Nali Weapons 3 - Release

Need some nice Mods? Here, you are right!
User avatar
Dr.Flay
Godlike
Posts: 3297
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK

Re: Nali Weapons 3 - Release

Post by Dr.Flay » Tue Nov 06, 2012 10:46 pm

Only issue I have at the moment (only noticed it last night) is the "Wealth" relic does not work with NW3
(It is supposed to give you ammo)
Could be either the relic or NW3 at fault, but it is not a big issue.

User avatar
EvilGrins
Godlike
Posts: 7647
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: Nali Weapons 3 - Release

Post by EvilGrins » Wed Nov 07, 2012 2:46 am

papercoffee wrote:
EvilGrins wrote:By the way, when should we expect NW4 to be ready?
insatiable... :|
Moi?

Anywho, I've only noticed one odd thing about NW3 so far. The primary fire and alt fires from NW2 are kinda reversed on some of the weapons. Most notably the Graviton but more than that.

Monsters traditionally tend to dodge the primary fire of weapons in UT, but they don't dodge the alt fire at all. All the weapons that NW3 uses? The monsters are dodging the alt fire but not the primary.

No idea what that's about.

The Graviton doesn't seem as powerful as the NW2 version, has barely any pull. The androids are adorable.

Screenshots · http://www.ut99.org/viewtopic.php?p=43986#p43986

Hey, can the falling debris from the BIG explosions hurt me?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
papercoffee
Godlike
Posts: 9772
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: Nali Weapons 3 - Release

Post by papercoffee » Wed Nov 07, 2012 9:22 am

EvilGrins wrote: The Graviton doesn't seem as powerful as the NW2 version, has barely any pull.
Because you use the normal DM profile ...you can set up the weapon to a more powerful version.

User avatar
EvilGrins
Godlike
Posts: 7647
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: Nali Weapons 3 - Release

Post by EvilGrins » Wed Nov 07, 2012 10:02 am

Did find another little glitch: the Vortex.

In NW2 you can destroy the vortex, if you're done with it or it no longer serves a purpose. Any number of the other weapons can end the thing...

...not so much with NW3.

Image

I had all the little robo·weapons tearing, and chasing, the Skaarj around the map before I tossed the vortex at them. It was fun to watch, as these Skaarj are all but unkillable, but after a bit I tried to bust them out of the vortex.

It would not die.

Image

I hit it with rocket blasts. I planted a MegaTon under it. Shot every nuke in the book at the vortex.

Didn't even slow it down. In fact, none of the little robots were harmed by the nukes either, which was also kinda weird.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Metalfist
Masterful
Posts: 610
Joined: Sun Jan 03, 2010 3:54 pm
Personal rank: ^,..,^ rawr

Re: Nali Weapons 3 - Release

Post by Metalfist » Wed Nov 07, 2012 11:52 am

bcs you can't kill your own robots?
Image

User avatar
Feralidragon
Godlike
Posts: 5257
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon » Wed Nov 07, 2012 12:31 pm

papercoffee wrote:
EvilGrins wrote: The Graviton doesn't seem as powerful as the NW2 version, has barely any pull.
Because you use the normal DM profile ...you can set up the weapon to a more powerful version.
^ This. Setup the mod profile to "Monster Party".

@Cybots: try going to Nali Weapons 3 Gameplay Settings > Weapons > Cybot Launcher, and check the friendly fire options there (there are a few options to enable to damage your own cybots). By default you cannot kill your own cybots just like Metalfist mentioned above.

User avatar
EvilGrins
Godlike
Posts: 7647
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: Nali Weapons 3 - Release

Post by EvilGrins » Wed Nov 07, 2012 5:51 pm

Metalfist wrote:bcs you can't kill your own robots?
Clearly... but you could kill them off in NW2.
Feralidragon wrote:
papercoffee wrote:
EvilGrins wrote: The Graviton doesn't seem as powerful as the NW2 version, has barely any pull.
Because you use the normal DM profile ...you can set up the weapon to a more powerful version.
^ This. Setup the mod profile to "Monster Party".
Just seems odd the defaults are all so different from the previous versions defaults... but okay.
Feralidragon wrote:@Cybots: try going to Nali Weapons 3 Gameplay Settings > Weapons > Cybot Launcher, and check the friendly fire options there (there are a few options to enable to damage your own cybots). By default you cannot kill your own cybots just like Metalfist mentioned above.
I see...
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Feralidragon
Godlike
Posts: 5257
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon » Wed Nov 07, 2012 6:45 pm

EvilGrins wrote: Just seems odd the defaults are all so different from the previous versions defaults... but okay.
The reason for that is quite simple: NW2 was seen as pretty much a *MH only* weapon mod. However, with NW3 I wanted to wash that idea away, and show that the current mod is as capable for MH, as it's capable for DM, CTF or any other gametypes with the right settings.

The first gametype many players who just discovered the mod will try with NW3 is either DM or CTF, not MH. Only the players who already played NW2 may start off with MH, and even those are likely to start playing DM or CTF as well in the first run. At the beginning there will be many players and admins confused with this, but with time I hope players get used to the idea that NW3 is highly customizable and can be balanced to any gametype.

I also failed to provide a FAQ so far, but good thing I did since that way I can provide a better and accurate FAQ with those questions all cleared up later.

User avatar
UnrealGGecko
Godlike
Posts: 2415
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania

Re: Nali Weapons 3 - Release

Post by UnrealGGecko » Wed Nov 07, 2012 7:34 pm

:oops: I only downloaded NW3 today. Shame on me...
Took me a while to set everything up, then I picked a DM map by random (closed eyes and all) and it was DM-Lexmark_CastleUT (by DREW). Wanted to make the damage and hp settings similar to UT weapons, but I made them a bit overpowered (1hit death). What setting should I use?
Next up: modifiers, AS testing and finally, the nukes!
EDIT: D'oh! Accidently deleted the read-me, now I'll never know how to summon the bangs, :help: !

User avatar
Dr.Flay
Godlike
Posts: 3297
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK

Re: Nali Weapons 3 - Release

Post by Dr.Flay » Wed Nov 07, 2012 9:42 pm

It should not take a while to setup.
Choose a suitable profile (based on the power of your PC)
Choose the mutator combo you require
Play.

Anything more than that, is just fine-tuning to your preferences.
Team-damage is off by default, simply so you don't annoy people online. Switch it on if you wish.

You want more damage?
Use the NW3 pickups and/or Relics and Runes.

Not much more too it than that.

User avatar
Fuzz_Ball
Experienced
Posts: 102
Joined: Wed Mar 04, 2009 11:09 pm
Personal rank: Harmless

Re: Nali Weapons 3 - Release

Post by Fuzz_Ball » Thu Nov 08, 2012 5:52 am

Very amazing, Ferali!
Great detail and configurable in so many ways!
Lots of fun trying out all the weapons.
* * * Image * * *

User avatar
Feralidragon
Godlike
Posts: 5257
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon » Thu Nov 08, 2012 7:46 pm

A heads up everyone: whoever uses ACE, please add all the NW3 packages to its white list.

NW3 makes *heavy* usage of client-side functions for effects (coronas/flares, shakes, occlusion, etc, etc), and if they are not in the list, what will happen is from the moment an odd client trace is made, or the player view/location/FOV tweaked by some NW3 client-side code (for intense nuke effects for example, so you can actually *feel* the shockwave and the explosion itself), ACE will kick thinking it may be an aimbot, radar and other types of cheats and exploits.
If ACE still kicks you due to some NW3 function, despite being in the white list already, please refer to Anthrax to understand what's going on, and report back to know if it's something you're doing wrong (as it seems to be the case for some) or if it's something in ACE itself (probably an outdated version you possess?), as for NW3 I won't remove those functions as they are legit and are what make a good part of what the pack is about visually.

Also, it seems that NW3 doesn't and won't ever work properly with UTPure, as UTPure strips the mod down from using custom crosshairs and many of the client-side effects and its white list is limited to 8 packages and seems to crash a server when used (seriously....... -.-).
So if you intend to use NW3 with UTPure, it won't work, and is either not use UTPure or not use NW3, sorry, but that's the way it is.

Thanks for everyone's reports and collaboration to make this work.


As for summon codes (someone asked):

Weapons:
summon NWRTV3.RT
summon NWTheExecutionerV3.TheExecutioner
summon NWWREV3.WRE
summon NWFlameTrackerV3.FlameTracker
summon NWBoltRifleV3.BoltRifle
summon NWSuperBoltRifleV3.SuperBoltRifle
summon NWGravitonV3.Graviton
summon NWFreezerV3.Freezer
summon NWVulcanV3.Vulcan
summon NWTheMinerV3.TheMiner
summon NWMultiMissileV3.MultiMissile
summon NWIRPRV3.IRPR
summon NWCybotLauncherV3.CybotLauncher
summon NWMegatonV3.Megaton
summon NWMegatonV3.MegatonDecoder
summon NWIonizerV3.Ionizer
summon NWUltimaProtosV3.UltimaProtos
summon NWNuclearLauncherV3.NuclearLauncher
summon NWNuclearLauncherV3.NuclearLauncherLevelA
summon NWNuclearLauncherV3.NuclearLauncherLevelB
summon NWNuclearLauncherV3.NuclearLauncherLevelC
summon NWNuclearLauncherV3.NuclearLauncherLevelD
summon NWNuclearLauncherV3.NuclearLauncherLevelE

Pickups:
summon NWExtrasV3.NWShieldbelt
summon NWExtrasV3.NWArmor
summon NWExtrasV3.NWUDamage
summon NWExtrasV3.NWInvisibility
summon NWExtrasV3.NWSuperHealth
summon NWExtrasV3.NWMedPickup
summon NWExtrasV3.NWVial

Modifiers:
summon NWModifiersV3.DamageN
summon NWModifiersV3.Fast
summon NWModifiersV3.Kick
summon NWModifiersV3.Splasher
summon NWModifiersV3.HealthN
summon NWModifiersV3.Infinity

User avatar
UnrealGGecko
Godlike
Posts: 2415
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania

Re: Nali Weapons 3 - Release

Post by UnrealGGecko » Thu Nov 08, 2012 8:14 pm

Yeah, that someone was me, thank you!
EDIT: Posted the news at GameFAQs (a real wasteland) and Mapraider:
http://www.gamefaqs.com/boards/191945-u ... ?mob_off=1
http://www.mapraider.com/forums/thread/?thread=1769
Last edited by UnrealGGecko on Thu Nov 08, 2012 9:54 pm, edited 1 time in total.

User avatar
EvilGrins
Godlike
Posts: 7647
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: Nali Weapons 3 - Release

Post by EvilGrins » Thu Nov 08, 2012 9:29 pm

http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
Feralidragon
Godlike
Posts: 5257
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon » Thu Nov 08, 2012 9:40 pm

You missed to place the link to the youtube video in every single one of them lol
Thanks btw :tu: