Post by Lap on Jul 13, 2009 0:49:15 GMT -5
It's been quite a long time since the last update. I really needed a break from WM:RTS and found myself unable to muster the enthusiasm to do much over the last month. Having some time off let me catch up on actually playing some games and I also was able to spend some time making cooperative maps for Men of War (be on the lookout for those sometime soon). Hopefully Natural Selection 2 and Elemental: War of Magic take their sweet time coming out so I won't be tempted to script for those.
Next updates will try to focus on repulsors, launchers, transports, missiles, and bug fixes.
On to the update news:
There are some real major updates here that might affect your dupes so be warned.
-Prop health and mass are now determined by the volume of the prop.
Previously all that mattered was how much a prop weighed. Now volume is the sole factor. Servers can determine how much health is given for a certain volume, as well as how much health translates into weight.
I have designed the system so that your dupes should essentially always function regardless of the settings. Should you go to a server with different settings, the worst that could happen is that your contraption COULD be unnecessarily heavy for its health. To make sure your contraptions should always work, I've decided to have the advanced duplicator keep the original masses and simply lowers the health if it needs to. Your contraption wouldn't be the most efficient, but at least it would work.
-Updated the base prop tool to let you lighten/weaken existing props (and spawn weakend props) so that you can save NRG and better balance contraptions.
-Player movement restored to old Garry's Mod noclip.
The new way was ruining hotkey combos.
-Spawn points now have a few more checks to stop people building them in unfair locations.
Most of these checks are to stop people from building inside objects, corners, tight tunnels, buildings, etc. There will always be ways to build outside the map and I'm still trying to figure out a good way to stop this. If you see people building outside the map, feel free to report them with a screenshot or two. I also forgot to put in an error message when you build somewhere illegal. Next update I'll fix it.
-Spawn point tool has a nice ghost so you can see where you are placing it.
-Battlefield command, regenerative core, microwave laser, molecular disassembler, mind control have had their models updated to Articus's models.
These models are bigger and may give your old dupes some problems. Superweapons should be much easier to hit now. Only the chaos cannon lacks a custom model.
-Microwave laser, molecular disassembler, and mind control given unique attack sounds.
More to come and I plan on tweaking all of these.
-Mind control and microwave laser cost increased to 60000.
-Megabomb cost increased to 75000.
-Mortar firing range fixed.
The server kept reseting to a tickrate of 66 instead of 33. This meant the server was running faster and twice as laggy as it should have. Now the server is half as laggy and a number of physics oddities are fixed.
-Capture point fortifications neither add nor remove melon limit.
-Added a new conver WM_SWTypeLimit (Default 1). This limits the amount of super weapons of the same type that any team can have.
We shouldn't be seeing anymore triple mind control vehicles and such.
-Radar is now off by default.
There are a lot of maps where it is very useless on and many people would join the game with a screwed up client and be unable to see anything because of it.
-Old selection method off by default.
The old "shiny" selection method is a lot worse and most people don't even know about the new one, so a lot more people should be noticing the new selection system now.
-Updated the menu VGUI to accurately reflect it's new key (F4).
-Fixed some random cost calculations with Adv Dupe.
-Fixed some cost bugs with the baseprop tool.
-Added many "new" maps to the rotation. Some of these have been out for a while, but have never had a variant made for them or had some other problems.
wm_crossfire - Author - Terminator
This map is dynamic. Only three sides will start with a bridge, but every so often the bridges and ramps will shift and totally change your available paths.
wm_seton'sclutch Author - Terminator
A large land and sea map based on the Supreme Commander map. The only current variant has this map essentially in a 3v3 situation, with three teams on each side. Make truces or destroy your neighbors before you deal with the other side.
cs_harvest Author R_Yell
A total random find while I was looking through fpsbanana. This is an outdoor map with very different terrain and elevations.
wm_platform_build Author - laptopman
A four team map hovering out in the sky. This is the exact same as gm_platform_build, but with the textures packed.
wm_platforms Author - laptopman
An even smaller four team map. The current variant has 3x resources. This is a quick map. This is the exact same as gm_platforms, but with the textures packed.
wm_the-farm-2009v1 Author - Omen
A very old map, but one that was never actually played. This is a four-five team map with three elevation levels to worry about. The original filename is wm_the-farm-2009v1.0. The .0 at the end caused all variants to not load. Since I've changed the filename all is well. For those of you with the map you can just delete the .0 at the end and you'll be fine.
wm_battlepit_v1 Author - Retroactive
Another very old map. designed for four teams, but with a variant made for six. It is a massive wide open arena style map. This map has been in the closet for a long time since it has been used for the survival mode I've been developing. I apologize for forgetting about it for so long.
wm_novemdectet Author - Retroactive
Four teams battle on the sides of a canyon expanse. In the canyon lies train tracks that will sweep clean anyone foolish enough to remain there.
Next updates will try to focus on repulsors, launchers, transports, missiles, and bug fixes.
On to the update news:
There are some real major updates here that might affect your dupes so be warned.
-Prop health and mass are now determined by the volume of the prop.
Previously all that mattered was how much a prop weighed. Now volume is the sole factor. Servers can determine how much health is given for a certain volume, as well as how much health translates into weight.
I have designed the system so that your dupes should essentially always function regardless of the settings. Should you go to a server with different settings, the worst that could happen is that your contraption COULD be unnecessarily heavy for its health. To make sure your contraptions should always work, I've decided to have the advanced duplicator keep the original masses and simply lowers the health if it needs to. Your contraption wouldn't be the most efficient, but at least it would work.
-Updated the base prop tool to let you lighten/weaken existing props (and spawn weakend props) so that you can save NRG and better balance contraptions.
-Player movement restored to old Garry's Mod noclip.
The new way was ruining hotkey combos.
-Spawn points now have a few more checks to stop people building them in unfair locations.
Most of these checks are to stop people from building inside objects, corners, tight tunnels, buildings, etc. There will always be ways to build outside the map and I'm still trying to figure out a good way to stop this. If you see people building outside the map, feel free to report them with a screenshot or two. I also forgot to put in an error message when you build somewhere illegal. Next update I'll fix it.
-Spawn point tool has a nice ghost so you can see where you are placing it.
-Battlefield command, regenerative core, microwave laser, molecular disassembler, mind control have had their models updated to Articus's models.
These models are bigger and may give your old dupes some problems. Superweapons should be much easier to hit now. Only the chaos cannon lacks a custom model.
-Microwave laser, molecular disassembler, and mind control given unique attack sounds.
More to come and I plan on tweaking all of these.
-Mind control and microwave laser cost increased to 60000.
-Megabomb cost increased to 75000.
-Mortar firing range fixed.
The server kept reseting to a tickrate of 66 instead of 33. This meant the server was running faster and twice as laggy as it should have. Now the server is half as laggy and a number of physics oddities are fixed.
-Capture point fortifications neither add nor remove melon limit.
-Added a new conver WM_SWTypeLimit (Default 1). This limits the amount of super weapons of the same type that any team can have.
We shouldn't be seeing anymore triple mind control vehicles and such.
-Radar is now off by default.
There are a lot of maps where it is very useless on and many people would join the game with a screwed up client and be unable to see anything because of it.
-Old selection method off by default.
The old "shiny" selection method is a lot worse and most people don't even know about the new one, so a lot more people should be noticing the new selection system now.
-Updated the menu VGUI to accurately reflect it's new key (F4).
-Fixed some random cost calculations with Adv Dupe.
-Fixed some cost bugs with the baseprop tool.
-Added many "new" maps to the rotation. Some of these have been out for a while, but have never had a variant made for them or had some other problems.
wm_crossfire - Author - Terminator
This map is dynamic. Only three sides will start with a bridge, but every so often the bridges and ramps will shift and totally change your available paths.
wm_seton'sclutch Author - Terminator
A large land and sea map based on the Supreme Commander map. The only current variant has this map essentially in a 3v3 situation, with three teams on each side. Make truces or destroy your neighbors before you deal with the other side.
cs_harvest Author R_Yell
A total random find while I was looking through fpsbanana. This is an outdoor map with very different terrain and elevations.
wm_platform_build Author - laptopman
A four team map hovering out in the sky. This is the exact same as gm_platform_build, but with the textures packed.
wm_platforms Author - laptopman
An even smaller four team map. The current variant has 3x resources. This is a quick map. This is the exact same as gm_platforms, but with the textures packed.
wm_the-farm-2009v1 Author - Omen
A very old map, but one that was never actually played. This is a four-five team map with three elevation levels to worry about. The original filename is wm_the-farm-2009v1.0. The .0 at the end caused all variants to not load. Since I've changed the filename all is well. For those of you with the map you can just delete the .0 at the end and you'll be fine.
wm_battlepit_v1 Author - Retroactive
Another very old map. designed for four teams, but with a variant made for six. It is a massive wide open arena style map. This map has been in the closet for a long time since it has been used for the survival mode I've been developing. I apologize for forgetting about it for so long.
wm_novemdectet Author - Retroactive
Four teams battle on the sides of a canyon expanse. In the canyon lies train tracks that will sweep clean anyone foolish enough to remain there.