Garry's Mod

Garry's Mod

MelonWars: RTS
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Mis à jour le : 12 juil. 2017 à 22h38

Head, hurts... 2 days nonstop trying to overhaul the energy system, and i finally got it done... nobody is going to notice probably, but its there, its instant, its performant, i hope it works well without bugs. Hope you enjoy the update!

New:
+ Added the Switch
+ Added the Big Relay

Balance:
+ Outposts will no longer become neutral if there are no units around
- Snipers deal 30% less damage to buildings
- Gunners deal 20% less damage to buildings
- The main building no longer generates energy

Visual:
> Moved the contraption assembler to the bottom of the menu
+ Main buildings now display their health when getting hit or the player is close enough

Other:
+ Overhauled energy. Its now instant and precise
- Greatly reduced the connection range of all energy related buildings
- Energy using buildings no longer connect with each other. They must be connected through relays
> Units that travel huge distances in a small ammount of time will stop moving. This is to account for maps with teleporters

Fixes:
> Large Gates will no longer go 1 tick in the wrong direction when ordered to open or close
> Fixed any team being able to operate enemy doors
> Fixed not being able to operate enemy entities even with "Control any team" on

Mis à jour le : 10 juil. 2017 à 16h01

Hey, remember mines? That thing you got when you spawned a bomb in turret form? Well, it finaly works correctly. Also fixed all of the buildings spawning slightly off ground. Plus, i added the gray team for admins, so they can set up neutral bases and camps around the map if they so desired.

+ Added admin only Gray Team
Gray team units are automatically spawned in a chase stance. They target any unit that they see and chase it for up to 800 units. If their target dies or gets away, they return to their original position.

+ Mines now work properly
They get a transparent effect for players of their team, and other players can't see them at all.

+ Added an admin option to change the initial credits when you press the Start Game button.

Mis à jour le : 1 juil. 2017 à 8h36

Fixed a mistake i made, which had the circular building zones render as giant Gravestones. thanks to Ding-Dong for pointing it out!

Mis à jour le : 30 juin 2017 à 20h04

Hey guys. I've been fighting a bit with the hud, those health bars were terribly invasive. Hopefully this new colored circles on the floor make things less confusing. Let me know what you think about it!

I've Added a new command for your units! Press LMB while holding CROUCH, and they will disperse a bit. You can keep ordering them to disperse to scatter them even further. Hopefully it will lighten the micromanagement required to avoid explosives.

Also, there is a new Entity in the spawnmenu's entity tab, right next to the outposts and capture points. Its a Death Floor. Put it somewhere and any melon bellow it will eventually die (can take some time, but its for performance improvement. Its mostly there to prevent melons from being stuck somewhere they can't do anything in maps where there are cliffs, holes, or are just high up)

Plus there's been a few fixes here and there, but i actually forgot to take note, so i'm not sure what they were. Anyway, have some gifs!

GIFs:

New health hud:
https://i.gyazo.com/908b206cea308e718efda9ba3ca09ba6.gif

Melon Death Floor:
https://i.gyazo.com/d2e62ffa3f369f1b3720fc351ded7a46.gif

Disperse Command:
https://i.gyazo.com/ca08a106d11fb3f4f2d4b86aa7a7a534.gif

Mis à jour le : 22 juin 2017 à 12h33

> Contraptions and jetpacks can now fly over frozen props, making them usable in prop based maps
> Unit health is now displayed differently
> Changed how the engines work, they are now weaker but have a faster max speed, so that placing more than one is now more viable
> Changed the engine's name to "thruster"
> Added Large Thruster, which has less max speed but more force
> Removed those extra "mw_..."'s in the description of stuff

Mis à jour le : 11 juin 2017 à 15h32

How do you do, fellow kids?

I've been fighting with variable names for 2 days now. Hopefully everything is still working. I made some changes to physics and flying units, which may break some things but i felt was necesary. I have some ideas as to what to do with energy. What do you think about a Supply Depot, which while energized lets you build around it? I like the idea of having to expand your base while expanding your energy network. I want energy to be an integral part of the game, and i think this is a good way of using it, while adding the long needed feature of freely expanding your base. Let me know what you think!


Changes:

+ All units movement is now done in PhysicsUpdate instead of Think, which makes it run every frame. This way movement is way smoother
+ Contraptions also move with PhysicsUpdate, so no more jittering unstable contraptions.

> Contraption Hovers and Propellers can now fly over props, but in exchange, they need a free straight line from them to the ground. They will push objects in this line downwards with the same force they push themselves upwards, so you cant apply troll science. This might break some past contraptions.

> Jetpacks can now fly over props

> By default, all Sandbox settings are on

> Changed a lot of global variables, functions and network messages names to have a "mw_" at the beggining. Hopefully this will fix a lot of the conflicts that this addon had with other addons

Mis à jour le : 9 juin 2017 à 19h53

Hi there!

Im not really sure how to make good use of the energy feature, but i'll figure something out. For now, i've been making a lot of little performance improvements, and prepared some entities for the future energy updates.

+ Added a new Grand War Base, with more health and building radius.

- Batteries now explode when destroyed, dealing 100 fixed damage, and 0 to 100 extra damage depending on charge, in a radius of 100 units, so dont bunch them up!
- Battery's energy capacity and water cost reduced from 1000 to 500
> Changed the name of Battery to S Battery
+ Added M Battery, which has 2000 energy capacity
+ Added L Battery, which has 15000 energy capacity

> Units stop much faster once they get to their destination
> Units physics sleep quicker once stopped
> Most units now have a Spherical collider, which is much more performant
+ Since Gunners, marines and medics are now spheres, they move way more smoothly
> Nukes no longer jigle in place forever
+ All units can now rest on slopes without sliding down
> Fixed units jumping when they have no reason to

Hopefully these changes make unit movement much tighter and performant

+ Reduced all barrack's power to 1. They where too power consuming and slowed down the game, as they restricted the size of your army too much
+ Reduced Elevator Pad's power from 1 to 0
+ Fixed Radar showing it had 1 power instead of 0

> Fixed not being able to build 0 power units and buildings at maximum power

> Fixed not being able to sell energy buildings

Mis à jour le : 12 mars 2017 à 16h54

> Maybe fixed a bug that prevented non hosts from loading contraptions properly
> Changed the price of the Medical bay to 800
> Changed the price of the Over-Clocker to 500

Mis à jour le : 8 mars 2017 à 12h39

> Fixed turrets not firing

Mis à jour le : 8 mars 2017 à 11h50

Just a few things i looked over. The real update is the previous one. Check it out!

+ Added propper credit to Durendal5150 for the suggestion in the in-game credits section
+ Updated the help menu with the new units