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  #141  
Unread 18th August, 2012, 01:16 PM
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I found it posted on another forum:
download







All in fun Ferali I hope things are well with you.
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  #142  
Unread 18th August, 2012, 02:12 PM
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I know it's all in good fun, but I think I must show this: my personal exact TODO list as of now:
I mark "X" for stuff already finished and tested both offline and online.
I mark "o" for stuff already done, but not yet partially or fully tested.
I mark "(?)" for stuff I am not really sure if I am going to do.

Code:
- ADDONS:
	X * Hands customization:
		X - texture and fatness, note: adjust for fatboy mutator
		X - make some preset hand textures for: 
			X - humans
			X - nali
			X - skaarj
			X - nali cows
		X - custom hands fatness in weapons
	* Add custom pickups
		- Code NaliPickups class:
			o - Health
			o - Armor
			o - Super armor (with shield and priority in mind)
			X - Damage
			o - Invisibility
			o - Other
			X - Weapon fx
			X - Hands fx
			X - Pawn fx
			X - Pickup fx
			X - Add support for older pickups (udamage, shieldbelt, invis, etc)
			- bTeam config for pickups
			- Add dummy shield, thighs or other for HUD correct rendering (?)
			- Fix the way the overlayer is drawn on selective weapons (multimissile, the miner, cybotlauncher, etc), so the selected item ov is still correctly rendered
		- New pickups:
			X - UDamage
			- Invisibility
			- Health (medpack, vial and big keg'o health)
			- Armor (standard, thighpads and shieldbelt)
	* Arena mutator
	* Add menus/settings modular system
	* Correct modifiers system (make it more flexible) (?)
	* MH features
	* Add skillshots (BulletStorm + Blacklight weird style mix)
	* Add killstreaks-like extra
	* Add ZP/lag compensation to hitscan (?)
	
	FINAL OBS: Check pending in "ENHANCEMENTS"


- END:
	* Add virtual support for vehicles
	* Add virtual support for NW mutators (mutate zhack and other things)
	* Build docs
The actual entire list is very long, but there's only what I shown above left to finish, so the release is actually just around the corner.

EDIT: Btw, as for "virtual support" in the end, what I mean are just light bases to future mods, not actual full code to do anything in specific.
It's basically some events like "doStuff();" so they can be used in future mods made from this one, to keep compatibility and flexibility.
So no, I don't mean there's going to be "vehicle code", it just means I will add a class that can be extended to do so in the future for instance.
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  #143  
Unread 18th August, 2012, 02:46 PM
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Dang, that's still quite a lot to do. Don't do ZP, it will only ruin the DM aspect once it get's reversed. The rest though looks pretty nice.

If it were me I'd spend little time on forward compatibility. There will be very few people attempt to code forward from this. My guess is it will be: install on server/enjoy and that will be the extent of things. Active UT dev has become pretty stagnant as most coders have moved on to other things.

Glad you are in the home stretch.
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  #144  
Unread 18th August, 2012, 03:46 PM
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Well, I am adding flexibility and extensibility not exactly because of other coders, but because I might add more stuff in the future IF justifiable, like vehicles for example if something changes in the meanwhile (so much that I won't build development docs unless someone shows interest).
As I grew up as a developer (and I am still growing up and far from doing anything what will "stick" for real), I got used to make things more flexible, optimized and thinking in the future, so even if things don't work out so well in the end, at least I built up experience for new projects.

As I cannot predict the future (although it's almost guaranteed that this pack won't change anything UT wise), I prefer to prepare the ground for any upcoming stuff in the future just in case.

Anyway, it may look there's a lot to do, but actually there isn't, the remaining mutators are the easiest things compared to the "NaliPickups" for instance which was much more complex to do and isn't fully tested yet (since the new pickup class integrates everything a pickup can do: health, armor, damage, invisibility or any other you can extend from), so in the final when I extend that class, to do something like a new UDamage it gets to be as simple as this:
Code:
//////////////////////////////////////////////////////////////
//				Feralidragon (17-08-2012)
//
// NW3 EXTRAS BUILD 1.00
//////////////////////////////////////////////////////////////

class NWUDamage expands NaliPickups;

#exec OBJ LOAD FILE=Textures\NWExtrasFX.utx PACKAGE=NWExtrasV3.ExtrasFX

#exec MESH IMPORT MESH=NWUDamage ANIVFILE=MODELS\NWUDamage_a.3d DATAFILE=MODELS\NWUDamage_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=NWUDamage STRENGTH=0.15
#exec MESH ORIGIN MESH=NWUDamage X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=NWUDamage SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=NWUDamage SEQ=Still STARTFRAME=0 NUMFRAMES=1

#exec MESHMAP NEW MESHMAP=NWUDamage MESH=NWUDamage
#exec MESHMAP SCALE MESHMAP=NWUDamage X=0.07 Y=0.07 Z=0.14

#exec TEXTURE IMPORT NAME=NWUDamage_Sk FILE=SKINS\NWUDamage_Sk.bmp GROUP=Skins LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=NWUDamage NUM=1 TEXTURE=NWUDamage_Sk
#exec MESHMAP SETTEXTURE MESHMAP=NWUDamage NUM=2 TEXTURE=NormalBlack
#exec MESHMAP SETTEXTURE MESHMAP=NWUDamage NUM=3 TEXTURE=NWUDamage_Sk

#exec TEXTURE IMPORT NAME=NWUDamageCrystal FILE=SKINS\NWUDamageCrystal.bmp GROUP=Skins LODSET=2
#exec MESHMAP SETTEXTURE MESHMAP=NWUDamage NUM=4 TEXTURE=NWUDamageCrystal

#exec AUDIO IMPORT NAME="NWUDamFire1" FILE=SOUNDS\NWUDamFire1.wav GROUP="NWUDamage"
#exec AUDIO IMPORT NAME="NWUDamFire2" FILE=SOUNDS\NWUDamFire2.wav GROUP="NWUDamage"
#exec AUDIO IMPORT NAME="NWUDamPickup" FILE=SOUNDS\NWUDamPickup.wav GROUP="NWUDamage"
#exec AUDIO IMPORT NAME="NWUDamExpire" FILE=SOUNDS\NWUDamExpire.wav GROUP="NWUDamage"


var() sound ExtraFireSound;
var() sound EndFireSound;
var() int FinalCount;

simulated function FireEffect()
{
	if (Charge < FinalCount*2 && Level.NetMode != NM_Client)
		Pawn(Owner).Weapon.PlayOwnedSound(EndFireSound, SLOT_Interact, 8);
	else 
		Pawn(Owner).Weapon.PlayOwnedSound(ExtraFireSound, SLOT_Interact, 8);
}

function ChargeDecreaseEvent()
{
	if (Charge > 0 && Charge < FinalCount && Pawn(Owner) != None)
		Owner.PlaySound(DeActivateSound,, 8);
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=NWUDamage
	CollisionRadius=24.000000
	CollisionHeight=48.000000
	Texture=NWUDamageCrystal
	MultiSkins(2)=Texture'UDamFX01'
	
	LightHue=210
	LightSaturation=0
	LightBrightness=255
	LightRadius=5
	LightType=LT_Steady
	LightEffect=LE_NonIncidence
	
	PickupPriority=100
	
	ExtraFireSound=NWUDamFire1
	EndFireSound=NWUDamFire2
	FinalCount=5
	PickupMessage="You got the Triple Damage!"
	ItemName="Triple Damage"
	RespawnTime=120.000000
	PickupViewMesh=NWUDamage
	MaxDesireability=2.500000
	PickupSound=NWUDamPickup
	DeActivateSound=NWUDamExpire
	Icon=Texture'Botpack.Icons.I_UDamage'
	
	bRotatingPickup=True
	PickupType=PCK_ExtraDamage
	bTemporaryPickup=True
	bCumulativeCharge=True
	Charge=30
	MaxCharge=90
	ChargeDecreaseRate=1.000000
	DamageMult=3.000000
	
	PickupFXClasses(0)=Class'NWUDamCor'
	PickupFXClasses(1)=Class'NWUDamVertTrace'
	PickupFXClasses(2)=Class'NWUDamFog'
	PickupFXClasses(3)=Class'NWUDamOV'
	
	bOverlayWeaponFX=True
	bThirdPersonWeaponFX=True
	bWeaponAffector=True
	WeaponFXOverlayStyle=STY_Translucent
	WeaponFXThirdPersonStyle=STY_Translucent
	bTeamBasedWeaponFX=False
	WeaponFXOverlayTex(0)=Texture'NeoXUDamFluid'
	WeaponFXThirdPersonTex(0)=Texture'NeoXUDamFluid'
	bWeaponFXOverlayEnviroMap=True
	bWeaponFXThirdPersonEnviroMap=True
	WeaponFXOverlayExtraFatness=0
	bWeaponFXOverlayUnlit=True
	bWeaponFXThirdPersonUnlit=True
	WeaponFXOverlayGlow=1.500000
	WeaponFXThirdPersonGlow=1.000000
	
	bPawnFX=True
	PawnFXStyle=STY_Normal
	PawnFXAmbientGlow=254
	
	bPawnFXLight=True
	PawnFXLightHue=210
	PawnFXLightSaturation=0
	PawnFXLightBrightness=255
	PawnFXLightRadius=10
	PawnFXLightType=LT_Steady
	PawnFXLightEffect=LE_NonIncidence
}
It does the exact same thing as the regular UDamage, but with many more features and way less code for instance. This is the kind of thing I am aiming through the whole pack.


As for the ZP thing, if I do it then it's going to be completely optional, both client and server side (if it's disabled in the server, whatever the client setting is it doesn't matter, non zp will be used).
As for the exploits, general rule is: if you rely in the client, it's easily exploitable, if you rely in the server, it's hardly exploitable.
So the idea is having ZP in the client and a lag compensation final check in the server to tell if the shot was really likely to hit (with a certain degree of certainty) or if the client is trying to cheat the hit.

But that part is the easy part, I am more annoyed in either doing or not a new class for the effects management in all this. I'll see... if I end up doing it, the server admin can simply disable it server-side and have regular hitscan (where the client hit notifications are simply ignored if they are forced through a client exploit).
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  #145  
Unread 20th August, 2012, 11:53 AM
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I asked this over at ut99.org, but I think it's best to ask also here:

Now a question aimed specially to MH players/admins:
- What features do you need in NW3 to get rid of UTJMH?
Don't get me wrong, I don't dislike UTJMH at all, but in NW2 a special UTJMH config was needed in order to run both the NW2 MH features and UTJMH, otherwise they would collide and not work very well.
So, in NW3 there will be 3 options: not use UTJMH at all and use only the NW3 MH features, or the other way around, or neither of them (for the ones wanting a challenging MH gameplay).

So, afaik, the only features really needed are (all optional from the config):
- Health regeneration
- Ammo regeneration
- Display of monsters health in the HUD (although in NW3 it will be more clean and less "spammy")

Anything else needed?
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  #146  
Unread 21st August, 2012, 02:03 PM
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Random weapons/nukes/deemers awarded to players?
I recall NW2 did this anyway - and with a funny sound eg: Unbelievable! or Insane in the membrane!

I like those - hope more in NW3

Last edited by Pileyrei : 21st August, 2012 at 02:06 PM.
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  #147  
Unread 21st August, 2012, 02:47 PM
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Yeah, I was forgetting about the random rewards over time in MH, thanks for reminding me (I also enjoyed it when I played NW2 MH, quite some frustration when someone else got some rewards I wanted to use myself ).

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

On another note, I would ask the people interested in the mod to look at this post:
http://www.ut99.org/viewtopic.php?f=34&t=4173
and give me feedback either here or there if you wish (I just don't copy the post here since this page has enough text already).
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  #148  
Unread 21st August, 2012, 03:21 PM
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Good stuff sir - will take a look.

I'd like to a make a request to other people posting in here.

Do NOT give Feralidragon too many suggestions, otherwise this will be released at Christmas.

2017.
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  #149  
Unread 22nd August, 2012, 11:13 AM
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Well, verdict so far (for who read the first post of the provided link):

1 - Menus:
- client settings;
- a few quick and basic server and standalone settings (gameplay profile and weapons/pickups basic settings)
- everything else (95-98% of the ini files configurations) will have to be tweaked directly in the ini. But rest assured, documentation will be made to explain what each one does.

2 - ZP/Lag compensation:
- is a go. Not sure how it will turn out and how much time it will take (may take 5 min or 1 week to develop), but 4 people decided it for everyone else, 3 "yes" and 1 "no".

3 - MH:
- only the random reward system will be added to the MH features list.

4 - This will be better decided by the beta-testers later on during closed beta.
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  #150  
Unread 22nd August, 2012, 01:04 PM
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Quote:
Originally Posted by Pileyrei View Post
Do NOT give Feralidragon too many suggestions, otherwise this will be released at Christmas.

2017.
loooool ...that early?
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  #151  
Unread 22nd August, 2012, 02:29 PM
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Over at UT99 you posted this:
Quote:
Let's just hope that when I release the mod MH players and admins do not complain about something missing.
Now this is something we have discussed privately and I mean my response with the utmost respect. You aren't getting a response because most people are either tired of waiting or have just given up until they see a download link. Each time another self-imposed deadline passes there are fewer responses until now it's just a few. Of course there will be LOTS of complaints, but you can't expect admins and players to give you full opinions when they haven't even seen it.

Do us all a favor and drop some sort of demo or beta onto the scene. You are going to need full-on server testing and logs no matter how much in-house testing you are doing. Trying to bypass the normal beta stage on a project like this isn't a good idea and it bothers me a little bit that you planted a seed to where you can point back towards to deflect criticism when it comes.

The bottom line is we are all respectful. There aren't 20 threads all over UT forums demanding you to ship your mod. Most all the postings come from you to threads you created slowly showing what you are offering. Fine, you come to the table with something to offer then offer it. We all want to help but you have passed beyond waiting into teasing and frankly I think you are creating a level of frustration and anger that runs the risk of backlashing.

My advice would be to stop posting 'previews', stop everything public. Post again when it's time to let people see it and nothing more until.

<again C, this is just my opinion and reflects none on the respect I have for you. You have helped me selflessly time and again and I owe you many times over>
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  #152  
Unread 22nd August, 2012, 05:05 PM
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I appreciate all the honest input:

- Mod in development for 2 years, people only have seen screenshots and videos. Indeed, people want a download link and are most likely frustrated and won't say a thing until then, which I quite understand.

- In my side, I have been perfectly clear everywhere I am the sole person developing the whole mod ground up, and for that I lack time, I lack lots of time.

- I have set release dates in the past, but stopped doing so ever since, so it's still TBD for quite some months. Everytime people ask, I say "perhaps" or "maybe" "that month or the next", and I really mean it, but always some sh*t happens (with time, one or another bug or things just get more time to develop than expected), it sucks, but that's the truth.

- I cannot give a demo or beta. I already stated the reasons before.
It has to do with the mod architecture, complexity, filesize and a few people within the community which are <sarcasm>respectful</sarcasm> (if you know what I mean).

- There's going to be a closed beta, so I am not skipping beta-testing at all. Who's in? People who want to be in and which have just that minimum amount of trust, to a certain people limit. Slots are still open and the team is already being assembled, although no "official" announcement was made for it, and there are still only about 6 or 7 people in (mostly because I am being highly restrictive, otherwise...).

- Beta-testing server: idk (as for me I can simply setup a home server, it isn't the same as I don't keep my stuff on if I am not using it, but last time I opened a server with just the standard stuff even US guys had around 120ms ping, more or less, no stuttering, everyone just having fun like a regular server)

- Not posting more media: I won't. That UDamage was the last one just to show how the new pickups will look overall, just to say I am not being lazy or anything due to the time these things are taking.
However, the sole reason I posted just a few more images beyond what I said it was going to be the last, was the time already passed and the requests of people wanting "updates".


So, unlike you may believe, people do indeed want a download link, but seem to still want to see updates and see this project getting progressively finished, that's why I did it, that's why I kept doing it in other forums and sites, and I never asked nor required feedback of any kind when doing so, I just posted up for people to see what they are getting in the end.
Does it have the "teasing" consequence? Yeah, perhaps. But if I don't do it, suddenly someone starts asking for it and if I don't add anything, they start to think the project is dead. Once I do, at least in facebook, I hit the upload button, save, then as I change tabs to my email, facebook notifications right away, with barely 5 seconds of difference. So yeah.... I know people's take on it (as far as players go).

The whole thing is: the sole time I actually ask for opinions in very simple and generic subjects after 2 years, just to release something with the bare minimum of quality since people's opinion's do matter (a lot), I get almost nothing, that's all there is to it.

Therefore: I will go on with just the opinions of a few people who cared to give feedback (and which only about 2 were incredibly honest, and I couldn't ask for more, one of them is you ofc), and do the rest my way as I kept doing so far, until beta-testing. By then, also only a few people will "opinate" on the mod, the end.
Actually, I will do better than that, I just literally postponed the development of some features of the mod for a possible bonus pack later. They were going to bring some interesting gameplay which works with modern games, but I can do it later after the main release.

So in resume, this is all I have left to finish, nothing more and nothing less:
Code:
* Pickups: chest armor, thigh pads, jumpboots, SCUBA gear, flash light
* Menus
* Add ZP/lag compensation to hitscan
* MH features: health regen, ammo regen, monsters names + health on screen, monsters/teammates simple radar, MH rewards system (NW2-like)
* Add some flexibility and support for future content (bonus packs, mutators and the like)
* Documentation
* Beta-testing
* Release, with media (release video + new updated logo + a few images)
And that above is basically the 0.05% of the pack left to finish it. Then release, and on to another projects I want to do for a long time, and which NW3 kept me from even starting.
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  #153  
Unread 23rd August, 2012, 01:29 AM
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Well stated. I'm glad you didn't take my opinion as disrespect. I'll be honest in that I'll be glad this NW3 stuff is overSpoiler:
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  #154  
Unread 23rd August, 2012, 10:51 AM
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Quote:
Originally Posted by UTrustedPlayer View Post
Well stated. I'm glad you didn't take my opinion as disrespect.
I don't take it as disrespect as long as I know the person is being honest and not simply trolling or taking a dump at it. I value honesty, problem is people are many times afraid of talking, and others just do the latter without thinking this is being done by just 1 person, which happens to not have enough free time to finish this mod quickly.

Once I release, people will be able to see why it took so long, specially any dev that looks into the code or all the models and effects there.
If we're going on numbers:
- over 900 new .uc files (classes) so far (100% mine)
- over 400 new 3D models so far (100% mine)
- over 2400 textures so far (skins, icons, fx, etc, although around 5~10% of them are from UT/UT2k4/UT3 originally, but I did the remaining 90~95%)
- over 300 sounds (95% of them are sounds from original UT/UT2k4/UT3, and from those around 80% were edited to fit exactly the kind of sounds I wanted, around 6~10 of them are from a known UT2k4 mod which I obviously asked permission to use and which they will obviously get credits for).

So what does this say to the average gamer? Nothing much. What does this say to the average developer? There's some work put into there, but doesn't tell much more either.
But, again, once I finally release this, people will perhaps finally understand why something like this took long to finish.

And ironically, today I just got this message in my blog:
Quote:
Originally Posted by Rin
die already..
you keep promise that won't be long..
but look the date dammit !!
it already august 2012 !!
stupid ferali, i put a big trust to your word..
but now u betrayed me..
Lots of love and hate around this mod. So as you see, I know how people feel, and that's not the only message I got during all this development time, and so far I get more from comprehensive people rather than the ones that simply do not understand the work here, so the balance is positive so far and that's why I am going to finish the mod asap.

Quote:
Originally Posted by UTrustedPlayer View Post
I'll be honest in that I'll be glad this NW3 stuff is overSpoiler:
Spoiler:
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  #155  
Unread 23rd August, 2012, 06:34 PM
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Release it when it's done, ignore guys like that (Rin) (plus I don't remember you promise a release date). You have a LOT of work on this and you are releasing it for free for the entire community no one can complain in this conditions. Keep it up Ferali.

Last edited by iloveut99 : 23rd August, 2012 at 07:37 PM.
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  #156  
Unread 31st August, 2012, 07:03 AM
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Feralidragon,

I'm sure you have a million beta testers on standby.
But if you need one more, please consider me.

Piley
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  #157  
Unread 3rd September, 2012, 01:14 PM
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Well, many wanted indeed to participate in the closed beta, but so far I only selected about 6~7 beta-testers so far from those, since obviously I won't let any random person in (I think the reasons why are clear, I hope).

Once the pack reaches the beta-testing phase I will be actively recruiting and selecting some more people (perhaps around 10 or 15 more, idk).
In your specific case if you want to be in for the beta-testing, then sure, consider yourself added.
Thanks.


In a sidenote: I already started the menus phase about 2 weeks ago, and already finished most of the main system, so right now is mostly about adding content.

Also I changed my mind and I will include most of the settings in the menus, as the new menus system turned out better and easier to setup than I expected.
Only some lists and a few things, which are essentially really advanced settings, won't be included there.

Also they have a feature of showing a better description/help if you hover the mouse on a certain setting (although this was perhaps the most tricky feature I had to make for the menus).
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  #158  
Unread 3rd September, 2012, 01:36 PM
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Quote:
Originally Posted by Feralidragon View Post
In your specific case if you want to be in for the beta-testing, then sure, consider yourself added.
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  #159  
Unread 10th September, 2012, 09:55 PM
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iam courious when its allowed to host a NWIII server

watching out for a good recordnisable ip out of our pool

what maps and what style is the best for the new NW? Big maps? Middle maps? Lowgrav?

or should i take an existing MH-Server and just exchange the weapons, maybe from NWII to NWIII,
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  #160  
Unread 11th September, 2012, 11:08 AM
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Quote:
Originally Posted by maggi View Post
iam courious when its allowed to host a NWIII server
Well, once the mod gets released to public.

Quote:
Originally Posted by maggi View Post
what maps and what style is the best for the new NW? Big maps? Middle maps? Lowgrav?
Anything, it doesn't matter if it's something as small as Deck16 or as big as Face or Hall of Giants.
The mutator that replaces the weapons also features a filter to define when certain weapons should appear. By default, big nuclear weapons don't appear in small maps, but they do appear in big maps, so the gameplay keeps a good balance depending on the map (imagine how messed up would be to spawn an Ultimaprotos in a 1vs1 small DM map...).

Quote:
Originally Posted by maggi View Post
or should i take an existing MH-Server and just exchange the weapons, maybe from NWII to NWIII,
Once it gets released you can indeed remove the NW2 mod and install NW3 instead. That's what many NW2 MH server admins are supposed to do if they want this pack.
NW3 is lighter and optimized in the server btw, so if a server runs NW2 well, it should run NW3 even better.
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Nali Weapons 3 | Community UT mods
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