Developers Build (SVN)

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Darksiders
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Re: (SVN) Public Developers Build

Post by Darksiders » Mon Jun 04, 2024 1:24 pm

Extract what files?
When I start the game it does not automatically convert GCF files to VPK.

By lack of those files that were not converted I can not choose a faction to play.

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Mon Jun 04, 2024 2:10 pm

Darksiders wrote:
Extract what files?
When I start the game it does not automatically convert GCF files to VPK.

By lack of those files that were not converted I can not choose a faction to play.
Oh, I removed that option. Use the 2007 one.

Darksiders
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Re: (SVN) Public Developers Build

Post by Darksiders » Mon Jun 04, 2024 2:24 pm

Oh, I removed that option. Use the 2007 one.
I do not understand how so?

Look what happens with my game http://www.youtube.com/watch?v=5ClWwjYLNuo

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Mon Jun 04, 2024 3:00 pm

Darksiders wrote:
Oh, I removed that option. Use the 2007 one.
I do not understand how so?

Look what happens with my game http://www.youtube.com/watch?v=5ClWwjYLNuo
Fixed it, update svn.

Darksiders
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Re: (SVN) Public Developers Build

Post by Darksiders » Mon Jun 04, 2024 3:09 pm

Fixed it, update svn.
Thanks it worked

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SkedarE
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Re: (SVN) Public Developers Build

Post by SkedarE » Fri Jun 08, 2024 1:51 am

First of all, the development of this mod from what I have seen in the Source 2007 files is amazing! Furthermore, the dev team has actually made an RTS game that is actually enjoyable to play even at this stage and without skirmish base building ai being implemented yet. On those base building, the art and design, the combine sniper, new beautifully laid-out maps, smooth strider node setup is absolutely incredible. Congratulations on bringing the mod so close to release levels that would dwarf many paid-for RTS games out today.

Would you guys like any of us to post here any major glitches we find in it to help out development or would we be bogging you guys down in a torrential rain of bugs that you already known about? i.e. Overrun game-mode zombies crashing game (ctrl + alt + delete > taskbar > end hl2.32something-oh-no-not-again) when a new wave starts at later lvls lvl9+ ect.
It's ok. You're not a bad person. Horses are bad people.

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Fri Jun 08, 2024 6:46 pm

SkedarE wrote: Would you guys like any of us to post here any major glitches we find in it to help out development or would we be bogging you guys down in a torrential rain of bugs that you already known about? i.e. Overrun game-mode zombies crashing game (ctrl + alt + delete > taskbar > end hl2.32something-oh-no-not-again) when a new wave starts at later lvls lvl9+ ect.
It seems I can't reproduce that crash.

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SkedarE
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Re: (SVN) Public Developers Build

Post by SkedarE » Sun Jun 10, 2024 3:56 am

Sandern wrote:
SkedarE wrote: Would you guys like any of us to post here any major glitches we find in it to help out development or would we be bogging you guys down in a torrential rain of bugs that you already known about? i.e. Overrun game-mode zombies crashing game (ctrl + alt + delete > taskbar > end hl2.32something-oh-no-not-again) when a new wave starts at later lvls lvl9+ ect.
It seems I can't reproduce that crash.
-I used the 2007 Source version install of the new dev within a day or two of my previous post
-Singleplayer Skirmish with the overrun gamemode was selected with Zombies assaulting and myself as a Combine player
-9 Soldier SMGs, 3 mannable turrets built at three primary entrances, 1 stalker, Tier 3 purchased, building 7+ Combine Elite
-Crash happened on "or_city" and the forest map with the highground from the northeast running down to the enemy spawn points in the southwest
-crash occurs later stages of the game i.e. lvl9+ with frozen screen and wirring recurring 1sec sound repeat(standard HL2 freezing crash effects)
-a LOT of fun incurred up to crash instance making it more than worth facing a crash at that instance and restarting everytime :D
-PC Custom Dell XPS8300 (Windows7) should be able to handle heavy memory requirement upgrades although the OS may be responsible for causing this glitch due to Windows 7 possibly restricting something in the SVNTorsoise installing of page files

Also, out of curiosity, are overrun waves calculated on a mathematical formula basis or are they specifically assigned assaulting units to each level? I can imagine the hard work that went into the codes and an idea of what they would do to get npcs to spawn at a point and move to a point attacking everything in its path but how you work overrun waves fascinates me.

Thanks again Sandern
It's ok. You're not a bad person. Horses are bad people.

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Tue Jun 12, 2024 9:27 am

Overrun spawns units according to a distribution and at fixed waves this distribution change to introduce new units. So for example in wave 3 there is a 80% chance it spawns an antlion and 20% chance it spawns a worker. At wave 7 this changes to "75% antlion - 23% worker - 2% guard".

Other than that it grows the max number of units spawned each wave (although there is obviously a limit to the number of enemies active at the same time).

The gamemode is written in Python and you can just read it if you want:
http://www.svn.hl2wars.com/filedetails. ... overrun.py

If you scroll down you will find the distributions of the different wave types.

Honestly I am not too happy with the mode currently, because you only have one building and the build times are very slow. So I think something of the following should happen:
- Make the build times faster when in Overrun mode
- Allow for normal base building, but this gives a problem with some maps because there is not enough room.
- Do both, but make it map dependent

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SkedarE
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Re: (SVN) Public Developers Build

Post by SkedarE » Wed Jun 13, 2024 5:39 pm

Awesome spawning system although there was always going to be the restraint of computer and game requirements restricting millions of little headcrab zombies spawning at once after 600 levels hehheh. Thanks again for the info.

The buildable unit restrictions were well thought through. Obviously fast moving super Hunters and giant three legged tanks take the feel away from-well...being "overrun" and especially so with zombies. Good you kept them out.

-You could still limit base building by speeding up build time like you said but also maintaining 1-3 unit training structures with upgrades for units corresponding to the building that builds those units for which upgrades would take affect.
-If this proves too slow still, perhaps there may-be a way to build upgrades and units on a separate building queu using the same resources.
-Instant (or almost instant) upgrades and unit training times making the cost the restricting factor?
-Maybe lessen the build times but only by a little to make the player work hard to manage three resources; kills earned(money), actual commandable units and prioritizing time. The player would have to manage which units or upgrades they should build at a specific point in time of the game and how long they could wait without it.
For instance; it is Wave 1-3 Hard difficulty and I have enough kills to purchase a tier upgrade and perhaps a few elite soldiers with 2 smg soldiers now to hold the line OR should spam smg soldiers as I will be unable to hold off the next wave while waiting to build the few elite soldiers.

Just a few more ideas that might help fix "Overrun" gametype.
EDIT: Woops! I posted suggestion in General Discussion :( .
It's ok. You're not a bad person. Horses are bad people.

franky200
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Re: (SVN) Public Developers Build

Post by franky200 » Thu Jun 21, 2024 2:20 pm

I reinstalled the mod due to a problem with my hard drive and got this error:

MountFilesystem( 301 )

I heard it has something to do with day of defeat source... any help?

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Thu Jun 21, 2024 3:57 pm

franky200 wrote:I reinstalled the mod due to a problem with my hard drive and got this error:

MountFilesystem( 301 )

I heard it has something to do with day of defeat source... any help?
What build? SVN?

franky200
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Re: (SVN) Public Developers Build

Post by franky200 » Thu Jun 21, 2024 9:41 pm

yes.

Sandern
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Re: (SVN) Public Developers Build

Post by Sandern » Fri Jun 22, 2024 6:52 am

franky200 wrote:yes.
Create a file called "mountlist.txt" in the root folder (where gameinfo.txt is) and add the following contents:

Code: Select all

"MountList"
{
    "episodic"      "1"
    "ep2"           "1"
    "tf"            "0"
    "portal"        "0"
    "cstrike"       "0"
    "hl1"           "0"
    "dod"           "0"
}
I'm not sure why you are getting the error, because it should not mount the game if the game is not completely downloaded. But it will be fixed for the next release anyway, because I'm busy moving the mod over to the Alien Swarm engine (which does not use this mount system).

franky200
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Re: (SVN) Public Developers Build

Post by franky200 » Fri Jun 22, 2024 9:27 pm

Thanks it worked, but whenever i host a antlion wars game it says everyone is defeated.

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