.
[QUOTE=Lord Ned]Nope. Nothing comes in.
[b]Edit:[/b]
That and the mellon's that can "pull" (Forget the name, sorry) don't seem to... do anything. May have had too high of a resistance on hoverballs though.[/QUOTE]
Probably RD2 related, see bottom of the post. Pull works and I have never seen it broken.
[QUOTE=terrorclaw]By the way, The console on this server I am in is constantly spamming
autorun/rdbeam_netvars.lua:1578: attempt to index local 'dest_ent' (a number value)
and we are no longer able to get NRG and for some reason, Green melons can NOT be commanded, in fact they ignore all commands, selected or not from any player.
These are two very bad errors that need to be fixed ASAP[/QUOTE]
Green melons not moving is something I cannot confirm and have never seen. That error is an obvious RD2 error. See end of post.
[QUOTE=Cronos988]yesterday we had some fun playing this on DE Port. great map for WArmelons.
After some time (around 40 Minutes) NRG stopped coming in to me. I had 2000 NRG in storage linked to a transferrer, but my NRG didn't rise. The stored NRG stayed at 2000 too while i was linked to at least 3 towers.
It still lags a lot, especially on big maps. 6 Players on Hugeflatgrass was unplayable. DE port was fine, with only 4 players though.
And for some reason wire didn't work for me. But that may be a serverside problem.
However, i have 2 Suggestions:
1. Add a server Cvar to disable the spawning of normal props for players. Also disable normal wheels and Thrusters, so you're bound to use either order cores or LS2 thrusters. Maybe disable normal Vehicles to.
2. Add more base props. As of now it's difficult to build a normal Vehicle out of base props. But Vehicles build from normal props are far to strong, plus they're very cheap.
If this is a dumb work like putting strings in a table, i could help. I'm a noob to pretty much everything that's not Ingame in Gmod, but i have a bit experience with other editors and a lot of time right now. You would just have to explain it to me once.
And i'm thinking about making a map for this. Question is: Does lag really depend on map size? If so i would rather make a smaller map.[/QUOTE]
1. Thanks for your mini after-action report. I appreciate them. I will likely add DE_Port to the list of suggested maps.
2. The bug at about forty minutes sounds very serious and is the top of the list for pretty much all bugs as I believe that this is one of the few bugs NOT caused by installation or version errors. However, it is very difficult for me to even recreate such a bug. Looking at the code I can currently only suppose that it comes from RD2 or lag as NRG towers are the simplest entities I could possible make. Server lag that causes RD2 to screw up may be the culprit.
3. Map sizes. Map sizes themselves do not contribute much to lag. The number of players and number of melons is. I run a dedicated 2.4ghz Quad Core and it CAN max out during games (usually hovers all four cores around 60%. There is no way to make a 3d RTS with physics not CPU intensive. I try pretty hard to keep it as lag free as I can (and even that is causing problems with the bombs and some superweaons). I suggest no more than four players unless you have a powerhouse of a connection and dedicated server. Remember, unused colors work great for NPC middle grounds or NRG Tower guardians.
4. Normal prop spawning will be disabled by cvar in the next version. Thrusters and such I'm pretty iffy about. Anyone hosting a singleplayer or LAN game can just tell everyone not to use them. Dedicated hosts can simply delete those tools. If its easy enough to do I might include them in the cvar as well.
5. More base props is planned. They are also extremely easy to add and I would appreciate help in selecting appropriate ones. Anyone can do it. In post #19 of this thread I detail how to add more. It is simple string editing. Please send me a list of your suggestions.
[url]http://forums.facepunchstudios.com/showpost.php?p=11105113&postcount=19[/url]
[QUOTE=Rum101]
-Snipped (it was a repeat)-
My apologies if that's a repeat. I'll throw up any other bugs I find as I go.
EDIT:
More bugs, at least on the SP version I have. Once again, listed in order of irritation
1: Sometimes, for no apparent reason, the barracks stop making melons. I've tested various ways to discern what makes them stop, but I can't seem to. The weirdest bug like that I've had so far was a heavy barracks flipping out, making 5 melons in rapic succession, then simply refusing to make any more, which kinda put a crimp on my rolling doom vehicle of doom with extra doom. I though it might be something to do with the melon limits, but after testing with the munitions factories it appears the number it makes before it stops working is entirely random.
2: Microwave lasers, mind controllers and chaos cannons seem to do absolutely nothing, in the nicest possible way. The doom cannons and mind controllers don't fire, and the microwave laser traces a pretty line from itself to nearby melons without actually harming them.
3: Nothing thinks that base props are a target unless I use the targeting tool on them. Is that intentional?
[/QUOTE]
No need to snip. It's kinda useful to get confirmation on bugs so I know they are real and not some crazy one time thing.
1. I cannot replicate, but I will investigate thoroughly as I have seen them do some strange stuff. I will also remove some check boxes from the munitions factory.
2. Microwave lasers do in fact do 0 damage due to author stupidity. The damage seems to be rounded down to 0. That was a last minute change I should have known better than to release on the fly. They will be returned to the original damage method next release. Server admins can edit the init.lua file for lap_mindcontrol and change
[lua]self.jLaser:SetKeyValue("damage", 0);
to
self.jLaser:SetKeyValue("damage", 30);[/lua]
Chaos Cannons and Mind Control superweapons DO fire. Chaos cannons have a very slow delay rate, but are working great. They are the scariest melon in the game as of now.
Mind control currently working, but with some kinks. It does have a slow five second delay. For some reason this delay is getting...delayed. Sometimes it takes as long as 6 or 7 seconds for it to fire. Melons will start firing on their friends and will not revert back...ever, but the melon color has not been changing since last Gmod update for whatever reason. I'll be fixing that and the delay next release. Oh and beware, the mind control melon can steal barracks and buildings, which makes it pretty nasty by itself.
3. This is intentional. Base props will never be autotargeted. Why? Consider someone with a fifty prop base, wall, or vehicle. You don't want your melons targetting every random prop they see, all while taking fire from their melons. It would also increase lag considerably.
[QUOTE=0Lonewolf0]Hey I See the Spawnpoints as errors Am I Missing A Model?
and I'm getting these Errors : entities/lap_nrgstorage/init.lua:57: attempt to call global 'Wire_TriggerOutput' (a nil value)
entities/johnny_medic/init.lua:44: attempt to compare two nil values
So your saying i gotta buy CSS and Install it And Then I can See it...[/QUOTE]
I will fix the wire_triggeroutput errors should I find anymore. I'm considering removing any CS:S models for the next version. Any suggestions for replacements would be helpful.
[QUOTE=Burning_Gray]The game is great, thing is that I've been having a couple of problems, first off is when I try to spawn a NRG tower I get error spammed with this.
[lua]RD2\sv_resource2.lua:109: RD2: this ent Entity [66][lap_nrgtower] does not have any resources![/lua]
I have RD2, and yet I still can't get it to work. Even worse I have another problem, I can't spawn NRG transferers and they show as error, even though I HAVE C:SS and I can spawn any C:SS content. I've been having these errors in singleplayer if that helps.
Various other bugs I have is that when I make spawn points it doesn't show what color it is. And more as I keep searching. I really want to
Ok, apparently something in my gmod was conflicting with warmelons so I took my best mods and maps and deleted my directory. Apparently something in my g-mod screwed up everything. But now, everything is perfectly fine. I guess most of those errors would be a false alarm or whatever, so sorry. But now that I can play it's great.
[QUOTE=Rum101]Yet more bugs to report I'm afraid.
1: When deleting some components I the resource chain RD throws up errors saying that network components have gone missing, or similar. Most noticeable when deleting NRG towers.
2: Generators, although they work fine, create lua spam. Actually it isn't the generators that are the problem. I assume that what is happening is that the melons spawned from the gennies have no target to go to, thus when they try to find one they get a 'vector expected, got nil' error. The problem is easily solved by selecting the newly spawned melon and telling it to go somewhere, but perhaps getting the gennie to give it a target to start with would be a good plan and cut down on bad lua error spam.
I'm hoping most of the bugs we're giving you are easily fixed, because although I echo Burning_Gray's sentiments on bugs, I don't want you to feel like we're swamping you with a shedload of buggyness.
Oh, and one small suggestion for the server (if it doesn't alrady have it and I just missed it) which is the Stool Turrets Stool. Very handy for making base vehicles, although I haven't tested it with the actual melons yet. It might result in some horrible exploits but then again it might not.
And FINALLY (Hellish post here)
If you want I can throw together a small map with the resource towers already built in. At least I think I can, I've got a small WM map I made a while back sitting idle and if I can work out the variables the entity needs in hammer I should be able to make a map that won't become unplayable if the server restarts without any admins on to replenish the supplies.
There. All done.[/QUOTE]
Rum101 you are the current new winner. Both of the bugs you just mentioned are reproducable and are top priority.
1. Ruining certain parts of a resource network can seriously screw up some of remaining pieces. Apparently, we never noticed since usually when they pieces were destroyed it meant the whole base and network was finished anyways.
This could be the reason for late game NRG tower failure as things like this tend to happen late game. NRG towers are affected by this bug. This bug is priority #1.
2. You are 100% correct. Generators were actually the first thing created in this entire mod when I sucked a lot more at lua. Due to how unpopular they tend to be with many players (do to configuration laziness) I haven't done as thorough testing as I'd like. I'll fix their starting target for next version. Versions farther down the road will probably also include an easier way to configure them. Possibly even VGUI.
Don't feel bad about reporting bugs. If I knew about them I probably would have fixed them (though a lot of these installation/compatibility related bugs scare the hell out of me at first). Also, the bugs you just reported are most certainly MY fault and I want to fix those ones first.
[QUOTE=Burning_Gray]Ok, apparently something in my gmod was conflicting with warmelons so I took my best mods and maps and deleted my directory. Apparently something in my g-mod screwed up everything. But now, everything is perfectly fine. I guess most of those errors would be a false alarm or whatever, so sorry. But now that I can play it's great.[/QUOTE]
Woah, that's a load off my mind. I didn't think I sucked that bad. I would suggest anyone having similar problems rename their addons folder and make a new one with only the essentials in it and see if that works. Add mods back in a few at a time if you want to figure out what the culprit is.
Burning_Gray could you list off the addons you removed so I can isolate the problem?
I meant I removed the whole g-mod directory, it rebuilds itself when you start up gmod again as if you bought it. And that directory I kind of deleted. Once again, sorry. I had all sorts of shit in my gmod beforehand so I have no idea what caused my Warmelons to fuck up.
Friend found the Problem, You have the spawn point as a generator, when it should be storage, since it's a generator, when one is destroyed, it bugs the entire system and everything stops working.
Yeah. I am the friend.
in spawnpoint init.lua:
LS_RegisterEnt(self.Entity, "Generator")
changed to:
LS_RegisterEnt(self.Entity, "Storage")
fixes the 40 minute error.
Also, I made a new stool that takes the prop you are aiming at and turns it into a base prop. It calculates cost based on health you want it to have and its mass, and is fully team controlled like the regular base prop tool. I did this because it is much easier for me to spawn 20 blast doors and then just go through and click on them to change them; also removes need to 'add' base props to a list, any model can be a base prop :) (within reason).
Sorry, you need to Log In to post a reply to this thread.