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-   -   NW3 Ultra Gore SSE - Release (https://unrealadmin.org/forums/showthread.php?t=31225)

Feralidragon 1st June, 2013 11:09 PM

NW3 Ultra Gore SSE - Release
 

NW3 Ultra Gore SSE (Special Standalone Edition):
This is a release for Unreal Tournament concerning the new NW3 gore system.
It's called SSE given that it uses Nali Weapons 3 technology and features but it does not need Nali Weapons 3 to run at all, thus it can run with anything: normal weapons, NW3 (of course), ZP, Instagib, RX, etc...
It runs in any gametype, it can be customized from the server or the client, and all the gore effects run on the client alone thus not affecting the server itself at all.

Download: http://www.mediafire.com/download/us...raGoreSSEb.zip

Enjoy :)

Wormbo 2nd June, 2013 07:13 AM

I hope you do realize that MediaFire and similar sites are bad hosting platforms for releasing mods. At some point the file will simply be gone.

Feralidragon 2nd June, 2013 10:38 AM

Depends really. As long it has downloads or I login in my account there, they will never disappear (unless the site changes its policy):
Quote:

How long does Mediafire store files?

For MediaPro subscribers, your uploaded files will be stored forever as long as your Pro account is active. For free accounts, there is currently no time limit on how long uploaded files will be stored as long as you access your account (i.e. login to your account) or your files are being accessed (i.e. downloaded). Every account is different and different accounts may become inactive at different times.

Users receive at least 4 notification emails that files are pending deletion before any deletion actually occurs. Logging into your account is sufficient to prevent deletions.
MediaFire is the best free file hosting atm (hence using it).
Furthermore, I uploaded to ModDB as well, and I am sure some people like medor, Flay and others will create further mirrors for it, so worst case scenario the mod can still be found somewhere.

Before I uploaded only to ModDB since they upload to GameFront and get stored forever, but then GameFront stabbed a lot of people in the back by removing their service from certain countries all of a sudden, so I had to host somehow for full global access.

But thanks for the heads up anyway. :)

][X][~FLuKE~][X][ 2nd June, 2013 04:40 PM

nice job as always, goes well with RX7 and nali weapons 3.

Dr.Flay 7th June, 2013 09:57 AM

I have been able to get very old MediaFire uploads. I think it depends on how much storage the user requires and if they pay.

Ferali has enough fans that mirrors are quick to appear anyway.
Then there is always magnet links, so it can be available even when sites are down.
NWUltraGoreSSEa.zip
or http://mgnet.me/.NWUltraGoreSSEa

-=CoN=-Strych9 12th June, 2013 05:52 PM

Very nice work!!! Love it!

back4more 13th June, 2013 12:13 PM

This mod is Awesome indeed Ferali. keep up the great work bro :)
no complaints and very addictive. :thumbup:

Trajik 15th June, 2013 09:02 PM

Quote:

Originally Posted by back4more (Post 168049)
This mod is Awesome indeed Ferali. keep up the great work bro :)
no complaints and very addictive. :thumbup:

:thumbup:Excellent

Trajik 30th June, 2013 05:18 AM

What exactly does this mean...

ScriptLog: Add mutator NWUltraGoreSSEa.NWBloodyMess_UGSSE
ScriptLog: UdpServerQuery(crt): Port 7779 successfully bound.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptWarning: WebServer CTF-FinalFace.WebServer1 (Function UWeb.WebServer.BeginPlay:01ED) BindPort: bind failed

back4more 30th June, 2013 05:56 AM

Quote:

Originally Posted by Trajik (Post 168148)
What exactly does this mean...

ScriptLog: Add mutator NWUltraGoreSSEa.NWBloodyMess_UGSSE
ScriptLog: UdpServerQuery(crt): Port 7779 successfully bound.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptWarning: WebServer CTF-FinalFace.WebServer1 (Function UWeb.WebServer.BeginPlay:01ED) BindPort: bind failed

Try This

Trajik 30th June, 2013 06:18 AM

I swear man, you always got the answers..and it always works...TY very much.

Chamberly 30th June, 2013 06:44 AM

Quote:

Originally Posted by Trajik (Post 168151)
I swear man, you always got the answers..and it always works...TY very much.

Rofl... it's great to have these peeps! :thumbup:

back4more 30th June, 2013 10:16 AM

thanks.. i try.

Trajik 30th June, 2013 10:48 PM

And this.....

ScriptLog: UdpServerUplink: Master Server is master0.gamespy.com:27900
ScriptLog: UdpServerUplink: Port 7783 successfully bound.
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.X': Can't resolve package name
Log: Resolved master.mplayer.com (108.61.77.210)
ScriptLog: UdpServerUplink: Master Server is master.mplayer.com:27900
ScriptLog: UdpServerUplink: Port 7783 successfully bound.
ScriptWarning: SmartCTF CTF-FinalFace.SmartCTF0 (Function SmartCTF_4E.S

Server not only crashed....but reverted back to Another clanserver is born, wtf?

***Never mind, got frustrated...wiped it, will redo from scratch***

BTW, If I wanna use the Bolt Rifle, not the SuperBoltRifle..for an Arena...how would the mutator string read..?

back4more 1st July, 2013 10:39 AM

Quote:

ScriptLog: UdpServerUplink: Master Server is master0.gamespy.com:27900
^ That MasterServer is loong gone , as in history I believe..

[;] comment out the line for now.

Quote:

Server not only crashed....but reverted back to Another clanserver is born, wtf?
^ sounds like default .ini for GamerServers.. perhaps
~ did you change startup line and/or change the .ini name?

Quote:

BTW, If I wanna use the Bolt Rifle, not the SuperBoltRifle..for an Arena...how would the mutator string read..?
^ That one is a Question for Ferali Dragon , he has a rather extensive nw3.ini which you will edit to replace certain weapons with nw3 one's.. I forgot how to do this .. pm Ferali or make post over here or at ut99.org

)

Trajik 4th July, 2013 12:37 AM

....

back4more 5th July, 2013 08:00 AM

Sorry dude.. hmm re: nw3 plus zp (other version).. i don't think you can combine them ss the nw3 version has its own custom zp integrated. Also more secure then normal zp. As for weapon adjustments firing rates and etc.. most of these things are configured through the .ini file.

You can also do things like have weapons lockers for multiple weps to replace only selected weapons.. ie: you can set it up to only replace the deemer with a variety of weapons from the nw3 pack.

In order to get these to work with globalunreal newnet.. you will need to disable the view shake like i done with comboshock/gore mod.

Hope this helps.. have been busy of late. I think ferali released a new readme with info about what you were asking over at ut99.org ..

If you ask questions re:nw3 there instead of here you are more likely to get a quick response.

This place is mainly for security related stuff and more technical/server related threads.

Ut99.org for things like this and monsters/mapping and other quirky things.

back4more 5th July, 2013 08:12 AM

Read through here for nw3 related stuff;
http://www.unrealadmin.org/forums/sh...ad.php?t=31080

Also google 'nw3 site:ut99.org'

Feralidragon 5th July, 2013 11:12 AM

The normal ZP won't have any effect on NW3 ZP.
NW3 ZP is not related to the original ZP mod at all, in any way, it's something integrated with the mod itself so it shouldn't make a difference if you add another ZP or not (but unless you want to use standard ZP weapons along with NW3, I advice to not load it up, since it would be useless).

back4more 5th July, 2013 10:21 PM

are you still going ahead with your version of zp normalweapons ferali?
Also.. whats the link to your readme for configuring nw3 please mate.

Feralidragon 8th July, 2013 12:33 PM

Probably.
As for the docs for NW3: http://www.ut99.org/viewtopic.php?f=...art=240#p49857

I reiterate though: those are for the final version, so any property documented that isn't in the current version, it's because it's in the final version only.

Konata 12th July, 2013 12:11 PM

Quote:

Originally Posted by Wormbo (Post 168003)
I hope you do realize that MediaFire and similar sites are bad hosting platforms for releasing mods. At some point the file will simply be gone.

Yeah!

It's not a very good idea.

Try uploading your mod here.

back4more 13th July, 2013 05:18 AM

Just like all the files attached to all the posts in this forum not so long ago :\
is anywhere really safe from loosing files ?..... let alone entire sites/repositories?..

Media-fire is not too bad ;)

50GB+ and easy to use..
^as good as any .. I say.

could some0ne please backup this (site) in case of such things..[like have a redundancy somewhere else] also if theres someone knowledgeable/and in capable enough to find any/all files that were lost many moons ago from here that would be a bonus.. where does vb (whatever version this is) actually store all client uploads? ./uploads folder?

if it is a case of just the database being corrupted and non recoverable.. then I would assume that only the actual 'links' to the files were scattered in the DB.. therefore any/all uploads should be in a folder .. unless manually removed or overwritten some how.. I don't think any system / bb / forums store any files inside of DB tbh.. and therefore they are likely to be just sitting there waiting to be relinked or Newly linked through some other Fileshare service..

so if they are all in ./downloads then perhaps a free simple php script could be setup with links to all files/folders within the path..
I'll see if I can look into this as some point..

Konata 13th July, 2013 09:22 AM

[quote=Media-fire is not too bad ;)[/QUOTE]

I'll admit Back4More,


It's not all bad. What about 4Shared? I'm a member of 4Shared and I DO like the disk space they put up, but even 4Shared is not SO good. Some people even put illiegal eBooks, Software and even pictures of stuff that's supposed to be banned gorm the internet!

Feralidragon 16th July, 2013 05:47 PM

You could put it in the "safest" bunker and it would still be unsafe. Redundancy is key.
Like I said before, it's in MediaFire, but some people already made some mirrors and I also have backups myself in several local places (at work, in my PEN drives, dropbox, PC at home, etc).

Furthermore, as I mentioned earlier, MediaFire terms say that they only delete stuff if I don't login with some regularity AND if there are no downloads lately. Last time I checked, I login every once in a while to upload stuff and there have been downloads in nearly all my files, specially the ones NW3-related, so I am not worried.

If they change their terms later on and delete my files, I can re-upload them all elsewhere (I already did so a few times before). No host is safe from deletion, not even your HDDs at home.

Data_Destroyer 23rd July, 2013 11:37 PM

Anyone thought about Mega already about hosting?

Chronox 4th September, 2013 12:17 AM

So far im loving it !

Awesome Mod. But idk why Im not gettin headshot effects... I have them enabled at the ini. (Except the Shake effects) :C

Got an ace kick beacause of it I whitelisted the .u :P...

Keep up the good work !

BTW I spoke with Nightmare from the ||sT|| Clan, he told me that this was K_hrid´s (or whoever he is called) Mod. He said that guy modded the file, Just saying because you may or not have given permission to him !

Cya !

Feralidragon 4th September, 2013 11:00 AM

Thanks :)

@Headshot effect: that's strange. Do you have any additional mods enabled?
Are you getting actual headshots ("Headshot" message and all, except the effect itself)?

@ACE: yes, it's mainly the shake effect, but there may be other stuff triggering ACE kicks. It's the consequence of having 95% of the mod being processed client-side (so the server cpu and bandwidth aren't impacted by the mod). :)

@Mod modification: Yes, I remember someone asking permission to modify it to add new blood types and a few other things, to which I agreed to as long as he changed the package name to avoid mismatching.
But it's not originally his mod ofc, even if some players think that way.

~{kRiD}~ 4th September, 2013 08:08 PM

You would be talking about me. Yes I asked to modify the package but I have not yet. Idk why anyone would say that? My mod EnhancedUT maybe they were talking about?

Chronox 4th September, 2013 09:18 PM

@~{kRiD}~: Oh yes Nightmare mentioned you Mister Krid. (Ultragore not EUT)

I just wanted to make sure the permission was given :P. Thanks for confirming it !

@FeraliDragon: Right now I´m using GlobalUnreal (Leaked version of course, I wont waste Tim´s time :P, and I appreciate his work). During regular Deathmatch while achieveing headshots (Yes, with the message) with both Ripper and Sniper Rifle.

I get no effect, even the chunk of meat(head) does not appear !.. Everything else is ok !

BTW: It also ask me to add BP1Handler and BP4Handler (GlobalUnreal) Which I don't know where to get from lol ! I just removed the BP1 and BP4 from the ini just in case !

medor 5th September, 2013 06:04 AM

Quote:

Originally Posted by Chronox (Post 168725)

BTW: It also ask me to add BP1Handler and BP4Handler (GlobalUnreal) Which I don't know where to get from lol ! I just removed the BP1 and BP4 from the ini just in case !

In your UT.ini

[GlobalUnrealvxversion.UTPure]
PlayerPacks[0]=BP1
PlayerPacks[1]=BP4


[Core.System]
Suppress=ScriptWarning

Chronox 5th September, 2013 08:03 AM

Hi admin !

It asks me for BPXHandlers to be added in serverPackages :C... I had the .ini Set like that before but it didn't work anyway.,,

Thanks for replying !

medor 5th September, 2013 11:04 AM

bp1 and bp4 is BP1Handler and BP4Handler ...they are part of pure newnet-GlobalUnreal ( it's integrated therein )

Feralidragon 5th September, 2013 12:18 PM

@Chronox: Try disabling GlobalUnreal and check if it keeps happening (not permanently of course, just to check if that's the problem or not).

~{kRiD}~ 5th September, 2013 09:22 PM

Just to touch futher bases on this. I am not having any of the glitches mentioned however, when I shut the BodyShotShake and the HeadshotShake (keeping both the BodyShotFX and HeadshotFX on ofc.) sometimes when I get a headshot, it annouces it, gives me the kill but the bot doesn't die til I kill it a second time. (haven't got this issue with human players)

Chronox 7th September, 2013 05:35 PM

Tried it without Global Unreal and works. Super nice headshot effect !

...But the idea is to enjoy it with GlobalUnreal :/..

Maye it is not compatible with Pure ?

medor 7th September, 2013 08:47 PM

you can't have multi zp on same time

Chronox 7th September, 2013 09:08 PM

What I mean is that is not compatible with Global Unreal (Since it also integrates UTPure with it).

Im only using Global Unreal alone without other weapon mods.

~{kRiD}~ 8th September, 2013 01:20 PM

Yeah I have a real good idea. TimTim was talking about messing with the gibs, dude to how they obstruct shots and what not. I think he may of created new classes for those, loading the new classes in either the player's parrent classes or what we all know as bbPlayer. Either way, doing so would change the original class name the NW mod needs to call upon.. Sound about right anybody ??

^ I know that doesn't sound very intelectual but you get the gist of what I'm saying ? I know what I'm talking about, just can't explain. Lolz '-'

Chronox 9th September, 2013 08:00 AM

..On second thought.. I tried some Sniper Arena Non Global unreal. Just ZeropingPlus103... ANd the FX headshots wont show.. Weird...

I use lot of mods but IDK which may be giving problems.. Then again, it is just the Headshot Special effects, not that BIG DEAL. lol

Mods used: (Enhanced Items, WhoPushedMe, AntiTweakV52, SmartDM104, SmartCTF4D++, Rextended CTF, IPToCountry, Enhanced Feedback, Global Unreal and ZeroPingPlus103, along with Ace, Nexgen and MapvoteLA13)

back4more 9th September, 2013 08:56 AM

try removing antitweak and see what happens.

Feralidragon 9th September, 2013 11:25 AM

The thing is, without wanting to rant, many of those mods break the mutator chain in some way or modify the damage types in some way, and those affect how my mod behaves.
I suggest you to perhaps make the gore mod to be loaded first relative all the mods (except ACE and a few others perhaps), since the chains in mine are fully kept (as any mutator should be) and thus everything will keep working as they should.

That might or not fix the headshot problem, but perhaps is worth a try.

~{kRiD}~ 14th September, 2013 08:14 PM

Right. I'll give that a shot. It just doesn't make since because it works perfectly until you shut the shakefx off. Then it starts to malfunction.

evilgrins 18th September, 2013 05:04 PM

This forum doesn't have a screenshot thread, so let me just share how much I love NW3 Ultra Gore here:

It makes my Titans happy!

destroyer44 14th December, 2013 03:33 AM

made alot of client side additions. that reminds me of KRID's style, he is a clientside package fanboy. lol.

and i am too, i will admit. i think the only way to keep a server running smooth is to have the client handle alot of the bandwidth whenever possible...alot of modders forget about that, and the net priorities settings are usually over the top on alot of mods i've come across.

good to see some peeps pay attention to the finer points of scripting, and here i thought you were just a graphics buff...lol.

good mod, i love using it, it saved me from having to create my own gib mod, so i appreciate it, alot.

thanks.



Quote:

Originally Posted by Feralidragon (Post 168000)

NW3 Ultra Gore SSE (Special Standalone Edition):
This is a release for Unreal Tournament concerning the new NW3 gore system.
It's called SSE given that it uses Nali Weapons 3 technology and features but it does not need Nali Weapons 3 to run at all, thus it can run with anything: normal weapons, NW3 (of course), ZP, Instagib, RX, etc...
It runs in any gametype, it can be customized from the server or the client, and all the gore effects run on the client alone thus not affecting the server itself at all.

Download: http://www.mediafire.com/download/4h...raGoreSSEa.zip

Enjoy :)


destroyer44 14th December, 2013 03:43 AM

yeah so you learned about arranging mutators in the serverpackages line too. many people think i am just being anal when i arrange my mods a certain way.

but not shitting you, if you do it right...you end up with the smoothest server of them all...

i'm sure you know. it took me a long time to convince a fellow admin of the merits of arranging mods properly-[ARC]ZENA, we have all kinds of chats about optimization, mod chaining, mapvote configs, other mods, etc-often enough.

don't forget to let them know, when they make mods, to try doing things differently if it seems to lag or perform poorly (skip effects, etc) the first time around. for example, huds don't like black, its on the "masked" colours palette, so when people us it for scopes, its a nono, try using an off blue or some other color, darken if needed...and maybe try some transparency on it...its a hud afterall.

done adding my two cents. i hope it helps. peace. :P

Quote:

Originally Posted by Feralidragon (Post 168771)
The thing is, without wanting to rant, many of those mods break the mutator chain in some way or modify the damage types in some way, and those affect how my mod behaves.
I suggest you to perhaps make the gore mod to be loaded first relative all the mods (except ACE and a few others perhaps), since the chains in mine are fully kept (as any mutator should be) and thus everything will keep working as they should.

That might or not fix the headshot problem, but perhaps is worth a try.


Feralidragon 22nd February, 2014 10:47 PM

UPDATE (version B): Here it is, a new fixed and improved version.

Download: http://www.mediafire.com/download/us...raGoreSSEb.zip


Change log:

Features:
- Added option to tweak the lifespan of the blood “fog”
- Added option to disable the full body skeleton
- Added option to make the effects fully network-relevant (if someone is gibbed and you don't see it nor hear it, you won't see any remains once you get to the place if this setting is disabled)

Changes and enhancements:
- Corpses are now detected, so if you shoot a corpse, it will gib the same way as the player himself (this also fixes the gibbing with the Flak Cannon primary fire mode and others)

Bug fixes:
- Fixed blood decals in fog zones
- Fixed occasional glitch where gibs or a skeleton would appear but the victim body would remain intact
- Fixed occasional glitch where the victim would suffer a head explosion (headshot) but the head would remain (only in standard UT player models pre-Bonus Pack 4, the rest of the models have no “head-off” animation so those cannot be fixed)
- Fixed occasional huge slashes of lava in maps like CTF-LavaGiant and CTF-EternalCave
- Fixed the text localization of the menus, so they can now be translated to other languages

Chronox 23rd February, 2014 02:15 AM

Its really nice you are still working on your cool mods.

Very good job man :D ! and thank you !


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