It's actually pretty easy once you get a hang of it, and I'd dare say NR is the best way to learn how to handle a Strangelove, but NR isn't just limited to SLV - other vehicle-type weapons could be used just by running a mutator that replaces the redeemers or something.EvilGrins wrote:Nuclear races looks very fun, though I doubt I'd be able to handle that.
Metalfist thinks our coder, GF-Rex should just release the mod. I think Metalfist should finish NR-Anulpha because it's a wonderful futuristic and huge map. Rex is occasionally seen on Steam, I believe. The main cause Rex never finished it was probably because us mappers were too lazy. I only have one fully complete NR map, one fully laid out map in beta (seen in the video above) and several tracks that are nowhere near complete. Fist has two tracks fully laid out, I believe, maybe more. Also, the SLV community has basically died, with only occasional occurrences, where some of us get together and decide to play a few games, so I guess his interest waned in it. I still think NR should get released, because it's not just the SLV community that could enjoy this mod, I've seen a ton of other weapons in online servers that could work great with NR, e.g. rocketx and all it's derivates. I've noticed they're still pretty popular online.
NR was mostly plagued by some weird bug that surfaced when using SLV - the first time you run the mod on a server, usually with 'admin servertravel', everything would work fine, but if you restarted the map or changed the map to another NR map right after that, the SLV started behaving whack - instead of max afterburner speed of 30m/s, you'd go 40m/s. Instead of boost speed 40m/s you'd go 50m/s. The only way to work around this was to run another gametype inbetween, usually with a different version of SLV, then run the NR map again. At the time we were testing it online, it wasn't included on mapvote, so we always used admin servertravel with the gametype and mutator version used straight from the console. There were probably other bugs, mostly involved with starting and ending the race, but iirc, those got ironed out.
I still want NR to be released because I honestly believe it's a mod that has potential to be at least somewhat popular in the still alive UT community. Also, if NR ever sees public daylight, I hope some coder can help me/guide me/teach me how to modify some of the existing UT weapons. Namely, what I want is:
The regular UT rocket launcher - alt-fire to lock on to a target, primary fire works the same, but the projectile itself would be fast enough to catch up with SLV's. (around 35m/s relative to the way SLV measures speed, but not fast enough that you couldn't use boosters to get away).
ASMD - alt-fire orbs would be much slower and eventually stop, hovering in place until they blow up themselves (regular altfire splash radius and damage) or get triggered by the primary fire.
Pulse gun - primary fire projectiles slightly faster, alt-fire distance slightly longer
Flak cannon - primary fire spread is smaller, effective range slightly longer.
I have no knowledge of what you're talking about. As far as I know, as long as the levels are well designed, you can't really cheat the checkpoint system. The particular map in that video lacks ICH's inside windows because it was a beta test and I was lazy, but the checkpoints were more or less placed in a way where flying through the "windows" wouldn't give you that huge of an advantage. If there was another way to cheat the system, I'd like to know how.Ah yeah I remember this. It was a blast to play....right up until everyone figured out how to cheat. I wonder if that's why Rex never finished it? Theoretically ACE should stop that way it was exploited so the games would be OK again. Is Rex still around?