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Unread 25th January, 2013, 01:04 PM
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Feralidragon Feralidragon is offline
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Join Date: Aug 2010
Location: Lisbon - Portugal
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Quote:
Originally Posted by back4more View Post
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 View Post
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 View Post
re: Nukes maybe separate either randomly spawned or replace deemers on maps.. also because some of the nukes are just astronomical in blast-factor z .. 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 View Post
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.

Quote:
Originally Posted by back4more View Post
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 View Post
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 View Post
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 View Post
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 ).
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Nali Weapons 3 | Community UT mods

Last edited by Feralidragon : 25th January, 2013 at 01:08 PM.
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