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Feralidragon
18th August, 2010, 05:13 PM
Well, since I saw there a news subject regarding Nali Weapons II X, here at UnrealAdmin, I thought perhaps it would be better to post about Nali Weapons 3, as they are in development.

This pack should bring a totally new level of quality on weapons making relative to the old pack, and the time expected to finish this pack is about around 3 to 4 months, if everything runs fine (since the main features of the new core are ready and tested).

VIDEO PREVIEWS:
Preview 2 (includes Nuclear Explosion): http://www.youtube.com/watch?v=75H1kzKC7lY
Preview 1: http://www.youtube.com/watch?v=kEyl7xY-2HM

And 2 screenshots:
http://lh5.ggpht.com/_GDEav4wPgTM/TFS6Ns-a4HI/AAAAAAAAAcQ/xyubwwwaxoM/WREShot.pnghttp://lh6.ggpht.com/_GDEav4wPgTM/TFS6ebs8qZI/AAAAAAAAAcw/vxMschDI6zo/InfinityShot.png

As I don't want to fill up the entire news page with the description and screenshots, as that would suck, to know the details and see more screenshots regarding this pack, check here:
http://feralidragon.blogspot.com/2010/08/nali-weapons-3-preview-1-video-and.html

Regards

Feralidragon
5th September, 2010, 12:38 PM
Well, since the post is up, I will post the rest of the shots here:

http://lh4.ggpht.com/_GDEav4wPgTM/TFS6No0tVdI/AAAAAAAAAcU/SEW8M-RZ62g/FlameShot.pnghttp://lh5.ggpht.com/_GDEav4wPgTM/TFS6Ntk632I/AAAAAAAAAcY/LRN9Dr6VT5I/BoltShot.png
http://lh3.ggpht.com/_GDEav4wPgTM/TFS6N0XfWMI/AAAAAAAAAcc/5jAKzUd_-bE/SuperBoltShot.pnghttp://lh4.ggpht.com/_GDEav4wPgTM/TFS6OBmz89I/AAAAAAAAAcg/mmIukIz1sQs/MultiMissileShot.png
http://lh3.ggpht.com/_GDEav4wPgTM/TFS6eGp2ojI/AAAAAAAAAck/GwsANBxIvko/DamageShot.pnghttp://lh6.ggpht.com/_GDEav4wPgTM/TFS6eMw5qqI/AAAAAAAAAco/JNw3yswtRzo/FastShot.png
http://lh5.ggpht.com/_GDEav4wPgTM/TFS6emC-4uI/AAAAAAAAAc0/O9NgM3Tq2w0/KickShot.pnghttp://lh5.ggpht.com/_GDEav4wPgTM/TFS6hJnU_7I/AAAAAAAAAc4/gOefiM8UtPI/SplashShot.png

http://i330.photobucket.com/albums/l401/Feralidragon/Nali Weapons III WIP/ShotCombo.pnghttp://i330.photobucket.com/albums/l401/Feralidragon/Nali%20Weapons%20III%20WIP/GravitonINGAMESmall.png

http://i330.photobucket.com/albums/l401/Feralidragon/Nali%20Weapons%20III%20WIP/GravFootage.png


Posting more when I finish the Graviton, Freezer and Vulcan, in case it justifies to.

Killerbee
22nd September, 2010, 09:24 AM
Our servers and players are ready for it, exxellent work
We wish u succes finishing ure Nali Weapons 3 pack.

back4more
23rd September, 2010, 11:09 PM
nice when / where can we land a copy of this cool looking mod?

just a thought , but will this be compatible with EUT?...
always find may self asking this Question

and Iam watching the Preview now http://www.youtube.com/watch?v=kEyl7xY-2HM

looks bloody AWESOME!! kean to get this mod on server ASAP :)

LeeBe
24th September, 2010, 12:59 AM
just a thought , but will this be compatible with EUT?...

Im not sure it will be, EUT has a lot of checks for tweaks which include things like udamage texture or various water tweaks - though it should be easy to disable those to make a compatible version

great looking mod btw, cant wait to try it :)

back4more
24th September, 2010, 01:23 AM
Im not sure it will be, EUT has a lot of checks for tweaks which include things like udamage texture or various water tweaks - though it should be easy to disable those to make a compatible version

great looking mod btw, cant wait to try it :)

true I did notice that it's code is not obfuscated so maybe some could render us a version which allows for use with mods like this :thumbup:

Feralidragon
24th September, 2010, 09:57 AM
Thanks all :)

Regarding the release, it should come around December to public, and the very first server hosting it will be the Nali Weapons server from Killerbee (that's a guaranteed one), and regarding other servers, it all depends on admins willing to host it or not when I release it (or you can always try it out first on practise session by then, as I am giving all the AI support I can for a good botmatch as well, unlike the previous version).


Regarding EUT compatibility, I have absolutelly no idea at all, however as it seems there are settings to tweak on it, and since this mod is nothing more than another weapon mod with some features on it, I guess it may be with a bit of luck. :)

back4more
24th September, 2010, 11:31 AM
^_^ ah cmas prezzy then hey Cool :thumbup:

cya then.. :)

if it don't work with EUT then I'll instigate the DPL mod for this to bypass EUT if needed... trying to delay the inevitable which is using DPL for current mods lolz.

DPL=DynamicPAckageLoader btw

also I love the Attention to details you have put into these weapons , is a Shame that UT is not like Redfaction 2 (http://www.youtube.com/watch?v=AvlUBiAtAWg) / RedFaction 3 (http://www.youtube.com/watch?v=hrl0FdQXbqY&feature=fvw) where you can actually Destroy buildings with Weapons... :\

combine that with Soldier of Fortune (http://www.utadmins.org/Forum/viewtopic.php?f=51&t=31) and well theres something we could relate to ;)

TheDane
24th September, 2010, 04:06 PM
also I love the Attention to details you have put into these weapons , is a Shame that UT is not like Redfaction 2 (http://www.youtube.com/watch?v=AvlUBiAtAWg) / RedFaction 3 (http://www.youtube.com/watch?v=hrl0FdQXbqY&feature=fvw) where you can actually Destroy buildings with Weapons... :\


That doesn't realy aply to the weapons themselves, more to the mapper. I could easyli create a few maps to launch with the release that have buildings(and other stuff) that could blow up when hit by a "high power projectile/hurt radius) ... basicly it's just adding a mover triggered by an actor sensitive to damage.

Feralidragon
26th September, 2010, 05:10 PM
Just one thing: please keep in mind that my mod can't destroy the environment.
As TheDane stated, that's only possible if the mapper designs the map that way, as a map structure is static, and not dynamic like in the games where destruction is possible.

Think in that "environment destruction" feature as an "advanced decal": it only works if decals are enabled, and gives you the illusion that the structure is being destroyed to pieces, although in reality it isn't.

The decal is mostly to give you the illusion of a burnt wall or wall cracks, etc, that feature is only to improve that effect even more.



Now, another thing:

Well, since a few people sugested this, I created a facebook page for Nali Weapons 3:
http://www.facebook.com/pages/Nali-Weapons-3/162478237101096

I sugest people to use it in case they have any doubt or sugestions, and I will check it more frequently than most forums or even my website/blog.
I already had to say some stuff regarding the new pack 5 times in the same day in different places, and already saw one topic created just to ask when they are going to be released, which doesn't bother me, but might bother the admins having 2 or more topics about the same thing, and since it seems that most people nowadays are more into facebook and such, I created this page.

I will still update this topic here and in the other forums, but at least this way I can answer any question quicker as consider sugestions, plus the question or bug report of 1 person can be the same relative to the rest, and it can be discussed in a better platform than a forum or my website.

back4more
27th September, 2010, 01:48 AM
Just one thing: please keep in mind that my mod can't destroy the environment.
As TheDane stated, that's only possible if the mapper designs the map that way, as a map structure is static, and not dynamic like in the games where destruction is possible.

Think in that "environment destruction" feature as an "advanced decal": it only works if decals are enabled, and gives you the illusion that the structure is being destroyed to pieces, although in reality it isn't.

The decal is mostly to give you the illusion of a burnt wall or wall cracks, etc, that feature is only to improve that effect even more.

yup looks cool though , you have put a fair bit of thought into it :)

Well done.

:thumbup:

Feralidragon
16th October, 2010, 07:41 PM
As promissed, another development update: Graviton (which you already saw, no change), Freezer and Vulcan.

http://lh5.ggpht.com/_GDEav4wPgTM/TLnp-DlPGwI/AAAAAAAAAek/bxlrHuh2p2M/GravShot.png
http://lh5.ggpht.com/_GDEav4wPgTM/TLnp-XQKc1I/AAAAAAAAAeo/Ptz7RZORlnY/FreezerShot.png
http://lh5.ggpht.com/_GDEav4wPgTM/TLnp-aKyGzI/AAAAAAAAAes/9f6GN7Dz_xE/VulcanShot.png

Next update will be done when TheMiner, IRPR and Cybot Launcher get ready (within 1 month, as the Cybots will be quite complex this time, as I will try to do some "cyborgs" and "flying squids" like the ones in Matrix or those planes from Necris on UT3, and also AI tactics, formations, orders, etc).

TheMiner will have a different aproach this time: it will be able to deploy more kinds of mines:
- Sticky Mines;
- Jumper Mines;
- Land Mines;
- Vehicle Mines.

Also I must notice that today I played during about 20 minutes Last Man Standing, in Deck16, with all the ready weapons from NW3, with max settings, with around 15 bots, and without any balancing setting apllied: I could win, but I got pwned by them (twice by being grabbed and tossed against the wall by the Graviton rofl), and there was a bit of spam (again, no balancing applied in this match). However, there wasn't almost any fps drops in the entire match, and when I went to see the log, it was clean regarding any errors, something that not even NW2 was capable off.
So, the myth of "NW3 is heavier than NW2" is a lie, and it's actually the other way around.

Also, I decided the release time to be in December (this year of course), however, there's a very high chance that some of the "NEW" weapons (not the remakes) get released as a bonus pack instead (as this pack can be extended like UT itself can with bonus packs).

TheDane
16th October, 2010, 08:40 PM
very well made m8 :) Myth or not, as I see it the NW3 is far better balanced, I can't wait to test it out! I wish I had just about 25% of your skills, those models are the best I've seen ever in ut99. And your animation sequences are awesome! .... I hope you can keep the package size down m8 :) man it looks size demanding.

Good idea with the bonus pack thought. Maybe you should considder packing each weapon individualy so server admins can pick what they need and maybe just run arena servers without the need for a full packages? (if it's possible, I don't know your structure of the classes).

Meindratheal
16th October, 2010, 10:16 PM
IIRC that's what he is doing. Each weapon gets it own pack (the nukes go together), so you only use what you need.

Someone mentioned something about a melee weapon, which sounds like a good idea :)

Really looking forward to this, as are many others :thumbup:

Feralidragon
17th October, 2010, 11:13 AM
I hope you can keep the package size down m8 :) man it looks size demanding.

Good idea with the bonus pack thought. Maybe you should considder packing each weapon individualy so server admins can pick what they need and maybe just run arena servers without the need for a full packages? (if it's possible, I don't know your structure of the classes).
IIRC that's what he is doing. Each weapon gets it own pack (the nukes go together), so you only use what you need.
Indeed, that's already thought out and being developed that way since the beggining of NW3:
"a) Core file (about 15Mb on release, 11Mb currently)
b) One file per weapon/utility (between 2Mb and 9Mb, depending on the weapon features itself: more or less effects, projectiles, etc)
c) 3 configuration files: Nali Weapons III main ini, Weapons Configuration ini (specific weapon settings), Hands Customization ini
d) A Nuclear Pack (since the Nuclear Launchers, Deployers and Remote devices will use the same nuclear effects): perhaps around 10Mb"

Basically, the NW3 Core file will be always required to run any weapon. From there, the admin uses whatever the only weapons he/she wants, and since the mutator is actually fully tweakable, you can decide which weapons you actually want to replace (you can even replace 1 weapon for 2 or more different weapons, so admins can use the whole pack if they so, even having more weapons to add than to replace).
There are at least 2 people which already want a standalone version of the Graviton for example (one for Bombing Run and another for RX).
The idea of having to download 80Mb pack just to use a single weapon from it is quite stupid, I know lol

Also, I want to note 1 thing:
The NW3 core is 11Mb now extracted, unreal zipped it gets down to 3.2Mb or so, so it is highly advised admins to have a redirect service, even being a poor one.
So, basically, people will only have to download 3-4Mb regarding the core itself, if using redirect. The rest of the weapons, will get a 50% compression or more (so although there are some 8Mb weapons ,only 4Mb will be download from the server instead).

I like to think I already have everything thought out regarding the new pack, and all the mistakes I made regarding NW2X aren't in NW3, but of course, there's always going to be something which I didn't think about, so those kind of sugestions are more than welcome. :thumbup:

Thanks so far. :D




Regarding the melee weapon, like I said in my blog in a reply to the user who actually sugested it, I already thought on it and I will indeed make one, however it will come most likelly as a bonus pack instead.

Feralidragon
21st November, 2010, 01:51 AM
Well, new UPDATE (The Miner and InfraRed Precision Rifle [IRPR]):

http://lh5.ggpht.com/_GDEav4wPgTM/TOhspG0gpxI/AAAAAAAAAfY/jFiClYC_fv8/TheMinerShot.png
http://lh4.ggpht.com/_GDEav4wPgTM/TOhsqMi_gSI/AAAAAAAAAfc/euK-l1V-QUc/IRPRShot.png

The Cybot Launcher wasn't even started yet (and it will take a while to be finished, more time than any other weapon actually).

The Miner: This weapon works differently from the previous version, as it has 6 different kinds of mines:
- Attach Mine (aka Sticky Mine, decided to rename it because the previous name wasn't accurate);
- Jump Mine (activated when "untouched", and jumps and explodes);
- Land Mine (this mine digs through the ground itself to deploy, no joke);
- Sea Mine (in land it's quite useless to "deploy", it was specially developed for water environments, as it is "spiky" and it's the only mine which actually floats to the surface);
- Vehicular Mine (powerfull mine made specially for vehicles and such);
- Air Mine (it gets deployed in the air and it's extremelly powerfull);

This is the Vehicular Mine explosion:
http://lh5.ggpht.com/_GDEav4wPgTM/TOh3jK7ArvI/AAAAAAAAAfk/RRQqd3E3WU0/VehMineExpl.png

IRPR: Works the same way as before, with some differences: it has a "shooting trace effect" (you see the "laser" go through the walls and objects), the scope is much much better (more realistic), and the scope heat sensing ranges are configurable and are different from "direct view" to "hidden view" (meaning you will have a very short range regarding players you don't actually "see" [on the other side], and a really high range for people you actually see).
Plus, the people you don't see will appear as translucent, so you will know when they are in front of you or hidden.


Right now, the pack has enough progress to replace absolutelly all the weapons in the game, except the melee ones.
Also some more serious tests were made (by playing several matches today with my brother, 1vs1 and MH), and the pack proved once more to be really stable, however after these tests a few more fixes were made and some functions optimized.

back4more
21st November, 2010, 05:48 AM
Perhaps you would be interested in remaking the onslaught mod for ut next year with some better functioning vehicles lol. AFAIK that's the only ut99 mod with vehicles?.

http://ut-files.com/index.php?dir=&search=onslaught&search_mode=f

TheDane
21st November, 2010, 08:04 AM
looking good m8 :)

{SoP}axewound
21st November, 2010, 04:19 PM
:thumbup:

Feralidragon
22nd November, 2010, 10:51 AM
^ Thanks.

Perhaps you would be interested in remaking the onslaught mod for ut next year with some better functioning vehicles lol. AFAIK that's the only ut99 mod with vehicles?.

http://ut-files.com/index.php?dir=&search=onslaught&search_mode=f
No, that's incorrect... that's not the only mod with vehicles... well, at least it depends what you consider vehicles for this game.
If we consider a vehicle as something you can "ride on" or actually "drive", then there's a bunch of them (including SLV, RX, Jets, etc).

Now, if we consider "vehicles" as packs containing both terrain and flying vehicles, then even so there are quite a few:
- Those from ONS (the worse ones I ever saw for a game actually, not even the model export/import were made properlly)
- .:..:'s vehicles (he built a physics sample, and ported somewhat the U2Vehicles), but they are mostly for Unreal, although they work good on UT, both offline and online. However, although the pack is lightyears ahead from BlackCheetah's ones, they have too many physics limitations and some flaws. Afaik, .:..: is no longer supporting them at UScript level, however he's doing (or already did, idk) a native better version, but for Unreal 227 only.
- TCO is a single player mod which features some vehicles as well, but hovering ones afaik (correct me if I am wrong), and the whole thing works offline only (no coop or anything, again afaik, not sure).
- X-Vehicles: basically my own vehicle pack, still in development (paused atm due to NW3). It comes from .:..: vehicle system for Unreal (he gave me the whole source), however I already changed it so much that is now very far ahead from his initial version (much better physics, some water zone features, inertia, headlights and some signal lights, tons of fixes and changes, etc, etc... the list is really long as I worked on them for several months last year and this year. They are shown at my page.
But the changes cost me the online support, as they just don't worth the trouble of giving the multiplayer support to every single thing (it would take me a full year just doing so, and doing it right..., and even so the bandwidth required just doesn't worth it imo). I will bet in AI support and an SP campaign for them instead, it will worth a lot more (anything new online nowadays is only apreciated if it's less than some Mb, no one wants to bother a local download from a file host site, nor the download from the server, so...).


There are also a few TCs with them (NeoCairo and AirFightUT for example), but you can't actually use them well with UT, besides only a few of them are actually very good).


Regarding ONS, don't count on me to develop them. There's UT2004 for that, and is very well done and it comes much cheaper in system resources than actually doing the same for UT.
I already have serious doubts in doing something else for UT (my "last online" mod perhaps, a full war gametype, basically a modified "siege"), so anything else besides those aren't actually options, specially since the time to make them doesn't worth the popularity they would get (which would be actually extremelly low).
For now I am going only to focus in "popular" stuff, and that is NW3 right now (considering that NW2 was quite popular in its time), and perhaps siege, but I doubt I will do it anyway (there are still active coders on it, won't step on that territory most likelly, even though the new one would be quite different).

Killerbee
22nd November, 2010, 11:00 PM
Great work Feralidragon!

back4more
23rd November, 2010, 12:20 AM
WOW there you go :)

is cool that you still support ut it's a good game. would have been good back in the day to have an adventure aspect to it - like bt but more along the lines of find the key open the door , talk to the master type thing. Years later I thought about a FPS/SIMS game where you could be a cop or robber of fireman etc. But commune like in SecondLife. goin off topic here...

yeah I like your work so far and I totally didn't even think about SLV's etc. Probably because I assumed that the Mine's would need be Triggered by a Vehicle actually depressing them. In that regard it would be a jeep , tank , GigantaSaurus or something hehe.

Feralidragon
23rd November, 2010, 08:10 AM
Both the Air Mine and Vehicular Mine are triggered from "Vehicles", both from my pack, .:..:'s pack and SLV/RX ones.
The Air Mine was built thinking more in SLV and RX (although you need to reload your weapon to 25 ammo to launch one, which means picking up 3 boxes of mines with a loaded weapon, 4 boxes with a 0 ammo weapon), while the Vehicular Mine is mostly for ground vehicles (but it's less powerfull than the air mine, and you need only 10 ammo to deploy one, but you're limited to ground only, and it won't deploy on walls).

For instance, the T-Missile from MultiMissile Launcher only locks onto redeemer missiles, SLV, RX and all the vehicles mentioned above.
I just didn't add support to the TCO one(s) (since I don't know which classes they're from) nor BlackCheetahs (don't know the classes, although I could easilly see them, but it's not worth it).
However, both weapons have a "machine sense" or "lock" list in the ini, so you can take out or add more stuff there that you consider vehicles or relevant machines (I added the translocator and cybots to those lists as well for instance).

NW3 is being developed already thinking in the "future", be regarding other mods, be regarding my own projects I want to finish (because the vehicles were started for a reason). So if anyone comes with a new vehicle pack, or if I suddently find an easy lightweight way to make my vehicles playable online, NW3 will be ready for all of them (or at least that's the intention).

[rev]rato.skt
29th November, 2010, 11:41 AM
Nice :)

Feralidragon
15th December, 2010, 08:56 PM
GOOD NEWS and BAD NEWS

Well, like the title says, I have bad and good news to give, so I will start with the bad ones:

BAD NEWS:

1 - It happens that it's now impossible for me to release this in December.
I really wanted to release this pack this month, since it would be the best time for almost everyone, however it's now impossible due to certain RL stuff (not "issues", but simply lack of time), and since now it doesn't matter anymore the exact month to release, it will be delayed 1 to 3 months, which means that the new public release time will be between January and March of next year.

2 - There's a weapon I won't do anymore: Cybot Order Giver (or something like that). The point of it was to give orders to cybots to make formations, however I thought a bit further on it and I realized it would completelly useless in-game, and complex to do (not the weapon, but the different formations, since it would need somewhat a more advanced AI and quite a strategical knowledge I currently don't have to make such AI [I suck at chess, nuff said lol]).


GOOD NEWS:

1 - The new cybots will be more complex, more intelligent and challenging, and will be visually much more superior (from the transformation to the actual "pawn" movement and animation, or at least should be lol);

2 - This put, I won't release a main version first and then a Bonus Pack later, instead I will release everything all together: remakes and new weapons announced (well, this might be good news or bad news depending on the perspective).

3 - Before the actual public release, I will potentially need to beta-test it first at a private server (mostly because of the NW3 core), which means I will need beta-testers later, which means that some people might be able to try them out before release. Depending on the number of willing beta-testers, I might have to make a selection, or not even do the whole beta-testing alltogether, we will see.

4 - During the beta-testing time (perhaps 1 or 2 weeks before the actual release), I will try to pull out a simple map for the nukes, not just an empty big room, but I will try to pull a nice looking outdoor map for all kinds of gametypes, but I won't promisse anything.

5 - Although I didn't plan to show further updates, as I had to delay the release, I will post some screens or sneaky pics times to times, since all there's left is the cybot launcher, the nukes, some core features, and the BP content (a melee weapon, one or another utility and the ion nuke), so people don't think this mod is inactive or something (otherwise when it gets released people would have already forgot about it like I saw in other people's mods), when is actually quite active in its development. And talking about it, this is the new Cybot Launcher:
http://lh4.ggpht.com/_GDEav4wPgTM/TQh8HlppJoI/AAAAAAAAAgA/Yusu46YRE-E/CybotLauncherPreview.png


This is all I have to say for now, I hope you all understand (I don't like it this way either, but it has to be this way so the pack fullfills everyone's minimal expectations).

Pileyrei
30th December, 2010, 12:16 PM
No worrie dude, its ready when its ready!

W!zArd
1st March, 2011, 08:15 AM
the new public release time will be between January and March of next year.


out yet?

Feralidragon
1st March, 2011, 04:08 PM
out yet?

Unfortunatelly, no... :\
I am finishing the Cybot Launcher (took me 2 months... most complex weapon for a reason...), here's small pic set about the cybot android:
https://lh6.googleusercontent.com/_GDEav4wPgTM/TUK2pCo_pfI/AAAAAAAAAgk/bUAgMzjkWuA/CybotEgg.pnghttps://lh3.googleusercontent.com/_GDEav4wPgTM/TUK2pAPE1PI/AAAAAAAAAgo/_zIUyqFNbRc/CybotRun.pnghttps://lh3.googleusercontent.com/_GDEav4wPgTM/TUK2ptz-MnI/AAAAAAAAAgs/kJvLjaS0JUA/CybotWait.png

I will update this topic (as other topics) hopefully within this week giving the full cybots screenshots and more details about the status of this pack, but trust me, its development is very active, it just happens that these last 2 months were fully dedicated to this weapon in particular for a couple of reasons I will specify later on that post).

But in resume, don't expect it this month, March is the month for fixing and enhancing what's already done, as to do the nuclear weapons (I really hate to keep delaying this myself...).

Feralidragon
5th March, 2011, 11:14 PM
DEVELOPMENT UPDATE (05-Mar-2011) - Cybot Launcher Finished

If anyone wondered if this pack was still under development, read below (screenshots below as well):

138 classes, more than 100 texture files, 73 new 3D models and 2 months of development later, the Cybot Launcher is finally ready (finished it today).
Like I said previouslly, this was the most complex part of the NW3 pack and it would take time to finish, specially since I never did AI or Pawn animations (ended up to find further engine bugs on the way too regarding pawns), never the development of a single weapon took me this much time, but personally I am quite glad I could at least finish it the way I somewhat intended to, plus the most difficult thing in the pack was achieved, so now the rest is "relativelly easy" to make.

Although it was quite difficult to make, it's very easy to use and quite fun as well. It's a weapon classified as "Super Weapon", which means Redeemer's class, plus they are able to battle eachothers and are fully optimized for team games (2 to 4 teams), specially visually.
It can carry up to 15 ammo, however you get only 5 ammo at pickup (so basically you would need to get 3 launchers to get 15 ammo).

The cybots will fight and can get killed, and they are (F and G stand for "Follower" and "Guardian" respectivelly):

#1 - Sentinel - Stationary cybot, attacks incoming enemies with its blaster (1 ammo needed);
#2 - Dual Sentinel - An advanced version of the Sentinel: it holds 2 blasters so it attacks 2x faster (2 ammo needed);
#3 - Android F - A cybot which can walk, run, jump, cut heads off while jumping, as also a blaster, dodges incoming projectiles (when possible), etc... and follows you around (3 ammo needed);
#4 - Android G - Same as Android F, but this one doesn't follow you around, it stays at the place you deployed until it spots an enemy (3 ammo needed);
#5 - Heli F - Flies around following you and attacking enemies with a dual blaster, and dodges incoming projectiles, however it doesn't fire a while doing so (5 ammo needed);
#6 - Heli G - Same as Heli F, but doesn't follow you, it stays where it was deployed (it still moves around though) (5 ammo needed);
#7 - Drone F - It's a flying cybot with much more freedom than Heli, faster, it makes much less noise and it's harder to hit, and at times it fires up to 3 sequences of 7 following projectiles to hit different enemies at range, can fire while dodging, and follows you around (8 ammo needed);
#8 - Drone G - Same as Drone F, but doesn't follow you, it stays where it was deployed (it still moves around though) (8 ammo needed);
#9 - Kamikaze - It's a suicidal exploding cybot: it charges up for about 3 seconds (making the center light bigger and brighter), and makes a huge explosion, covering an area slightly bigger than the Redeemer (8 ammo needed);
#10 - F-Field - Also known as Force Field, it simply won't let any projectile pass through it's boundaries, friend or foe, although anyone is able to fire projectiles from the inside. From each time it receives damage through the field, it gets smaller, however this is the only cybot which can regenerate and grow big again to its initial state. There's a an option in the ini to also kill enemy pawns attempting to physically invade the field, but it's false by default (8 ammo needed);
#11 - Vortex - By far the best cybot you will want to get your hand on: it creates a quantum vortex and pulls everything at its reach (except projectiles). It frequently discharges some energy to the ground breaking it and atracting further matter into it (12 ammo needed).


------------------------------------------------------------
Some Notes:

Also, as you might imagine, the release time of NW3 will be again delayed (I never thought to take this much time, even thought I somewhat knew a long was needed for this weapon in particular), but this time I won't stablish a time, instead I will say what's still left to be done to release the pack:
- Some addons and fixes to the core and some already finished weapons;
- The nukes (about 5 of them, including the new Megaton and UltimaProtos, been saving some core visual features exclusivelly for these 2);
- A simple melee weapon;
- A few "utilities" (2 or 3, easy stuff)
- A few mutators
- Some new pickups to replace the standard ones

So as you see, the release gets closer and closer, and the development is not stopped, and there isn't that much to be done.




------------------------------------------------------------
SCREENSHOTS:

http://lh5.googleusercontent.com/_GDEav4wPgTM/TXKbiB-mKuI/AAAAAAAAAhM/i6KzKLqXWzc/CybotLShot.pnghttp://lh4.googleusercontent.com/_GDEav4wPgTM/TXKbiDudLkI/AAAAAAAAAhQ/s7gK5LyXbe0/CybotRunRed.png
http://lh5.googleusercontent.com/_GDEav4wPgTM/TXKbjHZuxAI/AAAAAAAAAhc/jAy9skyfKmU/s800/CybotsListing.png
http://lh6.googleusercontent.com/_GDEav4wPgTM/TXKbi1KMGNI/AAAAAAAAAhY/b-1aBHHt64k/CybTeamColors.png
http://lh4.googleusercontent.com/_GDEav4wPgTM/TXKbiFcBOlI/AAAAAAAAAhU/_LVFnG62MG8/CybotExpl.pnghttp://lh6.googleusercontent.com/_GDEav4wPgTM/TXKbjK1Xk0I/AAAAAAAAAhg/Y2yv8XaFhfE/FFieldShot.png
http://lh6.googleusercontent.com/_GDEav4wPgTM/TXKbjZxylHI/AAAAAAAAAhk/TJ6CaAWww2c/InGameCybotLauncher.png
http://lh4.googleusercontent.com/_GDEav4wPgTM/TXKbjxVGdDI/AAAAAAAAAho/kKvCj8OktA8/KamikazeExpl.png
http://lh6.googleusercontent.com/_GDEav4wPgTM/TXKbjzS4NKI/AAAAAAAAAhs/-5dvomwsQAw/VortexShot.png

iloveut99
5th March, 2011, 11:47 PM
Looks awesome mate. I watched your preview video, and I though if super bolt rifle could also have a twin weapon like the combo instagib shock rifle. You know the same weapon with "balls". I though it would be interesting, maybe should also be added an anti spam balls function.

Meindratheal
6th March, 2011, 12:32 AM
Looks insanely brillant, can't wait for the release when it comes!

Feralidragon
7th March, 2011, 10:10 AM
Looks awesome mate. I watched your preview video, and I though if super bolt rifle could also have a twin weapon like the combo instagib shock rifle. You know the same weapon with "balls". I though it would be interesting, maybe should also be added an anti spam balls function.
Yeah, might be a good idea, although I am not seeing anyone switch their "shockrifles" with NW3 based "boltrifles" (most players don't like this sort of change, specially people aiming for ZP, something NW3 doesn't have nor won't have, although I have some ideas of my own in how to do such).

For now I won't modify the current super bolt, instead at release if someone wants such weapon I can do it afterwards (one of the NW3 advantages is being able to add more weapons after release if I want, without updating the entire thing, as the setup is "modular" this time and not "integrated", so admins just have to add or take out extra weapons from the main ini [there will be 3 inis for NW3 btw]).

poison ivy
19th March, 2011, 06:21 PM
How Do I Download People!

And I Don't Mean I Want To Download People Off The Internet!!

Feralidragon
21st March, 2011, 08:35 PM
I will be honest, that may be the strangest way I saw someone asking for the download link / release (I thought you were a bot, but an admin cleared that out for me).

Answering then your "question": there's no download link... yet. This pack is still under active development, and will stay that way for a while, and idk for sure when it's going to be ready (I only have a couple of hours to work on this per day since January).

Pileyrei
24th March, 2011, 10:55 AM
I will be honest, that may be the strangest way I saw someone asking for the download link / release (I thought you were a bot, but an admin cleared that out for me).

Answering then your "question": there's no download link... yet. This pack is still under active development, and will stay that way for a while, and idk for sure when it's going to be ready (I only have a couple of hours to work on this per day since January).


Take your time buddy. I'm sure everyone would want a working finished product rather than a rushed release with lots of bugs.

I'm looking forward to try the new weapons :)

back4more
11th April, 2011, 05:33 AM
was just thinking Feral-dragon some how need to get this out to gamers.. moddb as well if not already there.

try and stir up a bit of interest.. I may even link your site to some of the servers maybe other game admins will do the same.

anyway mate can't wait for this to be released.

Feralidragon
11th April, 2011, 06:17 PM
This topic already exists in many UT websites/forums, including moddb. :)

I even created a Facebook page (type "nali weapons 3 facebook" on google, it should be the first result), which has 65 likes so far.

And there's also my own blog/website which has some updates regarding this, sometimes google shows "nali weapons 3" as sugestion while you type "nali ", so I guess is enough spreaded. :)

Pileyrei
8th May, 2011, 03:48 PM
Hi Ferailidragon

Sent you a PM :)

Any updates on a possible release date?
I've been playin around with NaliWeaponsIIX - great fun!

cant wait to see III

Piley

Feralidragon
8th May, 2011, 09:40 PM
About a release date, unfortunatelly I can't still give one.

All I can say is that I am doing the nuclear weapons now, from which I already finished the new big mushroom like nuke (level 4), and it sure doesn't look anything like the previous one, it's much more realistic in all aspects, specially effects and shockwave, and it was quite difficult to make specially effects wise and I lost too much time "playing" with it lately, delaying the progress further :\ ...

Either ways, I started today working in the level 5 nuke (the ultimaprotos nuke effect, not the weapon itself yet), which is also difficult since it has very very specfic effects and it needs to look much more powerfull (should be the most impressive explosion of the pack, so this one will be very difficult).

Soon I will make another development update showing the new Nuclear Launcher and 1 nuclear effect, I won't show the UltimaProtos one until release (I don't want to spoil the entire thing).

I could post the nuke which is ready, but I prefer to make updates which say "this is done, moving to next set of weapons/features".

SC]-[LO]\[G_{HoF}
9th May, 2011, 05:55 AM
Keep in mind you can now add attachment files to the HoF forum so when you release your mod you can upload it in your post. I might have to adjust the maximum file size but no worries.

Killerbee
9th May, 2011, 10:28 AM
we have patience other sides, very curious to the development update of the nuke's :)

Pileyrei
23rd May, 2011, 11:07 AM
I've put NaliWeaponsIIX on one of servers that has the map Redeemer Sniper Heaven on repeat. It's a good size to map to drop megaton's and fire ultimaprotos's. I do get the odd complaint that no one can see anything when the nukes go off and that it's too spamy (and a large download) but all in all I'd say it's good fun :)

Really looking forward to number III :)

Feralidragon
23rd May, 2011, 12:54 PM
Well, in NW3 there won't be that need to make a large download to use only the nukes (seperate package for each weapon). I know how annoying it can be to download an entire pack just to use one or another weapon.

About no one being able to see anything and being spammy when goes off, I wonder what they expected from an actual "nuclear explosion". Those weapons aren't to be used like Redeemers, they should be used once in a while as much stronger weapons, but when used they should bring hell to the map, otherwise it wouldn't be a nuke.
They must understand that a Redeemer is a small butterfly, while those nukes aren't butterflies, they attempt to bring what really means "nuclear explosion".

If they complain already about those, I wonder what they will say about this one:
http://i330.photobucket.com/albums/l401/Feralidragon/Nali%20Weapons%20III%20WIP/UltimaOhShit.png

Pileyrei
23rd May, 2011, 01:21 PM
LOL ^^

I love the nuclear wind effect after a megaton.......its ghostly :)

As for your screenshot.....you are torturing me!!!!!

:)

Feralidragon
11th June, 2011, 02:24 AM
Basically put, I made a second NW3 preview as requested by some people, where I show the Graviton, the cybots and even 2 nuclear explosions (Level 4 [=Megaton], and a very small bit of Level 5 [=UltimaProtos] at the end of the video):

http://www.youtube.com/watch?v=75H1kzKC7lY

https://lh4.googleusercontent.com/-8JIIca5_Qv4/TfKvfe441YI/AAAAAAAAAjA/ziuS01Tse5c/NuclearLauncherShot.png

Pileyrei
16th June, 2011, 08:44 AM
OH........MY.............GOD!

You have to stop teasing us like this :(

Your movie making skills are excellent, love that tease at the end, it has to be the ultimaprotos!

When will these be installed on a server for us muppets to test out?

Great job, you rock!

back4more
16th June, 2011, 11:15 AM
just thinking about the spam thing ... perhaps have a timed delay between being able to drop an A-Bomb (whatever its called lol) would help

so players can;t collect 3-4 of these nasties and fire em off in succession 1,2,3 BOOM,BOOM,BOOM...

whens the eta for this pack Ferali? looking good mate.
:thumbup:

Feralidragon
17th June, 2011, 01:51 PM
just thinking about the spam thing ... perhaps have a timed delay between being able to drop an A-Bomb (whatever its called lol) would help

so players can;t collect 3-4 of these nasties and fire em off in succession 1,2,3 BOOM,BOOM,BOOM...
Well, about that, the same could be said about the Redeemer, but it works gameplay wise. Only some maps will have these, and it won't be all of them at the same time, so at max you will have someone launching a nuke each 2 minutes or so, and different ones (you should see level 1 and level 2 nukes, they're much weaker, but still more effective than a Redeemer and less prone to spam actually).


whens the eta for this pack Ferali? looking good mate.
:thumbup:
Well, timings, timings... I can't really say. I was thinking in late August, but I can't guarantee it.
Basically I still have 7 weapons to build, from which 3 I have to do only the weapons themselves to do as the effects are already done (which make them way faster to finish), and only 1 of them is a bit more complicated (is the Ionizer, another level 4 nuker), and 3 are quite basic (melee, spawner and perhaps a custom translocator with a couple of features, just to complete the pack UT replacements wise), new pickups to do, mutators, lots of new gameplay elements, fixes and more features to implement, and even perhaps a new gametype (idk), so... it's really difficult to say when I have all this done, but the most complicated part of the pack is fully done, so it's all up relative the time I have now...

Pileyrei
17th June, 2011, 02:42 PM
{secret message which Fed won't see}

Anyone keen to lock him in a small room with pc and coffee and make him work a week in a row to finish it?

{/secret}

Tks for the the update Ferali :)

qwerty
17th June, 2011, 07:42 PM
sick sick sick cant wait

back4more
18th June, 2011, 05:23 AM
Awesome stuff mate , keep up the good work
:thumbup:

as a side note perhaps release weapons slowly?.. like the completed one's that you have already done ?.. maybe 1 a week or something. give admins/players a feel for them and get some feedback whilst completing the remaining one's?

just a thought

Good work mate.

Feralidragon
18th June, 2011, 09:18 AM
as a side note perhaps release weapons slowly?.. like the completed one's that you have already done ?.. maybe 1 a week or something. give admins/players a feel for them and get some feedback whilst completing the remaining one's?

I can't. The whole thing is modular now, meaning there's a central "core" where all the weapons rely on. Modifying this core means having to recompile all the weapon smaller packs with this package, specially when I modify structs.

And since right now the core is in constant change with new features and fixes (and even optimizations), that's simply impossible.
Once the pack is ready, I am going to ask beta-testers for it for internal testing, then on public release admins may try it and if they decide to host it, they host it, if not, it's their call.

----------------------------------------------------------------------

On another note:

DEVELOPMENT PAUSED UNTIL JULY

Well it happens that yesterday the screen started really really dying, it flickers and f*cks up at some times as I write this, making it impossible to develop anything.
Ironically, I only wanted it too last this month, since next month I had already planned to buy a new laptop and send this one to warranty anyway.

So, how much delay will have the release? Although there are 2 weeks left to the month end and me buying a new laptop to work on, this pause until July will delay the release in about 1 month or 1 month and half, this because I had planned to boost development during next week (2 days free plus 2 days of the weekend), so August is no longer the month I wanted to achieve, I will most likelly have something ready only by late September or early October, "if"...

All I asked was this screen to last 2 more weeks, and yet I got once again screwed by hardware...

SoNY_scarface
18th June, 2011, 09:31 AM
Everyone let's donate! I have an old CRT somewhere :p

Feralidragon
18th June, 2011, 10:52 AM
Thanks, but a CRT doesn't fit here, nor a LCD (I don't have much space where I have my laptop).
In 2 weeks everything should be fine anyway, I hope.

Also an update: http://www.ut99.org/viewtopic.php?f=34&t=2822&p=29924#p29924

I thank everyday the electronics knowledge I gathered some years ago, it really comes in handy to understand the problem and to get around it for some time.
Perhaps there might be a light at the end of the tunnel...

However, officially, NW3 is paused until July, but I will still try to do something anyway.

back4more
18th June, 2011, 11:51 AM
algood m8 , I also am very busy and tbh havent been playing much for some time now.

as they say... "Good things come to those who wait!" hehe

therefore i'll w8 lol.

:thumbup:

Pileyrei
18th June, 2011, 12:11 PM
Sorry to hear about your delays but thank you for the updates :)

I just watched the preview 2 video again and my heart is racing with excitement! You clearly have exceptional programming skills and it's brilliant that you choose to create mods like this! I'll definitely be hosting this on a server or two when it's released to us mortals!

Just some general comments and questions:

1. The freezer! WOW. Looks great.
2. The land mines that jump and explode when activated , just WOW!
3. Love the androids.
4. The Graviton!!! Unbelievable weapon! Is there a way to block graviton balls? In Nali Weps II if anyone fires a bunch at you it's lights out!
5.Sniper (IPR): Love it! Is there a way to disable it shooting through walls?
6. As for the nuclear weapons and that final teaser.........Flippin brilliant!

Piley

Feralidragon
18th June, 2011, 06:13 PM
Is there a way to block graviton balls? In Nali Weps II if anyone fires a bunch at you it's lights out!
Well, there's not a way to "block" it, you can dodge it. In NW2 this "vortex ball" was constantly pulling players and other things, but this time it only pulls when it hits something, and within a very limited range, so just dodge it (the projectile is slow anyway, so it's quite easy to dodge it).

There's also an option to activate "constant pulling" like in NW2, or simply disable it and use the beam only.

5.Sniper (IPR): Love it! Is there a way to disable it shooting through walls?
The IRPR will come with settings to enable/disable that feature.

Pileyrei
18th June, 2011, 06:33 PM
^^ thank you :)

back4more
20th June, 2011, 11:15 AM
just had a thought for a Defence mechanism, some kind of bubble like in Pheonix ;)

http://i16.photobucket.com/albums/b6/RS200_/118124215054.png

Feralidragon
22nd June, 2011, 04:44 PM
Defense mechanism? I already have something like that developed, check the cybots development update one page ago:
http://www.unrealadmin.org/forums/showthread.php?t=30115&page=2#post_message_160918

It's the Cybot F-Field (or Force Field).

Pileyrei
5th July, 2011, 08:59 AM
Did you get a new screen Feraildragon?
:)

Feralidragon
5th July, 2011, 10:51 AM
No, not yet.

I have enough money to buy the cheap laptop I have an eye on, but I cannot spend this money yet, I may have to wait until the end of the month since this money may be need for more basic things.

Therefore although I said NW3 would be paused until last weekend, it looks like it will be paused until the end of this month at max :(

Well, sh*t happens I guess, and players and admins have to wait a bit longer...

back4more
5th July, 2011, 11:54 AM
if on your website you add a small paypal button (donations) then Iam sure that several ppl would be more then willing to help you out.

I have pretty much left the game myself .. but am still interested in development of it and still care so2speak .. and knowing the amount of time and energy you put into this as well as your job and other projects.. I would be happy to inject a few funds to help you to get on your feet if/when I come into some descent cash.

generally I am a man of my word and Try (being the optimum word) to do what I can for others in 'all walks of life'

just an idea but yes setup a paypal account , add a button to your page and insert it into your sig's across forums and see how many ppl are able to assist in helping you so what you love doing ..

blowing stuff up - hehehe

:thumbup:

my Philosophy here is a simple one: "Turn your Hobby into your Job - And Play all day :S"

Feralidragon
5th July, 2011, 05:02 PM
Well, one of the few of my colleagues at work who know what I do for UT also advised me to create a donation system, however I said I wouldn't do it because of a quite simple reason (which he agreed when seeing this from the following angle):

- It happens that there are 3 types of donators:
1) The one that donates as a "thank you" or simple apreciation for a product you already released for free, and won't bother you with anything at all;
2) The one that donates to support a project and keep it going, this one expects to you at least finish the project;
3) The one who thinks that "donation" means the same thing as "paying for a service or product", and therefore thinks he/she should get some benefits of priviledges and will annoy you with fixes and feature requests and throw at your face that he/she "payed" for it (which is wrong, a "donation" isn't that).


So 1) are the best donators, 2) are also good donators, but still there's a small fluctuation in their attitude, and in 3) they're bad donators who will just threat you and throw stuff to your face if you don't do as they say.

No matter how good the intentions of some people are, truth is neither me nor you know which people are which, you only know this *after* they made the "donation", and although many are used and don't give a damn, in my case this sort of thing stresses me out as I don't like mixing money with other things, so I don't want any donations at all.

That said, receiving donations is a no-go to me, therefore when I have enough economic security to buy one of the cheapest laptop of the store just good enough to work with and last a long time, with my own earned money without having to worry about other basic expenses we all have in life, I will buy one, until then, well... I have to have some patience, and so does the community expecting this pack and any future mods from me.

Also, I cannot follow your philosophy: I cannot earn any money from this even if I wanted, and it's called "hobby" as is the exact opposite as a "job", so to turn this into a job I would have to be unbelievably good at this (which I am not, it will take years until I *perhaps* achieve that) and have some studies in this direction (which I don't have and how things are going I am not going to have anyway, so it's another no-go).

Either ways, thanks for the advice and offer, but I won't do that nor accept donations of any kind. :)

There's a similar reason why I am kinda a lone wolf in development (even in my job) and do everything in my mods alone and try to forge my skills alone in every field of game dev.

Pileyrei
18th July, 2011, 10:15 AM
Hi Feralidragon

A little off topic but while we wait for Nali Weapons III and I have a few questions about Nali Weapons II.

1. What do the green and yellow cybots do? I see the blue (HX) provides mega health and the red is a kamakaze!

2. Got NWII setup on a MH server and it lags very badly at times. Quite often the server crashes. Are there any configuration settings I can change to keep any lag to the minimum? I appreciate it could be the server at times.

Tks!
Piley

Feralidragon
18th July, 2011, 11:07 AM
1. I don't remember well myself, but I think the green ones provided ammo to all your weapons (except super weapons and nukes) and the yellow ones fired in all directions to all the visible monsters at the same time.
Both of them are gone in NW3 (they're useless compared to the ones I modified/added now).

2. The lag must come from the chargers and overlayers of the pack. Go to the NaliWeaponsII.ini and find and setup the following:

bWeaponChargers=False
bPickupChargers=False

And if it keeps lagging:
EnableCorpseOverlayers=False

About crashes, well, you're running an MH server, so I assume you have some spammy maps (monsters wise), so crashes are bound to happen in that kind of maps.

back4more
18th July, 2011, 11:36 AM
great reasons 'Over-seen' by myself and others Iam sure.

you are a very wise man :D

Keep up the good work

ps:don't get a POs Acer or compaq , what ever you do lmao.

Pileyrei
18th July, 2011, 03:30 PM
1. I don't remember well myself, but I think the green ones provided ammo to all your weapons (except super weapons and nukes) and the yellow ones fired in all directions to all the visible monsters at the same time.
Both of them are gone in NW3 (they're useless compared to the ones I modified/added now).

2. The lag must come from the chargers and overlayers of the pack. Go to the NaliWeaponsII.ini and find and setup the following:

bWeaponChargers=False
bPickupChargers=False

And if it keeps lagging:
EnableCorpseOverlayers=False

About crashes, well, you're running an MH server, so I assume you have some spammy maps (monsters wise), so crashes are bound to happen in that kind of maps.

MUCH better after those changes!!!!

Thanks very much :thumbup: :thumbup: :thumbup:

back4more
19th July, 2011, 01:47 AM
Nali Weapons 3 Preview 2 (with nuke): http://www.youtube.com/watch?v=75H1kzKC7lY

Man , you've been busy I love these mods :D

Pileyrei
8th August, 2011, 10:00 AM
Hi Feralidragon

I know it hasn't been a month since your last update but can't help asking if you were able to sort your monitor problems?

And if so, have you had any progress with NW3?

Thanks :)

Feralidragon
8th August, 2011, 11:59 AM
Today I had to send an email to the company which has the laptop for repair (it still had more 2 months of warranty or so, so I sent it to fix), since it should have arrived last week with the screen repaired (the legal max time to go and return repaired are 30 days, and which expired last week).

Waiting for their reply and still waiting for them to return to laptop so I can boost up development on this very soon again (either that, or if they can't, I have the right by law to request a new equivalent one with 2 years of warranty, but for now I am giving them a small margin as long they send it this week).

About progress, yes, I could do a small progress with it:
- The Megaton model is fully done and animated, it just needs code and the bundled utilities models (decoder and password device);
- Spent this last weekend (a small part of it) adding a new system to the NW3 weaponry, which will actually be used in the Megaton only so far, but may be usefull for other weapons and mods deriving from NW3 Core: using the 0-9 keys to actually press the number buttons instead, with full animation and online support (so atm you can see your hands moving to the right positions and pushing the right buttons), and is working exactly like I want atm.

Pileyrei
8th August, 2011, 02:00 PM
GREAT!

Thanks for sharing the informationa dn I hope your laptop is ready for you this week :)

Piley

back4more
9th August, 2011, 02:48 AM
I can assure everyone that he has been busy on this as I have caught him in the midst of development in the eraly hours of the morning on several occasions.


hehe

Good work bro .

looking forwards to it.

Feralidragon
23rd August, 2011, 11:31 PM
Just to let you guys know that I got my old laptop repaired (new screen) yesterday.

As for NW3 development, I am still in the Megaton (because of this laptop issue), but the Megaton is almost finished (doing the actual decoder device now, which should be fast).
So I will post some screenies:

Here I show that you can now use your 0-9 keys instead to setup time and password for this device, you see the actual hand moving quite naturally to each place and setup the device accordingly. Gave a bit of work to do (animation and coding wise), but I think it should be more realistic and usefull this way:
https://lh6.googleusercontent.com/-AzZPdixVH5w/TlQn-NiBpYI/AAAAAAAAAlw/gSiwCmr4vus/MegatonShot02.png

As for when you put the actual Megaton on the floor, it will open, arm and reveal itself:
https://lh3.googleusercontent.com/-j1NFm0frtBk/TlQn9c3ZMmI/AAAAAAAAAlw/-xyroXysG54/MegatonShot01.png

Pileyrei
24th August, 2011, 08:32 AM
Im DROOLING!!!

Thanks for update Feralidragon. Can't wait for the next update.

Piley

Killerbee
25th August, 2011, 04:04 PM
its good that ure "back" thnx for the update.

Feralidragon
25th September, 2011, 11:15 PM
New UltimaProtos (weapon, only skinned, with no fx and no animation whatsoever, therefore I still didn't make the charge up or any effect from the firing sequence, but is going to be a 5 seconds or so charge up with "several stages"):
https://lh3.googleusercontent.com/-oFd8Tztqq3M/Tn-Q6pcdMtI/AAAAAAAAAmI/snCL9md35xQ/UltimaP_Scaled.png

Pileyrei
26th September, 2011, 09:32 AM
Thanks for the update. Its been a month since I last bugged you so was going to ask if any news :)

Do you think this pack will be a Christmas present this year?

Feralidragon
26th September, 2011, 12:14 PM
Well, I want to release it this year, so in Christmas it should be already released (at least I am doing everything I can that is).

After UltimaProtos, there are only a couple weapons to do and finish: Satelite/Ionizer, Nuclear Station (still thinking in the proper name and if I should indeed do it, it could be a good weapon for Siege, for other gametypes idk), a melee, a custom translocator and a spawner.

The last 3 are the easiest, the first 2 not that easy though, but I want to make them lol

Pileyrei
26th September, 2011, 01:12 PM
Thanks!!!


Will bug you in a month for an update :)

Feralidragon
4th October, 2011, 02:51 PM
Well, some people wanted to see how it looks ingame with fx, so... although I won't show it "fully" with fx, here's *part* of the UltimaProtos firing sequence (by "part", I mean that sequence is still missing some ending fx, like lightnings coming out of it at a certain stage).
While "screens" aren't accurate to show, the weapon has some stuff rotating during the sequence at high speeds (like that rotor that becomes incandescent during the sequence).

https://lh4.googleusercontent.com/-mgChAWIVwHM/ToriJg-fYMI/AAAAAAAAAmc/WN8PJbeh3II/s640/UltimaSeq.png

Pileyrei
4th October, 2011, 05:56 PM
You do realise you are torturing us right? :firedevil

Looks great Feralidragon. Can't wait to try this awesome pack! :beerchug:

Feralidragon
12th October, 2011, 10:35 PM
And... now a better resolution screen with the lightnings I told about, and you won't see any further updates until I finish this and the next weapon in my list:
https://lh4.googleusercontent.com/-ZSO6qsBI3oY/TpYFkRaEg-I/AAAAAAAAAns/z-Jf0aukGDU/s912/UltimaFinalSeq.png

Pileyrei
15th October, 2011, 07:24 PM
WOW!

Look forward to...........................................................................................

the download link!!!!!!!!!!!!!!!!!

Feralidragon
16th October, 2011, 12:54 PM
I know that I said "last update until...", but after showing the sequence 2 times, I thought it would be better to show the actual projectile firing as well, and this is really the end of this updating spree, I promisse lol:
https://lh3.googleusercontent.com/-vwtdthio8eo/Tpq-GWBv6YI/AAAAAAAAAoE/as5mOzItYm8/s640/UltimaFire.png

Basically, you better not stand in the way of this projectile, otherwise you will be killed before the actual blast, due to the pressure it makes while travelling (being a massive amount of energy condensed in such small form), having leaks of energy as well (the lightnings).

Pileyrei
18th October, 2011, 09:18 AM
Its a not an update spree.....its a teasing spree!!!

Do not be shy to post a download link soon, we wont mind!

qwerty
18th October, 2011, 06:31 PM
Its a not an update spree.....its a teasing spree!!!

Do not be shy to post a download link soon, we wont mind!

:thumbup::thumbup::thumbup::thumbup:

Pileyrei
20th October, 2011, 04:19 PM
I think I'll wait until mid November before starting the "give us the download link" chant.......

Whose with me?

OrionHunter
20th October, 2011, 09:32 PM
A day before Christmas is a very, VERY good date to post the D/L link in my opinion. :D

Pileyrei
24th October, 2011, 02:11 PM
A day before Christmas is a very, VERY good date to post the D/L link in my opinion. :D

Yes, that would be nice.

However I think a MUCH earlier Christmas present would be nicer :P

Pileyrei
2nd November, 2011, 04:38 PM
Switched our MH server back to normal weapons after some requests so no more NWIIX for the moment. Will add NW3 to another dedicated server when it's ready.

Really looking forward to it!

Pileyrei
20th November, 2011, 09:51 AM
Just wanted to add that we've added a third Monster Hunt server with Nali weapons II installed. This server will have NW3 installed when the legend that is Feraildragon releases it!

Server name: MH3

85.236.100.43:7777

Pileyrei
28th November, 2011, 10:18 AM
Even though I recently PM'd Feralidragon it has been over a month since we last heard anything. So here's a cheeky post to see if we can tempt him to give us any updates :)

Feralidragon
28th November, 2011, 05:59 PM
I would already given an update about 2 weeks ago, it happens that the specific weapon I am doing now is taking longer than I have anticipated.

This weapon in specific is the Ionizer (more details about it will come later, but basically imagine a painter, which you use to deploy a station with a rocket with a satellite in it, then it takes off a bit "NASA style", then it releases the satellite up high in the sky, then you use the painter to point to a place for the satellite to nuke).
Perhaps until the end of this week or beginning of the next one I will give news about this weapon, what's remaining to do and a potential release time.

Pileyrei
29th November, 2011, 10:52 AM
Wow!

That weapon sounds amazing!

Have to give you credit Feraildragon, you always reply to posts :)

Thank you.

Feralidragon
5th December, 2011, 08:15 PM
UPDATE

Well, guys, I wanted to show you the Ionizer at its fullest, however given the circumstances I can only show WIP stuff so far, and I decided to only show the whole thing at release. The Ionizer is half done and I should finish it very soon. For the ones who are wondering, this is also a "nuclear weapon", so you can imagine what this is going to do.

I think a question that keeps being asked over and over and over.... is the release date, right? Well, I wanted to release it this month (seriously), however I can't. Once again the lack of time leads me to delay the release and I don't have any Christmas vacations this year :\
BUT, here's the good news: once the Ionizer gets finished, the rest of the stuff is quite easy and fast to do by comparision, so I do not promise anything, but I will try to release it by: January or February.

Having that said, ModDB started the MOTY 2011 edition (Mod Of The Year), and I never asked this ever, but I would like to try it out this year just out of curiosity. Therefore, I would invite you guys to vote in NW3 there:
http://www.moddb.com/mods/nali-weapons-3
(voting does not require any registering, just scroll down and click the vote button)
and perhaps even vote in some great UT stuff there (like Food Fight, UT SDK, and a few others). However, if you would rather wait for the release first and perhaps vote next year or so if the mod is worth it, I totally understand, and I thank you anyway for the interest so far in this mod even after so much time after it has been announced.

And now, the Ionizer itself:
https://lh3.googleusercontent.com/-oGXt1lKefxs/Tt0Irmcf1RI/AAAAAAAAAp4/lqzAxZwfy3Q/s826/IonizerPainterShot.png
https://lh5.googleusercontent.com/-J0GK7ezStp8/Tt0ItA1Lz-I/AAAAAAAAAqU/CFbjs-sIIbo/s640/IonizerSizePlace.png
https://lh4.googleusercontent.com/-fskSsyAJF3w/Tt0Iq9GPUqI/AAAAAAAAApw/1qTv7a03A1A/s400/IonizerDenied.png
https://lh6.googleusercontent.com/-7E7pjPgaAHY/Tt0IrDhkc5I/AAAAAAAAAp8/_O2FXglzUnU/s640/IonizerCountdown.png
https://lh6.googleusercontent.com/-areYP2Gdyt0/Tt0IrdJ3HeI/AAAAAAAAAp0/3KFgoaSDmN4/s800/IonizerLaunch.png
https://lh6.googleusercontent.com/-4i8wfYc3J4k/Tt0IsjuqT4I/AAAAAAAAAqQ/roM4JS2L0Nw/s771/IonizerSatDeploy.png
https://lh3.googleusercontent.com/-kxDFsIYDt6Q/Tt0ItZJo80I/AAAAAAAAAqY/H-rv_o8dU7c/s508/IonizerSatellite.png

Pileyrei
6th December, 2011, 10:38 AM
Fantatstic update - thank you!

I don't need any convincing to wait to vote on it - I will vote for it now Feralidragon.

edit - voted!

Feralidragon
17th January, 2012, 12:24 AM
Yet another update...
The Ionizer charging and nuclear blast: it starts as a small purple beam, then it cracks the floor around, then the pieces start to levitate around the beam as it starts to leak energy (ion lightnings), then BOOM, an ion shockwave emerges and a small "plasma" ball stays there as a result of the ionization of the energetic center, while the cloud around keeps having some ion based lightnings due to static energy.

Also, I take this update to say that the 2 remaining weapons already have names:
- Melee: The Executioner
- Translocator: E.T.D. (Enhanced Translocation Device)
As for what exactly they do, I will say later in the next update. Thanks everyone who sent me ideas to help me figuring out new names.
They're also the 2 last weapons I have to do for the pack.

As for the "Builder" one, CANCELLED, for now.
It will be released later with a whole new gametype using the NW3 "technology"(aka visual and flexibility features), based on the already known and popular custom gametype Siege.

It will be pretty much my own Siege version but made from scratch (new buildings, different visuals, newbie friendly and with its own team balancer), but not far from the original thing (NOTE: the objective of this new Siege is not to replace any current one, but rather give a totally new experience but keeping the "magic" behind the current Siege. WildCard is currently developing a new version of Siege and that's the one that should replace any previous version instead, I don't want to step in anyone's toes with this one).
The Builder will also come with a lot more of possibilities that will make it usable in nearly every gametype for different purposes.
I will give more details about this later after the NW3 release and after another 1-2 months UT project I will have in hands.

So, as any other update, screenshots:
https://lh3.googleusercontent.com/-_F46ybv44DM/TxS3_KcadkI/AAAAAAAAArQ/3EDAuqj_i2g/s640/IonSatSeq.png
https://lh5.googleusercontent.com/-PqQS0n96y7Q/TxS3_eMrIuI/AAAAAAAAArQ/3QjQ5ZHIKfE/s640/IonStart.png
https://lh5.googleusercontent.com/-pztHTtXyt3Y/TxS3_VJn1zI/AAAAAAAAArQ/5GztPRZYgE0/s2048/IonSequence.png

admin
17th January, 2012, 12:49 AM
I do not know if I will not blow up my PC and my house with that thing http://unrealtournament.99.free.fr/forum/images/smilies/marteau.gif

Pileyrei
17th January, 2012, 08:13 AM
Thanks Feralidragon - you are one very talented person.

Cant wait for this pack!

Killerbee
19th January, 2012, 01:09 PM
keep going awsome......

back4more
21st January, 2012, 07:54 PM
mate that satelite weapon looks even more amazing then when you showed me the beginning stages of it , great job.

Pileyrei
8th February, 2012, 03:29 PM
http://www.emofaces.com/en/emoticons/f/fingers-crossed-emoticon.gif

Feralidragon
10th February, 2012, 12:22 PM
This mod is just a few weeks away from being released (around 3 to 5 weeks, I don't want to take any longer than that specially since I have other UT projects on hold and waiting to move on once and for all).

Very very soon I will post a last development update (on the 2 last weapons), some info in what's really left to do and potentially a release date, then a couple more weeks later the actual release.

Pileyrei
10th February, 2012, 03:06 PM
Oh wow, great to know!

Really looking forward to replacing our NWII server with these.

Hermskii
10th February, 2012, 03:39 PM
I know I don't need to remind you but please make sure to post about this when you release it at my place. LOL. I bet 10 people will call me about it before I even look at my forum that day. I'm looking forward to this release Feralidragon. Hang in there and get it done!

Pileyrei
17th February, 2012, 08:43 AM
Just a question about the NW3 file size, NWII is around 40MB.
How big will NW3 be?

Thanks!

back4more
17th February, 2012, 10:29 AM
just guessing , about 964,732,321.2 GB hehehe

Feralidragon
18th February, 2012, 01:15 PM
Yeah.... filesize.... well, I won't lie to you, is bigger:

NW2: 40Mb (compressed), 80Mb (uncompressed)

NW3: ~65/70Mb (compressed), ~140/145Mb (uncompressed)

However, there's a big fundamental difference between both of them:
NW2: Is a single huge file;
NW3: Is separated in 1 weapon/smaller package + core + 2~3 other misc packages. And the core: ~5Mb (compressed for redirect; uncompressed~=15Mb), while the other packages have between 1Mb to 6Mb compressed (the cybot launcher is one of the biggest, the boltrifle one of the smallest), uncompressed they're about 2Mb~12Mb each, so basically new players joining the server won't see a single huge 70Mb file, but several 1Mb~6Mb files instead (which will most likely make them stay if they have a reasonable connection).

Pileyrei
18th February, 2012, 06:47 PM
Thanks for info Feraildragon.

The count down has begun!

back4more
19th February, 2012, 06:21 AM
Yeah.... filesize.... well, I won't lie to you, is bigger:

NW2: 40Mb (compressed), 80Mb (uncompressed)

NW3: ~65/70Mb (compressed), ~140/145Mb (uncompressed)

....

^ Maybe we can do the UMOD thing with this for users?.. so like on Website clan/Private other.. have a umod download for players.

get alot of ppl asking myself with heavily modded server if they can just download the files and extract themselves.. manually .. but I may look at doing some kind of umod package for them with all files to save them time at some stage myself. 80mb aint that big a deal these days tbh.

Great stuff..

We still on the same deadline Ferali?

for release I mean?

pps: you know I'll hassle you on GM lmao.

Jokes.

Hermskii
19th February, 2012, 02:09 PM
Yeah, for all this thing will be able to do 80mb is nothing as far as size goes. It might take a little bit to push through a high speed redirect... I also feel that umods rule and would love to see it packaged that way too as an option.

Pileyrei
20th February, 2012, 09:30 AM
A UMOD versiuon of NW3 would be awesome!

Pileyrei
23rd February, 2012, 01:21 PM
While we are waiting for this awesome release I'd like to ask people how they plan to use/configure NW3.

Multiplay currently have a MonsterHunt Nali Weapons IIx server. It's reasonably popular although many players complain its too easy to finish maps. I wonder if "NW3 MH maps" could be made - insane powerful monsters?

What other game types do you plan to use NW3 on?

For example, CTF-Face - I cant see the sniper rifle that shoots through walls working out very well although I think Feraildragon said you could turn it off.

DM with NW3? Depending on what weapons you use the fights could be over in one or two shots :eek:

What will you be doing with NW3 when its released? :D

Piley

Hermskii
23rd February, 2012, 02:01 PM
That is a really good question and you brought up some great points too. I think most will have to wait till they have the mod in hand, installed and played with the mod for a while before they'll be enlightened as to what they think it will work well with.

Hopefully everything will be very customizable thus allowing the the same weapon to be used in big maps and little too.

Pileyrei
24th February, 2012, 11:14 AM
Oh Im sure it will be highly customizable, just curious what plans server admins have for it :)

ps: from the last update I calculate 1-3 weeks to go! :)

back4more
5th March, 2012, 09:38 PM
While we are waiting for this awesome release I'd like to ask people how they plan to use/configure NW3.

Multiplay currently have a MonsterHunt Nali Weapons IIx server. It's reasonably popular although many players complain its too easy to finish maps. I wonder if "NW3 MH maps" could be made - insane powerful monsters?

What other game types do you plan to use NW3 on?

For example, CTF-Face - I cant see the sniper rifle that shoots through walls working out very well although I think Feraildragon said you could turn it off.

DM with NW3? Depending on what weapons you use the fights could be over in one or two shots :eek:

What will you be doing with NW3 when its released? :D

Piley

I think if someone spent the time and went through a number of maps and used medtoggle to load certain weps from the pack then it would be pretty awesome.

Pileyrei
6th March, 2012, 03:05 PM
^^ Sounds good :)

I calculate 2 weeks maximum left to go.

:D

Pileyrei
11th March, 2012, 06:42 PM
....and following on from the great Feraildragon's release date estimation(3-5 weeks as of the 10th Feb).....I calculate 5 days maximum to go.

Sing it people >>>>> http://www.youtube.com/watch?v=TcJ-wNmazHQ

Feralidragon
12th March, 2012, 11:59 AM
Sorry Pileyrei, but it will take longer to finish.

A bunch of stuff happened in the meanwhile which made me to delay the release... once again :neutral: (man I wish I was still in school, I miss those days of loads of free time...)

The good news is that I am finishing the very last weapon of the pack, and I will make a very last update development soon (before actual release some weeks later).

And after I finish the last weapon, there's still a few lesser things to do: recheck the code (there are some further optimizations I want to make for better server performance), fix some stuff (I have a list of bugs to fix and features to implement, some of them by request of some people), change/enhance some effects (weapons, nukes, etc), some new pickups (new udamage, invisibility, armor, etc) and at the end of all this, beta-test it, create documentation (for both players and devs) and create the release trailer and several versions of the actual package (demo package (for players with slower connections who just want to try it out in a hurry first before download around 70Mb of the full thing, with just 2 or 3 weapons and perhaps one of the nukes), full package, and zip, umod and auto-extractable versions).

Pileyrei
12th March, 2012, 12:19 PM
Hi Feralidragon

Ah no worries - we all know how real life can take time away.
Makes sense to release it when its right, not right now!

We'll keep an eye on the forums and thanks for letting us know.

Piley

Pileyrei
23rd March, 2012, 09:18 AM
While we wait....

In NW2 I noticed some guns can have three relics attached - eg: amp, fast and infinity. How does that work and is it only for some guns?

Feralidragon
23rd March, 2012, 07:42 PM
In MH mode, when you pickup a weapon it randomizes a "relic" to be used with that weapon.
Most of these relics can be changed and picked up around in maps.

However, there's 1 special kind of relic that you can never pickup, you can only obtain it in that random relic selection on weapon pickup, but there's a low probability of getting it in the picked up weapon.

This relic is called "The One", and it makes your weapon able to hold 3 relics at the same time (although you have to pick those 3 ones by yourself around the map).
There's another limitation: you can never change the picked up relics, so once you fill it up, it will stay with the same 3 relics no matter what you do (until you either drop the weapon or get killed).

All the weapons (except super weapons and nukes) can have it, but the probability of actually getting one is low, therefore you get one with a bit of luck.

Personally, once I got that relic, damage+fast+infinity was my favorite combo lol

Pileyrei
24th March, 2012, 07:57 AM
In MH mode, when you pickup a weapon it randomizes a "relic" to be used with that weapon.
Most of these relics can be changed and picked up around in maps.

However, there's 1 special kind of relic that you can never pickup, you can only obtain it in that random relic selection on weapon pickup, but there's a low probability of getting it in the picked up weapon.

This relic is called "The One", and it makes your weapon able to hold 3 relics at the same time (although you have to pick those 3 ones by yourself around the map).
There's another limitation: you can never change the picked up relics, so once you fill it up, it will stay with the same 3 relics no matter what you do (until you either drop the weapon or get killed).

All the weapons (except super weapons and nukes) can have it, but the probability of actually getting one is low, therefore you get one with a bit of luck.

Personally, once I got that relic, damage+fast+infinity was my favorite combo lol

Excellent!

Thanks for the explanation :thumbup:

I'm running out of NW2 questions so bring on NW3!! :D

Feralidragon
10th April, 2012, 03:17 AM
FINAL DEVELOPMENT UPDATE (10-April-2012)

Well, ladies and gentlemen, this is the last development update before actual release of this mod. All weapons are done, however some work is still left to do to truly complete the mod: some changes, enhancements and fixes, some features, optimizations, addons, support for future projects of mine, menus to tweak the settings, documentation (yes, I will make a full extensive doc on all you need to know, either you're an admin or player, dev docs may come later if there's any interest which I kinda doubt, so I won't do those for now, but I will let the code open like I always do, so...), and then a small private beta-testing to ensure everything is fine and then release.

And as tradition demands, a development update comes always with new things to look at, in this case the two last weapons from this pack: the Executioner and Razored Translocator, as you can see below.
One of the totally new things introduced with both weapons is the appearance of actual blood in the blades of each weapon. Not only "red blood", but 5 possible colors as mercenaries have green blood for instance. Each weapon has a command that can be used to clean the blood from them if you wish: CleanBlades (Executioner) and CleanRazor (R.T.).

The Executioner
This is the melee weapon of the pack, it comes with 4 configurable different firemodes, from which you can choose 2: single, double, single+double mix and charged attack.
With charged attack you have pretty much the same destructive and impact effect from impact hammer, which means instant killing upon charging and "charged jumps".

https://lh6.googleusercontent.com/-_V6iEDuSMNw/T4OG1R494iI/AAAAAAAAAs8/3xVncb73J4c/s1080/TheExecutionerShot.png

https://lh4.googleusercontent.com/-ePHDs1XXTIU/T4OGyy25fAI/AAAAAAAAAs8/zNPrF-25RP4/s1080/TheExecBlood.pnghttps://lh6.googleusercontent.com/-_2ysoclGtsY/T4OG007LJsI/AAAAAAAAAs8/J4eWLY52iiI/s1080/TheExecCharge.png

https://lh4.googleusercontent.com/-U-n-rLnmoZE/T4OG0S_DTGI/AAAAAAAAAs8/sQt9q9ouv-o/s1080/TheExecMoreBlood.png


Razored Translocator (R.T.)
The R.T. is a special kind of translocator that has 2 possible device modes: a regular one and one with blades.
The regular one will work pretty much like the standard one physics-wise, however once you activate the blades it will behave a like a Ripper blade, but hitting walls endlessly.
When you activate the blades, you can cut down enemies (several at once since it passes through their flesh) and translocate to great distances, however it brings the disadvantage of being bigger (so it cannot pass through narrow spaces), the travel is a bit more turbulent, it's slower to relaunch, and since it never stops you can never really rely on its position, and if you do monitor it, with the action UT has you may as well get fragged while you wait and look intently to the trajectory of this device.
But if however you don't like one of the modes, you can disable either one, as configure lots of settings, such as: fx, sounds, speed, etc.

There are 2 new fx you can choose from (actually 4, but 2 of them are: no fx and standard teleport fx from UT):
* glowing team-colored particles: these leave a glowing decay in both points that quickly fades away like dust;
* dark particles: basically the dark version of the one above (better for dark places to not be noticed).

https://lh6.googleusercontent.com/-HlNEbTwaduU/T4OGw7BbldI/AAAAAAAAAs8/CvaWxSsgC9o/s1080/RTShot.png
https://lh6.googleusercontent.com/-YaMAw43ij5c/T4OGv7sT_fI/AAAAAAAAAs8/kcuvS1naovQ/s1080/RTDevice.png

https://lh6.googleusercontent.com/-PDrFQuOOAFE/T4OG1eNRTUI/AAAAAAAAAs8/2gkK_LNkHdA/s1080/RTTeleFX.pnghttps://lh3.googleusercontent.com/-7COZPQmAkrs/T4OGxokN2HI/AAAAAAAAAs8/VyPynqyFpjU/s1080/RTTeleDarkFX.png

https://lh3.googleusercontent.com/-_s3RRjRHhmk/T4OGwQVanVI/AAAAAAAAAs8/UBgnGURO3_s/s1080/RTModes.pnghttps://lh3.googleusercontent.com/-WajKs38DqyY/T4OGwAjnogI/AAAAAAAAAs8/GxipCLFfEFM/s1080/RTBlood.png


Well, I won't announce a final release date just yet because bad delaying-kind stuff happens whenever I set a date, but I would say that the progress is pretty much at 95% now, so all I ask you to wait a little bit longer as it's almost ready.

Thanks for your support so far

Pileyrei
10th April, 2012, 11:23 AM
I think I'm going to have at attaned a NW3 course so I can fully understand everything :)

Great update and thank you for sharing.

BestofSiege
27th April, 2012, 08:06 AM
Looks like nice work!

Pileyrei
27th April, 2012, 05:39 PM
and now we wait for the release