The Unreal Admins Page - Forums

The Unreal Admins Page - Forums (https://unrealadmin.org/forums/index.php)
-   UT (https://unrealadmin.org/forums/forumdisplay.php?f=164)
-   -   Nali Weapons 3 - Release (https://unrealadmin.org/forums/showthread.php?t=31080)

Feralidragon 3rd November, 2012 05:01 PM

Nali Weapons 3 - Release
 

Here it is, Nali Weapons 3 is finally released:
ZIP version: http://www.moddb.com/mods/nali-weapo...nt-zip-version
(or http://www.mediafire.com/?ww2vzoxfy5cyg0v )
UMOD version: http://www.moddb.com/mods/nali-weapo...t-umod-version
(or http://www.mediafire.com/?7qd84n6gb9ng0x5 )

Also, if you own a server or want to host one for these weapons, there redirect files can be found here:
http://www.moddb.com/mods/nali-weapo...t-servers-only
(or http://www.mediafire.com/?yxy174imtali49n )

Nuclear testing maps: http://www.moddb.com/mods/nali-weapo...lear-test-maps
(or http://www.mediafire.com/?bdgei2ck5gi22pj )

I also made a "short" 6min video showing a glimpse on all available weapons and nukes (it's suggested to play it in HD):
http://www.youtube.com/watch?v=t8LFpo0gDkU

I hope you enjoy it :)

Killerbee 4th November, 2012 12:39 AM

Never seen such good package. congrats Feralidragon!

SC]-[LO]\[G_{HoF} 4th November, 2012 01:23 AM

I have to agree. Most excellent work.

medor 4th November, 2012 08:15 AM

:thumbup:

In sniper CTF FeignDeath not work for drop the flag .... is it configurable ?

maggi 4th November, 2012 09:33 AM

Nice work thank you, i set up a server with your weapons



i think i must spend a time to understand all configurable things in the ini, for example i cant stop telefrag.

Feralidragon 5th November, 2012 01:10 PM

Quote:

Originally Posted by admin (Post 166433)
In sniper CTF FeignDeath not work for drop the flag .... is it configurable ?

What do you mean? This mod doesn't affect feigndeath nor the flag drops at all...

Quote:

Originally Posted by maggi (Post 166434)
i think i must spend a time to understand all configurable things in the ini, for example i cant stop telefrag.

I am doing a document with all these things cleared up for both server admins and developers.

In the meanwhile, if I understood correctly, you want to disable telefragging from the razored translocator?
If that's so, that setting is in the Mod menu > Nali Weapons 3 Gameplay Settings > Weapons > R.T. (settings) > then look for the telefrag checkboxes.

Or you can go directly to the NWeaponsCfg.ini, in the [NWRTV3.RT] and find these settings:
enableNormalTelefrag=True
enableRazorTelefrag=True
And turn them to false.

medor 5th November, 2012 03:39 PM

Quote:

Originally Posted by Feralidragon (Post 166441)
What do you mean? This mod doesn't affect feigndeath nor the flag drops at all...

Bad bind F=
it's my fault :redface:

qwerty 5th November, 2012 04:26 PM

congrats! building a ctf server with this :)

Nando 5th November, 2012 10:57 PM

Congrats Ferali!, ficou muito bom!, parabéns!

The_Cowboy 6th November, 2012 01:01 PM

Any ideas regarding this error?
Code:

Add mutator NWCoreV3.NWMainReplacer
Loading level filtering data...
Max height: 12681.457031
Max size: 9442.994141
Player starts/spawns: 20
Total liquid zones: 0
Total water zones: 0
Total lava zones: 0
Total slime zones: 0
Total damage zones: 1
Finishing...
ouch II magic|FMT [0x74786562|0x20746d66]
appError called:
Invalid sound format in Sound NWBoltRifleV3.expl.empExpl
Executing UObject::StaticShutdownAfterError
Executing USDLClient::ShutdownAfterError
UALAudioSubsystem::ShutdownAfterError
Executing USDLViewport::ShutdownAfterError
USDLGLRenderDevice::ShutdownAfterError
Signal: SIGIOT [iot trap]
Aborting.
Exiting.
Name subsystem shut down

I am running native ut installation in Ubuntu 12.04.

Feralidragon 6th November, 2012 05:08 PM

Hmm, it seems that the linux sound driver in that UT version doesn't the boltrifle emp explosion sound...
They work with the default Galaxy from the windows version perfectly fine though... not sure what I can do about that.

It's that the only sound giving you trouble? If so, I may be able to check in what it differs from the others and attempt to fix it.

The_Cowboy 7th November, 2012 01:22 AM

Quote:

Originally Posted by Feralidragon (Post 166453)
It's that the only sound giving you trouble? If so, I may be able to check in what it differs from the others and attempt to fix it.

Maybe the problem is due to NWBoltRifleV3.expl.empExpl only, but I am not sure. I ran other NW3 mutators like Arena Muts and they were superb.

The problem arises when I use the main NW3 Mutator and MonsterHunt Mutator (or the modmenu NW3 Profile) because they all load this sound.

Anyways, played few games in wine and NW3 rock :D

CPanoplyd 8th November, 2012 03:11 AM

What's up with this: NWClientExit| on a bunch of keybinds in the user.ini?

iloveut99 8th November, 2012 10:07 AM

http://www.ut99.org/viewtopic.php?f=8&t=3811#p36138

Feralidragon 8th November, 2012 10:32 AM

Thanks iloveut99, and yeah, that's why you guys may see NWClientExit| on some keybinds, is to ensure that whatever way you exit the game, I can restore your render ZRangeHack property to what it was initially so you don't see any differences when playing with NW3 or anything else.

Probably is a bit intrusive, but almost all admins use mods that write tons of keybinds to the user.ini anyway, but I am going to put this in the FAQ later, but it shouldn't affect any keybinds functions themselves at all, it just makes the user.ini to have a few extra bindings to ensure that the mod works fine visually everywhere.

If you want to disable the writing of those bindings, you can always go to Nali Weapons 3 Client Settings (in the Mod menu) and in the Weapons tab, there's the "Z-Buffer Manager" setting (or something similar, not sure anymore) and you can set it to none, but then the glow effects on the weapons and a few other things may not work as desirable graphically.
------------------------------------------------------------------------------------------------------------

On a side note, I am going to re-release the pack in the next few weeks due to a few bugs and I will take the advantage of this to include the full docs in it as well some bonus content (not weapons, just mutators and extra settings, probably new modifiers although it's not guaranteed).

So if you have any bugs to report or settings you wanted to see there or anything essential you think I should add to the docs (besides how to setup a NW3 server, summon commands, ini settings, automatic keybindings and the like, since obviously those are going to be there), please do so since the next release may as well be the last and final one relative the main mod (bonus packs may come later, but I don't want to re-release the entire pack more than once).

CPanoplyd 8th November, 2012 11:49 PM

OK...Maybe I should read more of the threads I post in....LOL!!

It didn't make anything work differently but I just went in and played with some
keybinds manually and saw it in there.

Thanks.

nogginBasher 9th November, 2012 12:05 PM

Quote:

Originally Posted by The_Cowboy (Post 166451)
Any ideas regarding this error?
Code:

Invalid sound format in Sound NWBoltRifleV3.expl.empExpl

Sorry to report the same here, under Debian amd64 with Alsa.

Feralidragon 9th November, 2012 03:39 PM

Ok, thanks for the report. :)
If there are any other sounds with the same error, please report.

That sound may have a different bitrate or something else along those lines. Anyway, I will look into the sound itself and try to fix it. Hopefully it's the only sound that way (I would like this to work under linux too).

evilgrins 17th November, 2012 01:37 AM

NW3 has become my new crack!

I've tried it in both MH and DM, so far. Kinda think it'd be too much for any other gametype.

maggi 21st November, 2012 03:27 AM

unfortunally i must disable this nice weapon, because if there is a ammo-regen and a huge MH-map with many sections and many monsters and you create many helis, the server becomes laggy

Feralidragon 21st November, 2012 11:19 AM

Which ammo regen are you using? NW3 comes with its own ammo regen, and it doesn't regen super weapons, such as the cybot launcher, so I assume you're using UTJMH regen which is somewhat ruining the NW3 gameplay when you get a cybot launcher or any other super weapon.

Anyway, you can disable the cybot launcher entirely or disable each cybots individually from the mod settings or ini, or you can disable ammo regen from UTJMH and use solely the NW3 one.
Also, in the next release I will add some options such as limiting the amount of cybots per player and other similar things.

Pileyrei 21st November, 2012 03:10 PM

Just to mention for anyone who hasn't tried it yet.

Some UK based servers with NW3.

Monster Hunt: unreal://85.236.100.43:7777
DM +CTF: unreal://85.236.100.165:7777

Thanks!
Piley

EDIT: Servers currently down for maintenance but will be back!

maggi 21st November, 2012 06:42 PM

Quote:

Originally Posted by Feralidragon (Post 166556)
Which ammo regen are you using? NW3 comes with its own ammo regen, and it doesn't regen super weapons, such as the cybot launcher, so I assume you're using UTJMH regen which is somewhat ruining the NW3 gameplay when you get a cybot launcher or any other super weapon.

Anyway, you can disable the cybot launcher entirely or disable each cybots individually from the mod settings or ini, or you can disable ammo regen from UTJMH and use solely the NW3 one.
Also, in the next release I will add some options such as limiting the amount of cybots per player and other similar things.

yes indeed i use the regen from the MH mutator and it seems this mutator force to show his own health symbols too, not the healthpacks from nw3...there is no selfdamage and regen for the superweapons, you can imagine which firepower and damage one player is able to create. Everywhere are pieces of textures and walls on the mapfloor after detonations.
its a long way to find out the best settings and the best combination with other mutators but its fun to test it out :-)

Thing 1st December, 2012 11:56 AM

Nuclear Bug?
 
hi all,

i have a problem with the Nuclear blast and ace 8h.
after every superweapon blast like nuclear, megatron etc. i was kicked from ace with illegal ufunction call:

[ACEv08h]: KickReason...: Illegal UFunction Call
[ACEv08h]: TimeStamp....: 01-12-2012 / 13:18:35
[ACEv08h]: +---------------------------------------------------------------+
[ACEv08h]: | Extra Info |
[ACEv08h]: +---------------------------------------------------------------+
[ACEv08h]: FunctionName.: Trace
[ACEv08h]: +---------------------------------------------------------------+
[ACEv08h]: | Call Graph |
[ACEv08h]: +---------------------------------------------------------------+
[ACEv08h]: Callee0......: Function NWCoreV3.NuclearExplosions.Tick
[ACEv08h]: Callee1......: Function NWNuclearFXV3.NuclearExplosionLevelC.UpdateGroundB reaking <<<

Feralidragon 1st December, 2012 03:15 PM

You have to add all the NW3 packages to ACE white list, otherwise yeah, that will happen a lot (and not only with nukes, as this mods uses client functions heavily for effects to save the server from extra processing).

Thing 1st December, 2012 06:05 PM

ok, problem solved :)

thx for the great mod :thumbup:

qwerty 2nd December, 2012 04:13 PM

we are also running nw3 fun stuff

Feralidragon 7th December, 2012 11:19 AM


Well folks, I don't know if you remember about this project at all or not, but these are the reason why I started to work on Nali Weapons 3.
X-Vehicles was supposed to be a full vehicles pack for UT to complement NW3 (that's why this mod has vehicular mines, T-missiles and plenty of nukes).

However, notice the word "was"..... yeah, it won't happen anymore. This vehicle mod won't be finished since I am going to leave the UT modding scene this year, and move on to more serious things such as UDK, as NW3 online success wasn't as great so for me is rather pointless to do anything beyond it.


But fear not, within some weeks I will release the final version of NW3 with fixes and a few addons AND X-Vehicles as well as they were 2 years ago.
By then I will give more details (and a video), but basically this vehicles pack doesn't have any online support, lacks proper physics, AI and HUD, besides having a few bugs (again, the last time I touched them was 2 years ago, so not the best visuals nor coding), but they can still be used to toy around and build SP maps with no online support in mind though.


Also, my NW3 Dropbox mirrors are now down (your fault for downloading too much :P), so if you need mirrors (because GameFront excluded your country or so), then I already added more mirrors to the first post (from MediaFire).

In a last note: the ModDB MOTY (Mod Of The Year) is now running, so if you think this mod is worthy, I would appreciate a vote :)
http://www.moddb.com/mods/nali-weapons-3 (scroll down, it's the first big green button you see, no registration needed)

Also, it's highly encouraged to vote for other UT mods from other authors if you like them as well:
http://www.moddb.com/mods?filter=t&game=5 (the same way: just select the mod(s) you like and vote on them, it would be nice to have at least one UT mod in the top100 MOTY this year)

Thanks :)

Killerbee 7th December, 2012 05:30 PM

Feralidragon, first thnx for all so far!.
I have seen it happen last years, most people have left the scene en less new ones came... we can act like nothing happend but it is a bit "over"
Also for this reason i will stop hosting and my co-admin Pizzi is taking over
my servers and will run them from Germany, he's still very enthousiast wit it all.

again all credits for u with this superb NW3!

Feralidragon 12th December, 2012 12:13 PM

Ok... I took almost an entire day to assimilate this.
Well see for yourselves (Epic Games): http://epicgames.com/community/

And although Flak posted about this mod in specific, she also mentioned the UT ModDB page where other mods reside, so awareness is there once again on other mods too. :)

Thanks to everyone who supported this mod so far, and if you have a UT mod that is not in ModDB yet, put it there to take advantage of the link Flak posted there, so whoever follows the link can see more mods and freshness to this game.

AntiSol 16th December, 2012 04:43 PM

>Invalid sound format in Sound NWBoltRifleV3.expl.empExpl

I can confirm that it is just this one sound.

I have hacked up a working NWBoltRifleV3.u by simply replacing this sound.

You can get the working file at: http://

Then just put it in your System folder, i.e: sudo cp NWBoltRifleV3.u /usr/local/games/ut/System/

Enjoy! :)

Feralidragon 17th December, 2012 11:02 AM

^ Hi there, thanks for fixing the package, however could you replace your link with a renamed version of the package, like NWBoltRifleV3_soundfix.u or something along those lines?

Because as that link stands, it may be the starting point of online mismatches, so another "NWBoltRfileV3" should not ever exist besides my own otherwise problems will arise in servers.
Also, did you fixed the sound itself or replaced by a different sound altogether?

nerds 9th January, 2013 08:29 PM

XPickups and NWCoreV3.NWMainReplacer
 
Using NWCoreV3.NWMainReplacer doesn't seem to always work?

On maps that are using all the X_WarheadLauncher, X_MedPack0 etc actors from xpickups, the weapons don't get replaced with the Nali 3 ones. Would I have to edit & manually swap the weapons out for those maps?

Feralidragon 11th January, 2013 11:09 AM

Well, the replacer works, in the current version it's setup to only replace the original UT weapons. XPickups uses subclasses of those weapons, therefore they aren't replaced at all.

In the final version however this is changed, but until I release it you can go to the NWConfig.ini file, look for the [NWCoreV3.NWMainReplacer] section, and replace both WeaponItems and AmmoItems lists by these:
Code:

WeaponItems[0]=(bSwap=True,ItemToReplace="BotPack.Translocator",NewItem="NWRTV3.RT",ReplaceSubClasses=True,Filters="")
WeaponItems[1]=(bSwap=True,ItemToReplace="BotPack.ImpactHammer",NewItem="NWTheExecutionerV3.TheExecutioner",ReplaceSubClasses=True,Filters="")
WeaponItems[2]=(bSwap=True,ItemToReplace="BotPack.ChainSaw",NewItem="NWTheExecutionerV3.TheExecutioner",ReplaceSubClasses=True,Filters="")
WeaponItems[3]=(bSwap=True,ItemToReplace="BotPack.Enforcer",NewItem="NWWREV3.WRE",ReplaceSubClasses=True,Filters="")
WeaponItems[4]=(bSwap=True,ItemToReplace="BotPack.UT_Biorifle",NewItem="NWFlameTrackerV3.FlameTracker",ReplaceSubClasses=True,Filters="")
WeaponItems[5]=(bSwap=True,ItemToReplace="BotPack.SuperShockRifle",NewItem="NWSuperBoltRifleV3.SuperBoltRifle",ReplaceSubClasses=True,Filters="")
WeaponItems[6]=(bSwap=True,ItemToReplace="BotPack.ShockRifle",NewItem="NWBoltRifleV3.BoltRifle",ReplaceSubClasses=True,Filters="")
WeaponItems[7]=(bSwap=True,ItemToReplace="BotPack.PulseGun",NewItem="NWGravitonV3.Graviton",ReplaceSubClasses=True,Filters="")
WeaponItems[8]=(bSwap=True,ItemToReplace="BotPack.Ripper",NewItem="NWFreezerV3.Freezer",ReplaceSubClasses=True,Filters="")
WeaponItems[9]=(bSwap=True,ItemToReplace="BotPack.Minigun2",NewItem="NWVulcanV3.Vulcan",ReplaceSubClasses=True,Filters="")
WeaponItems[10]=(bSwap=True,ItemToReplace="BotPack.UT_FlakCannon",NewItem="NWTheMinerV3.TheMiner",ReplaceSubClasses=True,Filters="")
WeaponItems[11]=(bSwap=True,ItemToReplace="BotPack.UT_Eightball",NewItem="NWMultiMissileV3.MultiMissile",ReplaceSubClasses=True,Filters="")
WeaponItems[12]=(bSwap=True,ItemToReplace="BotPack.SniperRifle",NewItem="NWIRPRV3.IRPR",ReplaceSubClasses=True,Filters="")
WeaponItems[13]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWSuperBoltRifleV3.SuperBoltRifle",ReplaceSubClasses=True,Filters="")
WeaponItems[14]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWCybotLauncherV3.CybotLauncher",ReplaceSubClasses=True,Filters="")
WeaponItems[15]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWNuclearLauncherV3.NuclearLauncherLevelA",ReplaceSubClasses=True,Filters="")
WeaponItems[16]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWNuclearLauncherV3.NuclearLauncherLevelB",ReplaceSubClasses=True,Filters="minS=1500;")
WeaponItems[17]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWNuclearLauncherV3.NuclearLauncherLevelC",ReplaceSubClasses=True,Filters="minS=3000;")
WeaponItems[18]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWNuclearLauncherV3.NuclearLauncherLevelD",ReplaceSubClasses=True,Filters="minH=3000;minS=4000;")
WeaponItems[19]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWNuclearLauncherV3.NuclearLauncherLevelE",ReplaceSubClasses=True,Filters="minH=4500;minS=7000;")
WeaponItems[20]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWMegatonV3.Megaton",ReplaceSubClasses=True,Filters="minH=3000;minS=4000;")
WeaponItems[21]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWIonizerV3.Ionizer",ReplaceSubClasses=True,Filters="minH=3000;minS=4500;")
WeaponItems[22]=(bSwap=True,ItemToReplace="BotPack.WarHeadLauncher",NewItem="NWUltimaProtosV3.UltimaProtos",ReplaceSubClasses=True,Filters="minH=4500;minS=7000;")
WeaponItems[23]=()
WeaponItems[24]=()
WeaponItems[25]=()
WeaponItems[26]=()
WeaponItems[27]=()
WeaponItems[28]=()
WeaponItems[29]=()
WeaponItems[30]=()
WeaponItems[31]=()
WeaponItems[32]=()
WeaponItems[33]=()
WeaponItems[34]=()
WeaponItems[35]=()
WeaponItems[36]=()
WeaponItems[37]=()
WeaponItems[38]=()
WeaponItems[39]=()
WeaponItems[40]=()
WeaponItems[41]=()
WeaponItems[42]=()
WeaponItems[43]=()
WeaponItems[44]=()
WeaponItems[45]=()
WeaponItems[46]=()
WeaponItems[47]=()
WeaponItems[48]=()
WeaponItems[49]=()
WeaponItems[50]=()
WeaponItems[51]=()
WeaponItems[52]=()
WeaponItems[53]=()
WeaponItems[54]=()
WeaponItems[55]=()
WeaponItems[56]=()
WeaponItems[57]=()
WeaponItems[58]=()
WeaponItems[59]=()
WeaponItems[60]=()
WeaponItems[61]=()
WeaponItems[62]=()
WeaponItems[63]=()

AmmoItems[0]=(bSwap=True,ItemToReplace="BotPack.EClip",NewItem="NWWREV3.WREAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[1]=(bSwap=True,ItemToReplace="BotPack.BioAmmo",NewItem="NWFlameTrackerV3.FlameTAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[2]=(bSwap=True,ItemToReplace="BotPack.SuperShockCore",NewItem="NWSuperBoltRifleV3.SuperBoltAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[3]=(bSwap=True,ItemToReplace="BotPack.ShockCore",NewItem="NWBoltRifleV3.BoltAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[4]=(bSwap=True,ItemToReplace="BotPack.PAmmo",NewItem="NWGravitonV3.GravitonAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[5]=(bSwap=True,ItemToReplace="BotPack.BladeHopper",NewItem="NWFreezerV3.FreezerAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[6]=(bSwap=True,ItemToReplace="BotPack.MiniAmmo",NewItem="NWVulcanV3.VulcanAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[7]=(bSwap=True,ItemToReplace="BotPack.FlakAmmo",NewItem="NWTheMinerV3.TheMinerAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[8]=(bSwap=True,ItemToReplace="BotPack.RocketPack",NewItem="NWMultiMissileV3.MultiMAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[9]=(bSwap=True,ItemToReplace="BotPack.BulletBox",NewItem="NWIRPRV3.IRPRAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[10]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWSuperBoltRifleV3.SuperBoltAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[11]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWCybotLauncherV3.CybotAmmo",ReplaceSubClasses=True,Filters="")
AmmoItems[12]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWNuclearLauncherV3.NuclearAmmoLevelA",ReplaceSubClasses=True,Filters="")
AmmoItems[13]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWNuclearLauncherV3.NuclearAmmoLevelB",ReplaceSubClasses=True,Filters="minS=1500;")
AmmoItems[14]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWNuclearLauncherV3.NuclearAmmoLevelC",ReplaceSubClasses=True,Filters="minS=3000;")
AmmoItems[15]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWNuclearLauncherV3.NuclearAmmoLevelD",ReplaceSubClasses=True,Filters="minH=3000;minS=4000;")
AmmoItems[16]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWNuclearLauncherV3.NuclearAmmoLevelE",ReplaceSubClasses=True,Filters="minH=4500;minS=7000;")
AmmoItems[17]=(bSwap=True,ItemToReplace="BotPack.WarHeadAmmo",NewItem="NWIonizerV3.IonizerAmmo",ReplaceSubClasses=True,Filters="minH=3000;minS=4500;")
AmmoItems[18]=()
AmmoItems[19]=()
AmmoItems[20]=()
AmmoItems[21]=()
AmmoItems[22]=()
AmmoItems[23]=()
AmmoItems[24]=()
AmmoItems[25]=()
AmmoItems[26]=()
AmmoItems[27]=()
AmmoItems[28]=()
AmmoItems[29]=()
AmmoItems[30]=()
AmmoItems[31]=()
AmmoItems[32]=()
AmmoItems[33]=()
AmmoItems[34]=()
AmmoItems[35]=()
AmmoItems[36]=()
AmmoItems[37]=()
AmmoItems[38]=()
AmmoItems[39]=()
AmmoItems[40]=()
AmmoItems[41]=()
AmmoItems[42]=()
AmmoItems[43]=()
AmmoItems[44]=()
AmmoItems[45]=()
AmmoItems[46]=()
AmmoItems[47]=()
AmmoItems[48]=()
AmmoItems[49]=()
AmmoItems[50]=()
AmmoItems[51]=()
AmmoItems[52]=()
AmmoItems[53]=()
AmmoItems[54]=()
AmmoItems[55]=()
AmmoItems[56]=()
AmmoItems[57]=()
AmmoItems[58]=()
AmmoItems[59]=()
AmmoItems[60]=()
AmmoItems[61]=()
AmmoItems[62]=()
AmmoItems[63]=()

For the rest of the pickups, I don't remember well but I don't think they are subclasses, so what you can do is add them to the PickupItems list in the same section, for example:
Code:

PickupItems[9]=(bSwap=True,ItemToReplace="XPickups.X_MedPack",NewItem="NWExtrasV3.NWMedPickup",ReplaceSubClasses=True,Filters="")
I don't remember the structure of XPickups anymore, so I'm afraid that for the rest of the pickups you will have to add the configurations yourself in the NWConfig.ini.

back4more 20th January, 2013 09:25 PM

Well ... Impressive stuff mate :D

have setup a server and given it a good blast lots of fun indeed.

Few things Iam keen to try and figure out.. if I run a Nw servers and wanted to include a couple of NW3 weapons into it how would I do that?

for example .. Sniper and (random Redeemers/cyborg/insta/etc) weapons

so the sniper would replace the std ut sniper.. and the awesome redeemers would replace the redeemer.

secondly the little timer device that we spawn with.. that always throws an error... what is that for?

apart from that wicked.

Cheers.. Great job indeed.

Also I read somewhere that you may be able to incorporate your newer version of zp into nw's?

is this still in the plans ahead or ?

Pileyrei 21st January, 2013 09:17 AM

Quote:

Originally Posted by back4more (Post 166845)
Well ... Impressive stuff mate :D

have setup a server and given it a good blast lots of fun indeed.

Few things Iam keen to try and figure out.. if I run a Nw servers and wanted to include a couple of NW3 weapons into it how would I do that?

for example .. Sniper and (random Redeemers/cyborg/insta/etc) weapons


so the sniper would replace the std ut sniper.. and the awesome redeemers would replace the redeemer.

secondly the little timer device that we spawn with.. that always throws an error... what is that for?

apart from that wicked.

Cheers.. Great job indeed.

Also I read somewhere that you may be able to incorporate your newer version of zp into nw's?

is this still in the plans ahead or ?

We did that on a Reedemer Sniper heaven map only.
Didn't replace anything, just added the IRPR sniper and a few of the nukes.

Check it out:85.236.100.100:8077

You have to edit the map to achieve this so we added some changes/secrets.

I think the other way to achieve what you want without editing a map is to use a mutator that replaces stuff.

back4more 21st January, 2013 10:16 PM

ahh thanks pileyrei

so maybe worms mod or weapon swapper will be the solution atm or edit the map..

cheers.

Feralidragon 23rd January, 2013 06:31 PM

Quote:

Originally Posted by back4more (Post 166845)
Few things Iam keen to try and figure out.. if I run a Nw servers and wanted to include a couple of NW3 weapons into it how would I do that?

for example .. Sniper and (random Redeemers/cyborg/insta/etc) weapons

It's fairly simple (and no, you don't need any additional replacer, it's my fault for not providing docs yet about the true capabilities of the replacer that comes with NW3).

Just open UT, go to the Mod menu, and then Nali Weapons 3 Gameplay Settings, then in one of the tabs you can check and uncheck the weapons you want.
Then close it, and upload your NWConfig.ini to the server, done.

Also, if you just want the sniper and all the nuclear weapons, you don't need to host the entire pack, you just need to host the packages concerning each weapon.
For instance, for sniper and redeemer replacements only:
NWCoreV3.u -> main package (core)
NWIRPRV3.u -> IRPR (sniper)
NWNuclearFXV3.u
NWNuclearLauncherV3.u
NWMegatonV3.u
NWUltimaProtosV3.u
NWIonizerV3.u
NWCybotLauncherV3.u -> these 6 packages are the nuclear effects + 5 super weapons: all nuclear launchers, megaton, ultimaprotos, ionizer and cybot launcher respectively.

Quote:

Originally Posted by back4more (Post 166845)
secondly the little timer device that we spawn with.. that always throws an error... what is that for?

The device is to defuse the Megaton (the deployable nuclear bomb). If you actually press the numbers in your keyboard once you're in its input mode (right click), you can type the code.
This way, if you defuse an enemy Megaton (by knowing its code), then you can pick it up and use against him (although he can do the same to you, so it's a cat and mouse game).

Quote:

Originally Posted by back4more (Post 166845)
Also I read somewhere that you may be able to incorporate your newer version of zp into nw's?
is this still in the plans ahead or ?

Yes, the new ZP that comes with NW3 was planned to be used for NW, however since I didn't receive enough input in how the NW3 one plays, I am not so sure anymore.
The NW3 ZP is made from scratch btw, and I would perhaps dare to say that is by far more secure than the currently used ZP, since I don't rely in hiding code to make it secure (that's right, NW3 ZP is open source) and since it makes a ton of validations server-side and has support for plugins to further enhance that security (so even if an exploit is found, one can simply write 1 single class of code with just a few kb and put it as a server only mutator and the weapons will autobind to it and make further validations through that new code, and by being a server-side plugin, one can make that new code fully private if they so wish), but since I received zero input in how it plays out, I may not do it for NW.

Plus, there's this new thing called NewNet someone is developing and which looks promising, so probably that will make ZP obsolete anyway as far as NW is concerned.

back4more 24th January, 2013 08:56 PM

hey bro :)

thanks for clearing that up for us. thought there was another option to add/replace weapons through NW3.

Quote:

Yes, the new ZP that comes with NW3 was planned to be used for NW, however since I didn't receive enough input in how the NW3 one plays, I am not so sure anymore.
The NW3 ZP is made from scratch btw, and I would perhaps dare to say that is by far more secure than the currently used ZP, since I don't rely in hiding code to make it secure (that's right, NW3 ZP is open source) and since it makes a ton of validations server-side and has support for plugins to further enhance that security (so even if an exploit is found, one can simply write 1 single class of code with just a few kb and put it as a server only mutator and the weapons will autobind to it and make further validations through that new code, and by being a server-side plugin, one can make that new code fully private if they so wish), but since I received zero input in how it plays out, I may not do it for NW.
This looks / sounds awesome.. I have not been able to successfully test it as yet because Skills Redirect or My config is causing UT to crash when downloading the NW3Core.u file.


I have tested locally and on server but others can-not join as the above crash happens, and trying to get them to download from here is a mission.

now; in regards to weapons etc I think some are great for different gametypes.. for example in DM I would make use of sniper/redeemer class one/two , maybe one or 2 others.

for siege , difinately the cybots / and redeemers :D

etc..

an idea :idea: as such to better promote this mod;

rather then replace std weapons with NW3 ones perhaps there could be an option to randomly spawn weapons/ammo (excluding nukes) on maps...?

re: Nukes maybe separate either randomly spawned or replace deemers on maps.. also because some of the nukes are just astronomical in blast-factor lolz .. somehow configure them to only utilize certain level nukes based on mapsize.. for example deck16-][ would be at most level 2.. but face could go upto the biggest one?

anyway based on this analogy players would slowly be introduced to new weapons whilst not losing the ones that they are already used to. The randomly spawn thing could be adjusted to either spawn multiple NW3 weapons all over the maps... or in one spot and rotate the weapons on a timer 30/60secs.. or something.

Great to see that you have made a new version of ZP and anything like this is always welcome.. I vote YES to making your version for NW's as well and this also I think will bring NW3 more into the limelight especially if your version is better (iam sure that it is) then the current buggy versions 103/pure/201 etc.

Having the ability to utilize different / better versions of this kind of technology can only lead to a longer lifespan of ut and allow us to continue playing it for years to come.

somethings maybe you can incorporate into a NW pack is ZP Combo Gib with all the bells and whistles that can't be done effectively atm. CiG is a very addictive gametype and very popular. However the ZP alternatives are not the best and require all-sorts of addons in order to perform like admins extension of wormbos original version. Add Grappling to it and shes stepped up another level , combine your Xloc and its moving forwards again.

^ perhaps something like this would on its own be wicked.
Quote:


Plus, there's this new thing called NewNet someone is developing and which looks promising, so probably that will make ZP obsolete anyway as far as NW is concerned.
Now heres something interesting , NewNet is based on Pure (net code) I think.. and what sets it aside is that it not only compensates for weapons ... but also for player movement.. <-- that is something that ZP does not do..

tim-.- explains here all of the things that it does and from what Ive tested , will send you a link to a server .. it is very impressive.

http://www.globalunreal.com/forums/v....php?f=4&t=309

anyway I will try to rectify the downloading problem ,... however I am having problems finding / using redirect file checkers/compressers..

and dread going through all of this atm.

Cheers

and as always , keep up the great work. You have done well indeed.

Feralidragon 25th January, 2013 01:04 PM

Quote:

Originally Posted by back4more (Post 166864)
This looks / sounds awesome.. I have not been able to successfully test it as yet because Skills Redirect or My config is causing UT to crash when downloading the NW3Core.u file.

I never heard anyone having that problem before, perhaps your redirect files are corrupted in some way?
To play safe, use the redirect files that I provide here: http://www.mediafire.com/?yxy174imtali49n
They should work properly.

Quote:

Originally Posted by back4more (Post 166864)
rather then replace std weapons with NW3 ones perhaps there could be an option to randomly spawn weapons/ammo (excluding nukes) on maps...?

My replacer has already that capability (somewhat). The replacer that comes with NW3 can replace any weapon by a random one if you wish, and you can even define the kind of randomness: permanent, temporary, and within temporary it can be sequencial or random by itself (perhaps confusing, but I will cover this better in the docs, if you wish to use it now though, I can cook up an ini file with all the configurations to do just that).

The replacer I made is full featured, and can pretty much be configured to do whatever you want, I just hadn't time to release info on it thus neither admins or players know exactly the huge amount of things it can actually do.

Quote:

Originally Posted by back4more (Post 166864)
re: Nukes maybe separate either randomly spawned or replace deemers on maps.. also because some of the nukes are just astronomical in blast-factor lolz .. somehow configure them to only utilize certain level nukes based on mapsize.. for example deck16-][ would be at most level 2.. but face could go upto the biggest one?

Also already possible in the replacer, and already configured to do so.
In Deck16][, if you don't modify the main ini of NW3, you won't ever see megatons, nor any nukes beyond level 2-3.
However in Face, they will appear since the map is big enough.
Each replace have filters in their own, you can even define in which exact gametypes they should appear or not at all, or based on the amount of player spawns, etc, etc.
One can go as far as write his own condition code in a very simple way as a plugin to extend the filters on the replacement.

That's why I always advised to use my replacer and none of the other swapper mutators, since mine is much more featured and customizable afaik (and I would I dare to say... more stable and faster?). The only issue with it, again, is that I hadn't time to release more info on it yet, but if you check the NWConfig.ini, the last section with huge lists on WeaponItems and whatnot, you will see the amount of things you can configure there.

Quote:

Originally Posted by back4more (Post 166864)
anyway based on this analogy players would slowly be introduced to new weapons whilst not losing the ones that they are already used to. The randomly spawn thing could be adjusted to either spawn multiple NW3 weapons all over the maps... or in one spot and rotate the weapons on a timer 30/60secs.. or something.

Also possible already. :D

Quote:

Originally Posted by back4more (Post 166864)
Great to see that you have made a new version of ZP and anything like this is always welcome.. I vote YES to making your version for NW's as well and this also I think will bring NW3 more into the limelight especially if your version is better (iam sure that it is) then the current buggy versions 103/pure/201 etc.

Having the ability to utilize different / better versions of this kind of technology can only lead to a longer lifespan of ut and allow us to continue playing it for years to come.

It may bring the technology and its credibility a bit more into the limelight if I release a new ZP and say "this is taken directly from NW3", but never the whole pack itself. Many know the pack, so that's not the problem.
But fact is, 99% of people are completely unaware of the actual technology behind the pack (and you are the perfect example of it, 95% of your suggestions are already implemented in NW3).
It's my fault for not providing more info, but the actual NWCoreV3.u package is like a mini-SDK of sorts, with classes for everything when it comes to make new mods, with many aspects of replication already sorted and plenty of features for anyone to do what they want.

And even if they don't want to use the pack, in the ReadMe I state that any developer is free to rip code from it, and I know at least 1 dev that already made so and didn't regret it (he actually still asked).
And I was actually going to use this package alone to build non-NW3 mods from it, like a new improved Siege for example, or new gametypes and a weapon pack I was planning before.


Quote:

Originally Posted by back4more (Post 166864)
somethings maybe you can incorporate into a NW pack is ZP Combo Gib with all the bells and whistles that can't be done effectively atm. CiG is a very addictive gametype and very popular. However the ZP alternatives are not the best and require all-sorts of addons in order to perform like admins extension of wormbos original version. Add Grappling to it and shes stepped up another level , combine your Xloc and its moving forwards again.

Someone already requested something like this. I might modify my own Super Bolt Rifle to have combo abilities just like its normal Bolt Rifle counterpart for the final release.

Quote:

Originally Posted by back4more (Post 166864)
Now heres something interesting , NewNet is based on Pure (net code) I think.. and what sets it aside is that it not only compensates for weapons ... but also for player movement.. <-- that is something that ZP does not do..

ZP is only concerning the weapons themselves. Player movement is tricky, and UEngine always handled it the same way (you move on your own, and the server updates on your input, and if you're too off at some from the server version, it corrects you, thus when having a big lag there's teleporting and glitching everywhere).
Probably NewNet is doing things the other way around: it trusts the player moves and checks his ping to check the likelyhood of his position, but this is just a wild guess as I never looked into its code nor tried it myself yet.

Quote:

Originally Posted by back4more (Post 166864)
and as always , keep up the great work. You have done well indeed.

Thanks. The final version of this mod will be my final one of all though, from there is up to someone to use the mod, or the code and resources in it to build something new (heck, I might even release the source of it lol).

destroyerdk 27th January, 2013 04:46 AM

lol...feralidumpster.
 
leaving the ut99 scene?

thats ok...i'll take up where you left off, thanks for the new nali weapons 3 meshes.

no i don't think i'll use much of your buggy code, but nice new NUCLEAR LAUNCHER V3, that will look good on my

RX10W4
http://www.youtube.com/watch?v=BUuTlPaYtnY

and PWN wootflukes RX7,
http://www.youtube.com/watch?v=8IykaRRjsbE
aHaAHaHaAHaAH NOOBS!!!!

back4more 28th January, 2013 10:53 AM

Cheers bro! for the detailed response :)

I see that you have put alot of time and effort into this release and to be honest it is an amazing pack.

yes I thought that some info was missing and I scoured your website , as well as the web for the info on doing what you have explained above.

if/when you find time to prepare the docs for how to do these things please let us know.

Iam sure that Iam not the only one interested in doing these things :)

regarding the combogib mod.. would you be able to do both yours/normal
I find that I can-not quite use your version as accurately as the normal one.. the plasma balls always tend to connect either too early or too late .. but it gets frustrating.

it would be awesome to have your version zp of all weapons currently available however and I hope that you find the time to prepare this.

Unfortunately Skillz redirect has faulty downloads and several of the packages just cause UT to crash.. I have contacted him in regards to this but he seems to be busy.So I have taken down the NW3 server until I find the time and energy to compress and redirect all files from the servers that I have setup.

re: newnet / globalut.. I/We had a game tonight about 6 of us on this server
unreal://74.91.123.15:7777

we were all pinging up around 200+ and although the lag was noticable it was still very playable.

it is a GIB server only , I eagerly await the Public Nw's server..

thanks again.

:thumbsup:

Feralidragon 28th January, 2013 11:49 PM

Yeah, my website/blog is outdated, but in the final release I will properly update it.

__________________________________________________ __________________________

On another note:

It's been a while since I updated this topic with news.
So, after 2 entire months relaxation from modding (I needed some rest after developing this for 2 years straight), I started to work in the final version of NW3 in the past weeks, and many things are effectively done:

- Most of the bugs have been fixed
- Weapons have been further balanced and improved (specially the cybots)
- More options were added (like turning off the "shakes")
- Some extras were added:
* Cybot Arena (surprisingly fun I must say, hats off to the community for requesting this)
* Mutator to modify weapon properties: firerate, damage, respawn time, and many others from the server
* Added command for players to change the detail level on the fly, with "nwdetail <detail_id>" which goes from 0 (absolute crap) to 6 (absolute lag), the default is 3 (best balance between quality and performance)
* Exploding headshots mutator, which I present right now:

The default number of head parts is 35:


But you can go wild with the mutator settings, with 200 or more parts:


Disclaimer: by the end of it, I won't clean up the mess...


Right now the only things left to do are:
- Skill points mutator (a mutator to award you with messages and points for skilled or simply funny kills)
- Combogib
- Finish menus for the new settings (and old ones too which hadn't menus on release)
- Finish help docs

I am also thinking (not guaranteed!) in adding a new super weapon, which name I am still deciding, but I think it may be called "The Overloader" or "Atomultplier".
This new super weapon isn't going to necessarily blow sh*t up, instead is going to be a very special weapon which works by sacrificing one of your weapons, and in turn all of its characteristics will be absorbed and merged to be able to make a single devastating shot with said characteristics.

For example: if you sacrifice the Freezer, the shot will cause the creation of piercing ice shards coming out from the frozen floor and thus freezing and perforating enemies in a large radius, while the Flame Tracker may actually cause an volcanic eruption or something similar.
Every NW3 weapon would have a distinct "overloaded" shot from this weapon, including the nukes themselves (although for the nukes they wouldn't get bigger ofc, it's mostly the effects and how long they last that are going to be changed).
I already have in mind its design and it may involve chains lol

In short, if I end up building this new weapon, it will take some weeks to get finished, but since this is my last mod, I want to end it with some of the concepts I wanted to toy with in the mods that would come from it.
And I guess that is all for now. :)

qwerty 29th January, 2013 09:55 PM

epic!!
good work man

ShaiHulud 29th January, 2013 10:05 PM

Very, very cool. Thanks for all of your work Feralidragon, this is excellent stuff

back4more 4th February, 2013 12:27 PM

looks bloody Messy bro hahaha.. whose gonna clean up all that S$%$ lmao.

btw.. The Assault Rifle , your one .. Can the firing rate be easily adjusted through settings and damage etc?.. these kinds of things would be awesome.
perhaps even add a scope to it .. its a nice looking . feeling wep imo.

any eta on when the combogib mod will be complete? gota a lot of ppl eagerly awaiting this one *rubs hands*

*and the docs so that I can do some magic with a few weapon replacements..

also .. you know how on deck16 they have 2 Flak cannons?.. Ut_Flack1 and Ut_Flak2 or something..

would it be posible to replace only one of these,, or does the replacement mod only allow for replace all.?

cheers..

Keep up the good work.

Feralidragon 5th February, 2013 10:38 AM

The firing rate and damage of the weapons can indeed be globally tweaked in the final version only.
It has some settings in the Mod menu (like headshot damage), but nothing beyond that in the current version.

As for the Flak replacement, it's not possible to define the exact number of replacements in the current version, you can do something else instead:
if you open NWConfig.ini, find the [NWCoreV3.NWMainReplacer] section, and then the line starting with WeaponItemSettings[10].

From there, you can set the property bKeepItem to True of that line, as that will say to the replacer that the weapon to replace will be kept in some way.
That way, it's decided by the property MultiBehaviour in the same line, and the posssible values are:
RMT_Sequencial - Cycle between weapons sequencially (in another words, if someone picks up the Flak, then the next spawn will be The Miner, and once someone picks up The Miner, the next spawn is the Flak)
RMT_RandomStatic - Make the replacement random, which means that the mutator will decide if it should replace the weapon or not randomly
RMT_RandomTimed - Similar to RMT_Sequencial, but instead of being a fixed pattern, it's random (so the next spawn is never fixed, it can be any of the two weapons)
RMT_Locker - Spawns both weapons at the same time in a weapon locker

The same can be applied to the Flak ammo, in the line AmmoItemSettings[7].

back4more 5th February, 2013 02:13 PM

ooh can see that you put alot fair bit of thought into it bro :)

@skills can you fix the nw3 weapon downloads m8 ?..
^ fellas gone AWOL.

ohh and CiG?..

back4more 5th February, 2013 11:00 PM

Just a thought here Ferali , but how about a new Version of Siege ^_^
instead of pretty little diamonds and boxes , you could design some kinda advanced Mechanisms which players could interact with in order to protect the bases ...

combine this with the ability to use NW3 as well as std Weapons I think this could be quite popular?

you could even make your own JetPacks and perhaps even include the Vehicles from your other pack ;)

anyways , just a thought.

Feralidragon 6th February, 2013 10:18 AM

I "was" going to make a new version of Siege, I would call it War Siege or something similar, where the objective would be extend the gametype to a point where it would indeed support online vehicles, justify bigger nukes, air strikes and base weapon systems, as entire buildings and towers could be built and all.

Then I took a good look to the amount of active Siege players and new ones joining in a daily basis, and how most of them react to new Siege versions, then I lost my motivation to do anything at all.

So in the end, I would rather do a whole new game with a similar concept in UDK rather than do anything Siege related for UT, the amount of active players and the typical bad attitude towards everything a developer makes grinds my gears.
Sam is the leader of uK, and he can confirm this to you (he knew some of my plans for Siege, and some of the reasons why I didn't go forward with it).

NW3 Final will be my last mod release, sorry.


All times are GMT +1. The time now is 02:19 AM.

 


All pages are copyright The Unreal Admins Page.
You may not copy any pages without our express permission.