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Post by Lap on Nov 26, 2008 23:15:19 GMT -5
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.
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Post by Lap on Nov 29, 2008 14:35:41 GMT -5
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.
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Post by Lap on Dec 2, 2008 2:10:42 GMT -5
A HUGE DAY OF CHANGES:
-Sell tool implemented. 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.
-Implemented Score. 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.
-Added console command wmteleport for all players There's really no reason to keep teleporting admin only. There's also no reason for admins to use !tp anymore.
-Fixed melon strikes not being targetable near enemy melons 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.
-Fixed melon strikes spawning unbuilt melons This was another oversight that made the melon strikes extra useless
-Allowed bombs to be built around outposts as well as spawnpoints Just another reason to expand
-Fixed lasers and some other melons from displaying proper weapon effects after being mind controlled This was confusing a lot of people into saying the mind control was entirely broken. The issue was purely graphical.
-Unbuilt melons have had the range and damage of their death explosions reduced Unbuilt megabombs will no longer be just as strong as built ones. Death explosions are proportional to how completed they are.
-Outposts need time to complete building and achieve full health. Currently, the only difference is in the health of an outpost. I will probably change them later
-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.
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.
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Post by Lap on Dec 3, 2008 21:02:24 GMT -5
New melon: Mortar
The new melon is immobile, but can fire over other objects to do area of effect damage. Like all new features, I'll be keeping a close eye on the balance of this one.
-Fixed a bug with all props not dying.
-Related to the last bug, score now works for props and melons.
-NRG victories are now Score victories.
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Post by Lap on Dec 5, 2008 13:09:07 GMT -5
-Removed all friendly fire checks on mortars and tweaked the angles.
I will be adding a basic friendly fire check later, but right now I don't have time to screw with the angles. For now, they will ALWAYS fire up at about a 45 degree angle regardless of how the mortar is angled.
-Improved flak cannons by slightly increasing range, explosive area, change to down melons, and most importantly downed melons cannot fire.
-Mortars can now be duped.
-Fixed melon strike melons needing to be built once spawned.
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Post by Lap on Dec 9, 2008 16:57:47 GMT -5
Hoverballs can now be temporarily knocked out by flak. To allow targeting of hoverballs covered in props flak can now be force fired at props.
So if you have some flak and an enemy battlecruiser comes up you can just forcible select the flak cannons and force fire them on the battlecruiser hull in an attempt to knock out the hoverballs.
The hoverballs will lose strength with each hit, but also slowly regain power overtime. This system should mean things are more likely to fall and raise a bit more realistically and less jerky.
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Post by Lap on Dec 10, 2008 19:53:47 GMT -5
Fixed some problems with duping stuff for free or at discounts.
I'm going to have to redo a large section of the tools now that I've found the optimal way of doing things. It should fix things like the motor double charging.
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Post by Lap on Dec 11, 2008 23:51:52 GMT -5
Development has come to a screeching halt and it will not pick up for the next week. It's finals week for me.
It's also very discouraging for WM:RTS that Bethesda decided to release their editor. I have wanted to mod Fallout since the very first game and I am feeling it suck me in. I will not abandon WM:RTS, but I might have some free time sucked away as I finish a perk pack or something.
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Post by Lap on Dec 17, 2008 11:58:05 GMT -5
-Snipers:
Changed damage per second from 5 to 4.5 Snipers are three times less accurate while moving Snipers are 12.5% slower than fighters instead of the same speed.
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Post by Lap on Dec 26, 2008 17:36:04 GMT -5
I've done the impossible:
YOU CAN NOW CHECK THE COST OF ADVANCED DUPES USING THE RELOAD KEY
There's still some minor issues with the ghost image and discrepancy between wheel dupe cost and creation, but the value you get should almost always be fairly accurate. If anything the cost may be slightly higher than what you will actually pay.
-Heavy Barracks can now produce marine fighters I may also be giving snipers, light fighters, machine gunners and medics the ability.
-Turned off gravity option for DUPLICATED props. I will likely be turning off the gravity option all together since it's too hard to balance the cost of their weightlessness. It also produces some problems calculating adv dupes.
-Fixed some death explosions causing double damage
-Fixed motor costs being incorrect.
-Fixed some more adv dupe price stuff
-Fixed some major adv dupe barracks price stuff
-Fixed issue with duplicated props not giving money back on undo or giving score on being killed
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Post by Lap on Dec 27, 2008 4:13:47 GMT -5
Finally updated Retro's server and also changed the following.
-Fixed strikers
They now function as I intended. They still must be flying at a target, but they will acquire targets FAR easier
-Added a HUD display showing how close you are to the melon limit
-Made capture points give a server definable increase to a player's melon limit. Default is 3
This should make capture points more worthwhile and reward expanding players
-Added a tool that allows players to build fortify any capture point that they control.
So long as the fortification exists, the capture point will remain yours. The only build restriction is that enemies can not be nearby when building it.
-Added some more tool tip stuff.
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Post by Lap on Dec 29, 2008 4:55:20 GMT -5
More amazing changes: -MIRV bombs have been addedThis is an option on normal bombs and munitions factories. By choosing MIRV, enemies will have an easier chance escaping bombs as the resulting bomblets are timed, but it is a great option if enemies are destroying your bombs in midair.-User friendly GUI menus added!Say /menu or use wmmenu in console. These have essentially every nonconvar command in WarMelons. While players may find it somewhat useful, admins and variant/scenario makers will absolutely love it. I've also made a custom admin menu just for ULX that lets admins without rcon easily change server settings. That one is still a work in progress and there are many more convars to add. Screenshots posted below. -Made scoreboard text black to deal with yellow's text being hard to see. -Fixed the admin team unlock command -Fixed secured cap points draining melon limit.
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Post by Lap on Dec 30, 2008 19:10:13 GMT -5
-All capture points now provide score to their holders every sixty seconds.
Current default is 500 points multiplied by the server's cost setting.
-Ground fighter health increased from 50 to 75.
-Ground light fighter health increased from 35 to 50.
-Bomb damage and radius increased.
-MIRV bomblet velocity cut to a third.
-Fighter death explosion slightly reduced.
Expect some different models for the capture point fortification soon.
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Post by Lap on Jan 12, 2009 2:53:25 GMT -5
-Fixed some exploits with adv duping cap points and other map features.
Updates have been slow because I've been doing a lot of manual typing and trying to get everything up to date for release. Also I was struggling to finish the last two mods I was working on for Fallout 3. Those are now finished and I can focus exclusively on WM:RTS again. Singleplayer code is going great so far.
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Post by Lap on Jan 29, 2009 1:13:20 GMT -5
Although there hasn't been an update to retros server in some time I've been very busy making improvements for the public release.
This includes:
-The most comprehensive and best in game help system in all of GMod (though I might take out pop up tips, we'll see).
-Variants now use unique identifiers instead of numbers.
-Each map can have an infinite number of variants instead of just twenty.
-Players can now view all the server's maps and all the variants for each map.
-Variants are now embedded with a name, longer map description, and author, in addition to their unique identifiers.
-Variant creation further simplified.
-Allowed victory conditions to be set in variants.
-Scoreboard widened and now shows the unique ID of the current variant.
-King of the Hill victory condition added.
-Fixed a bug calculating melon health for fighters and light fighters.
-Fix for the client crash on opening browsers.
Still got a lot to do, but it's looking way more user friendly now.
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