FragNewNet
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Letylove49
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asosed
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- Posts: 452
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- Location: Russia
Re: FragNewNet
New version 300
1. NewNetCG:
- fixed damage pri for bots.
- added option AntiSpamMethod.
2. NewNetRA: added support GrappleHook
Update in first post
1. NewNetCG:
- fixed damage pri for bots.
- added option AntiSpamMethod.
2. NewNetRA: added support GrappleHook
Update in first post
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asosed
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Re: FragNewNet
New version 301
1. Fixed flood in log
2. Added support bots in arena NewNetSDOM
3. Fixed support Redeemer in arena NewNetRA
Update in first post
1. Fixed flood in log
2. Added support bots in arena NewNetSDOM
3. Fixed support Redeemer in arena NewNetRA
Update in first post
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ProZeidon
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- Location: Denmark
Re: FragNewNet
Hi asoed,
Thanks for a really good mod.
If it's possible to make requests, I would like to know if it's possible for you to add a HvB (Humans vs Bots) feature/mod?
I would also like to know if it's possible to activate the sound "Flak Monkey" in DM, TDM and CTF? I can't figure out how to do it, even though I've read the ReadMe.
Thanks for a really good mod.
If it's possible to make requests, I would like to know if it's possible for you to add a HvB (Humans vs Bots) feature/mod?
I would also like to know if it's possible to activate the sound "Flak Monkey" in DM, TDM and CTF? I can't figure out how to do it, even though I've read the ReadMe.
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asosed
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- Location: Russia
Re: FragNewNet
Hi. Thanks.ProZeidon wrote: ↑Thu Nov 20, 2025 5:44 pm Hi asoed,
Thanks for a really good mod.
If it's possible to make requests, I would like to know if it's possible for you to add a HvB (Humans vs Bots) feature/mod?
I would also like to know if it's possible to activate the sound "Flak Monkey" in DM, TDM and CTF? I can't figure out how to do it, even though I've read the ReadMe.
HvB
This is the first time I've heard of it. What is it and how does it work?
UPD: So I found this mutator and it seems that it can be used in conjunction with fnn, but I haven't tested it.
https://medor.no-ip.org/index.php?dir=& ... ots100.zip
FlakMonkey
This sound is only in the NewNetFM arena mutator.
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ProZeidon
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- Location: Denmark
Re: FragNewNet
Yes, but the old HvB mod doesn't seem to work with the latest version of v469e. At least not from my experience. Unfortunately, after I updated my server, HvB didn't work, no matter what other mods I disabled.
You're right that the HvB mod is rarely seen anywhere, but the fact that you can meet up with a friend and fight a small army of bots together is really entertaining.
I thought it might be a small but excellent addition to FragNewNet and that it would inform more server owners that this type of team play is a possibility.
Ok so that's why I couldn't force Flak Monkey announcer to appear. I suspected that.
You're right that the HvB mod is rarely seen anywhere, but the fact that you can meet up with a friend and fight a small army of bots together is really entertaining.
I thought it might be a small but excellent addition to FragNewNet and that it would inform more server owners that this type of team play is a possibility.
Ok so that's why I couldn't force Flak Monkey announcer to appear. I suspected that.
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asosed
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Re: FragNewNet
HvBProZeidon wrote: ↑Thu Nov 20, 2025 8:10 pm Yes, but the old HvB mod doesn't seem to work with the latest version of v469e. At least not from my experience. Unfortunately, after I updated my server, HvB didn't work, no matter what other mods I disabled.
You're right that the HvB mod is rarely seen anywhere, but the fact that you can meet up with a friend and fight a small army of bots together is really entertaining.
I thought it might be a small but excellent addition to FragNewNet and that it would inform more server owners that this type of team play is a possibility.
Ok so that's why I couldn't force Flak Monkey announcer to appear. I suspected that.
I installed patch 469e on both the server and the client, as well as this mod. Everything works fine for me. When the match starts, I and the second player are assigned to the same team, and the bots are assigned to the other. In any case, this is not a story fnn and if you have problems with 469e, you should write here https://github.com/OldUnreal/UnrealTour ... hes/issues
Flak Monkey
I have added in new vers. the fnn302.KillMsgSounds mod for you, you can add it to any game and it will work. For a description of the options, see readme
New version 302
1. ShockDOM (mutator NewNetSDOM):
-- The ability to play on any DOM map, not on special ones.
-- Added option bInfiniteAmp=false. True - infinite amplifier.
2. Added mutator KillMsgSounds - adds sounds and messages to ComboWhore and FlakMonkey after a custom number of kills with the Shock Rifle Combo and alt Flak Cannon, respectively.
Update in first post
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ProZeidon
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- Location: Denmark
Re: FragNewNet
Thank you so much for the quick replies and for helping to test if HvB works. I really appreciate that and I apologize for the inconvenience. I'll have to try it further to see where my mistake lies.
I love those voice announcements! Thanks again!
Really cool update to FNN. I'm looking forward to trying it out!
I love those voice announcements! Thanks again!
Really cool update to FNN. I'm looking forward to trying it out!
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asosed
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- Location: Russia
Re: FragNewNet
New version 303
1. Grapple Hook (mutator fnnXXX.NewNetGH):
- the player's climbing on the hook is now smooth.
- fixed a bug with teleport: while the hook is attached, if the player enters the teleporter, the hook will be destroyed.
- added option RopeDrawScale=0.080000 (The thickness of the hook cable. If it's 0, the cable won't be visible as in the original).
- HookDamageMode0 and HookDamageMode0 in FragNewNet.ini moved from section [fnnXXX.UTPure] to [fnnXXX.NewNetGH].
2. TeleportToPoint mutator (fnnXXX.TeleportToPoint):
- remove options CmdFormatting="!" and bCmdFormattingMutate=True - commands always start in chat with "!" and in console mutate "command".
- added messages to the player every second about the expiration of TeleportMonsProtectTime.
- added numbering of checkpoints (number above the flag-checkpoint).
- it is now possible to teleport to any checkpoint - !gocp <n> - teleports to checkpoint number n.
3. CmdMut mutator. Option bUseBalanceTeams now also works for 4-team games.
4. Added BrightPlayer mutator (fnnXXX.BrightPlayer). Mutator make the players/bots/monsters to look brighter, it does not change the parameters of the light (brightness or such), only makes him immune to light, practically becomes visible all the time, including in dark places):
- BrightPlayer=False/True in FragNewNet.ini removed from section [fnnXXX.UTPure]
- Added option bEnableMonsters=False (True - applies to monsters)
5. Mutator PureAutoPause (fnnXXX.PureAutoPause). Added option Timeouts=1 (Max amount of times a team may take timeouts use command !time in chat)
6. CTF HUD. CTF4 and MultiCTF:
- added display of the flag bearer's name under the flags and the flag return timer.
- improved the position of flags to avoid overlapping with other parts of the HUD.
7. Console. If bUsePureConsole=True:
-- any console (even custom ones) will be replaced with the secure FragNewNet Console to prevent execution of unsafe commands.
- 12 buttons have been added for quick navigation in the game.
8. DemoRec:
- weapon ShockRifle - fixed ShockBeam show and Rings rotation.
- weapon BioRifle - fixed SpawnSplash show.
- weapon PulseGun - fixed Bolt show.
- hitscan weapons - fixed wall hit effect show.
9. bTournament. Warmap end now without suicide.
10. Fixed player view replication after state dying.
11. ScoreSave mutator. The score is not saved in warmup mode.
12. Fixed rotation for Combo weapon ShockRifle.
13. Due to code improvements and for better understanding of the option. In FragNewNet.ini:
- option bNNAnnouncer removed. Added option bNewMultiKillMsg.
- option bNNAnnouncerForSpec removed. Added option bMultiKillMsgForSpec.
14. Added server-side damage checks to prevent false hits.
15. ShakeView and sounds falling damage are now client-side, so they work without lag.
16. The code is split into client and server parts to avoid duplication.
17. Fixed secondary fire damage for the ShockRifle.
18. Various code improvements and prevents flood in logs.
Update in first post
1. Grapple Hook (mutator fnnXXX.NewNetGH):
- the player's climbing on the hook is now smooth.
- fixed a bug with teleport: while the hook is attached, if the player enters the teleporter, the hook will be destroyed.
- added option RopeDrawScale=0.080000 (The thickness of the hook cable. If it's 0, the cable won't be visible as in the original).
- HookDamageMode0 and HookDamageMode0 in FragNewNet.ini moved from section [fnnXXX.UTPure] to [fnnXXX.NewNetGH].
2. TeleportToPoint mutator (fnnXXX.TeleportToPoint):
- remove options CmdFormatting="!" and bCmdFormattingMutate=True - commands always start in chat with "!" and in console mutate "command".
- added messages to the player every second about the expiration of TeleportMonsProtectTime.
- added numbering of checkpoints (number above the flag-checkpoint).
- it is now possible to teleport to any checkpoint - !gocp <n> - teleports to checkpoint number n.
3. CmdMut mutator. Option bUseBalanceTeams now also works for 4-team games.
4. Added BrightPlayer mutator (fnnXXX.BrightPlayer). Mutator make the players/bots/monsters to look brighter, it does not change the parameters of the light (brightness or such), only makes him immune to light, practically becomes visible all the time, including in dark places):
- BrightPlayer=False/True in FragNewNet.ini removed from section [fnnXXX.UTPure]
- Added option bEnableMonsters=False (True - applies to monsters)
5. Mutator PureAutoPause (fnnXXX.PureAutoPause). Added option Timeouts=1 (Max amount of times a team may take timeouts use command !time in chat)
6. CTF HUD. CTF4 and MultiCTF:
- added display of the flag bearer's name under the flags and the flag return timer.
- improved the position of flags to avoid overlapping with other parts of the HUD.
7. Console. If bUsePureConsole=True:
-- any console (even custom ones) will be replaced with the secure FragNewNet Console to prevent execution of unsafe commands.
- 12 buttons have been added for quick navigation in the game.
8. DemoRec:
- weapon ShockRifle - fixed ShockBeam show and Rings rotation.
- weapon BioRifle - fixed SpawnSplash show.
- weapon PulseGun - fixed Bolt show.
- hitscan weapons - fixed wall hit effect show.
9. bTournament. Warmap end now without suicide.
10. Fixed player view replication after state dying.
11. ScoreSave mutator. The score is not saved in warmup mode.
12. Fixed rotation for Combo weapon ShockRifle.
13. Due to code improvements and for better understanding of the option. In FragNewNet.ini:
- option bNNAnnouncer removed. Added option bNewMultiKillMsg.
- option bNNAnnouncerForSpec removed. Added option bMultiKillMsgForSpec.
14. Added server-side damage checks to prevent false hits.
15. ShakeView and sounds falling damage are now client-side, so they work without lag.
16. The code is split into client and server parts to avoid duplication.
17. Fixed secondary fire damage for the ShockRifle.
18. Various code improvements and prevents flood in logs.
Update in first post
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asosed
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- Location: Russia
Re: FragNewNet
New version 304
1. Demorec. The decal for the FlakCannon weapon has been fixed.
2. Improved server-side damage checks
3. Fixed a sometimes stuck bot with the PulseGun weapon.
Update in first post
Auto merged new post submitted 21 hours 4 minutes later
New version 305
1. Added option bServSideCheckDmg=True (False - disable damage checking for the last 15 target positions - players with high ping will be prioritized because their hits will not be checked on the server side)
2. Added caching UTpure options for fast response and removed unnecessary replications to avoid network overload.
3. Fixed damage from bots in Combogib
4. Improved code hitsounds.
Update in first post
1. Demorec. The decal for the FlakCannon weapon has been fixed.
2. Improved server-side damage checks
3. Fixed a sometimes stuck bot with the PulseGun weapon.
Update in first post
Auto merged new post submitted 21 hours 4 minutes later
New version 305
1. Added option bServSideCheckDmg=True (False - disable damage checking for the last 15 target positions - players with high ping will be prioritized because their hits will not be checked on the server side)
2. Added caching UTpure options for fast response and removed unnecessary replications to avoid network overload.
3. Fixed damage from bots in Combogib
4. Improved code hitsounds.
Update in first post
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asosed
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- Location: Russia
Re: FragNewNet
New version 306
1. Removed option bServSideCheckDmg=True. Added option bDmgTolerance=10 (Damage is calculated client-side, but damage verification is performed server-side using stored histories of 15 player positions and a small tolerance. The smaller the tolerance, the more stringent the damage calculation, but players with high ping will experience more false hits on their side. By default, this value is 10, which is the sweet spot)
2. Added support skin Konoko from game Oni. Created by Rikia from ut99.org. The installation instructions are described in the readme section: 'INSTALLATION SKINS ONI Konoko'
Update in first post
1. Removed option bServSideCheckDmg=True. Added option bDmgTolerance=10 (Damage is calculated client-side, but damage verification is performed server-side using stored histories of 15 player positions and a small tolerance. The smaller the tolerance, the more stringent the damage calculation, but players with high ping will experience more false hits on their side. By default, this value is 10, which is the sweet spot)
2. Added support skin Konoko from game Oni. Created by Rikia from ut99.org. The installation instructions are described in the readme section: 'INSTALLATION SKINS ONI Konoko'
Update in first post
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asosed
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- Location: Russia
Re: FragNewNet
New version 307
1. For players with high ping after testing the number of stored positions for damage checking has been increased.
2. Fixed double sound from PulseGun plasma.
3. For servers on patch <469c full replication of the weapon HUD to the spectator has been added.
Update in first post
Auto merged new post submitted 22 hours 27 minutes later
New version 308
1. Code fixes:
-- fixed Timer in bbplayer.
-- warmup code transferred from tick to timer in UTpure.
2. Mutator NoDamageBoost. Fixed invulnerability when picking up armor.
Update in first post
1. For players with high ping after testing the number of stored positions for damage checking has been increased.
2. Fixed double sound from PulseGun plasma.
3. For servers on patch <469c full replication of the weapon HUD to the spectator has been added.
Update in first post
Auto merged new post submitted 22 hours 27 minutes later
New version 308
1. Code fixes:
-- fixed Timer in bbplayer.
-- warmup code transferred from tick to timer in UTpure.
2. Mutator NoDamageBoost. Fixed invulnerability when picking up armor.
Update in first post
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asosed
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- Location: Russia
Re: FragNewNet
New version 309
1. Added option bHitscanTradeKills=false (True - allows trade kills for hitscan weapons)
2. Spectators: AltFire and PrevWeapon now switch to the previous player.
3. TDM4: Improved the position of team icons to avoid overlapping with other parts of the HUD.
Update in first post
Auto merged new post submitted 16 hours 57 minutes later
New version 310
1. FlakCannon decal lifetimes have been reduced to reduce server and client load.
2. BioRifle secondary fire damage now unlocks triggers.
Update in first post
1. Added option bHitscanTradeKills=false (True - allows trade kills for hitscan weapons)
2. Spectators: AltFire and PrevWeapon now switch to the previous player.
3. TDM4: Improved the position of team icons to avoid overlapping with other parts of the HUD.
Update in first post
Auto merged new post submitted 16 hours 57 minutes later
New version 310
1. FlakCannon decal lifetimes have been reduced to reduce server and client load.
2. BioRifle secondary fire damage now unlocks triggers.
Update in first post
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revok14
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- Joined: Sat Sep 06, 2025 4:23 am
- Personal rank: Quake 3 Refugee
- Location: SW US
Re: FragNewNet
fnn307 operational on my server. Integrated with VoteSys. Using NoSmoke, BrightPlayer muts and ComboGib, instaGib, and Flak Arenas.
I wasn't able to get the BeaconPlayer mutator to work for 'teammates only' within the configurable variables, so still using the 2k4 beacon mutator.
I wasn't able to get the BeaconPlayer mutator to work for 'teammates only' within the configurable variables, so still using the 2k4 beacon mutator.
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asosed
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Re: FragNewNet
you have this? send me your settingsrevok14 wrote: ↑Tue Feb 17, 2026 4:52 pm fnn307 operational on my server. Integrated with VoteSys. Using NoSmoke, BrightPlayer muts and ComboGib, instaGib, and Flak Arenas.
I wasn't able to get the BeaconPlayer mutator to work for 'teammates only' within the configurable variables, so still using the 2k4 beacon mutator.
bShowForSpectators=True
bShowForPlayers=True
bShowForTeammates=True
bShowHealth=False