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  #41  
Unread 9th May, 2011, 10:28 AM
Killerbee Killerbee is offline
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we have patience other sides, very curious to the development update of the nuke's
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  #42  
Unread 23rd May, 2011, 11:07 AM
Pileyrei Pileyrei is offline
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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
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  #43  
Unread 23rd May, 2011, 12:54 PM
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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:
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  #44  
Unread 23rd May, 2011, 01:21 PM
Pileyrei Pileyrei is offline
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LOL ^^

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

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

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  #45  
Unread 11th June, 2011, 02:24 AM
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Default Nali Weapons 3 - Preview 2 (includes Nuke)

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):

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  #46  
Unread 16th June, 2011, 08:44 AM
Pileyrei Pileyrei is offline
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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!
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  #47  
Unread 16th June, 2011, 11:15 AM
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just thinking about the spam thing ... perhaps have a timed delay between being able to drop an A-Bomb (whatever its called ) 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.
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  #48  
Unread 17th June, 2011, 01:51 PM
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Quote:
Originally Posted by back4more View Post
just thinking about the spam thing ... perhaps have a timed delay between being able to drop an A-Bomb (whatever its called ) 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).

Quote:
Originally Posted by back4more View Post
whens the eta for this pack Ferali? looking good mate.
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...
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  #49  
Unread 17th June, 2011, 02:42 PM
Pileyrei Pileyrei is offline
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{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
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  #50  
Unread 17th June, 2011, 07:42 PM
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sick sick sick cant wait
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  #51  
Unread 18th June, 2011, 05:23 AM
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Cool ahh great stuff

Awesome stuff mate , keep up the good work


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.
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  #52  
Unread 18th June, 2011, 09:18 AM
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Quote:
Originally Posted by back4more View Post
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...
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  #53  
Unread 18th June, 2011, 09:31 AM
SoNY_scarface SoNY_scarface is offline
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Everyone let's donate! I have an old CRT somewhere :p
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  #54  
Unread 18th June, 2011, 10:52 AM
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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=...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.
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  #55  
Unread 18th June, 2011, 11:51 AM
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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 .


Last edited by back4more : 18th June, 2011 at 11:57 AM.
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  #56  
Unread 18th June, 2011, 12:11 PM
Pileyrei Pileyrei is offline
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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
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  #57  
Unread 18th June, 2011, 06:13 PM
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Quote:
Originally Posted by Pileyrei View Post
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.

Quote:
Originally Posted by Pileyrei View Post
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.
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  #58  
Unread 18th June, 2011, 06:33 PM
Pileyrei Pileyrei is offline
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^^ thank you
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  #59  
Unread 20th June, 2011, 11:15 AM
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just had a thought for a Defence mechanism, some kind of bubble like in Pheonix

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  #60  
Unread 22nd June, 2011, 04:44 PM
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Defense mechanism? I already have something like that developed, check the cybots development update one page ago:
http://www.unrealadmin.org/forums/sh...message_160918

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