Nali Weapons 3 - Release

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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Feralidragon wrote:You missed to place the link to the youtube video in every single one of them lol
A lot of forums don't have that option and I didn't wanna keep putting it in some and not others.

So I linked all of them back to this thread, here your vid is at the beginning.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Hitman
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Re: Nali Weapons 3 - Release

Post by Hitman »

I have a MH up as a test at 109.70.148.94:6000 if you want try it on, but it still needs some work to set the weapons right to not ruin the game-type since some guns are weak and some way to strong, I am working to sort it out but the settings is overwhelming in this mod, witch is a good thing :tu: IF you now how to hehe
So this is the things I like to now if I can edit a.t.m

1.Set the max-ammo,health and damage-rate on the cybots and since they tend ruin the game-play since they are quite strong.

2.How to set the fly-hack to work, tried to set it to true but did not work.

3.Is it possible to add the line RegenAmmoPerSec= to each weapon ?

3.For some reason it crash when I add ServerActors=IpToCountry.LinkActor and I cant see why cos it just stops the load and gives no error in the log, did someone else notice this ?
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

1. Well, there are some settings along those lines at: Nali Weapons 3 Gameplay Settings > Weapons > Cybot Launcher (settings)
Or in the NWeaponsCfg.ini file, at the NWCybotLauncherV3.CybotLauncher section:
CybotProjDmgMultiplier, CybotHealthMultiplier, FieldHealth, FieldDamage, bFieldKillPawns, KamiBaseDamage, VortexBaseDamage, enableCybot01 to enableCybot10;

2. Well, that one works differently depending on what kind of beam physics you have setup. For instance, the way it's by default the only way to pick up yourself is only while you're falling. That can be changed of course.
In NWeaponsCfg.ini file directly (which is probably what you're tweaking), you would have to look for and set these:
bGravitonFlyHack=True
bCanGrabOwnedObjects=True
bUseGhostGrabStyle=True

And if you want to make it exactly like NW2 relative the beam itself:
bGravitonStraightBeam=True

3. Currently, no. But since I am going to make a re-release anyway, I can implement it.

4. Yeah, many admins are reporting the same. However one of them got it to work fine. Question: are you using ACE in your server?
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Btw, a small update on the ipToCountry thing. Another admin (Sp0ngeB0b) seems to have figured out the problem, so here's the basic question:
- which UT server version are you running, v436 or v451? If you are still on v436, you must upgrade to v451 to make ipToCountry work.

It seems to have to do with a v436 server limitation relative the number of packages, and since NW3 has over 20 packages, it may trigger the problem.
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editor Dave
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Re: Nali Weapons 3 - Release

Post by editor Dave »

I just wanted to express my deep respect for you. You are always so straight-forward in converting your ideas in reality. You improve from weapon to weapon. And now you released probably the most kick-ass modification created for UT of all time (to be followed by Food Fight :mrgreen: ). If I had been as forceful as you, I would've released episode 4 of my campaign already.

I will download and test it in time. And I am sure I will have lots of fun!
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Hitman
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Re: Nali Weapons 3 - Release

Post by Hitman »

Feralidragon wrote:Btw, a small update on the ipToCountry thing. Another admin (Sp0ngeB0b) seems to have figured out the problem, so here's the basic question:
- which UT server version are you running, v436 or v451? If you are still on v436, you must upgrade to v451 to make ipToCountry work.

It seems to have to do with a v436 server limitation relative the number of packages, and since NW3 has over 20 packages, it may trigger the problem.
I dont use ACE but ver 440 since I find it more stable but I will give 451 a go, dos it matter if its 451b or 451 ? Will try and shift the weapon-setting later and let you now how it works
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Sp0ngeb0b
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Re: Nali Weapons 3 - Release

Post by Sp0ngeb0b »

Shouldn't matter what 451 version, but I recommend the 'normal' one since 451b only includes some client related fixes.
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Hitman
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Re: Nali Weapons 3 - Release

Post by Hitman »

Hmmm 451 on ,still crash with ServerActors=IpToCountry.LinkActor
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

That's weird... could you please post the full list of mutators/mods/addons you're loading up in your server besides those please?
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Dr.Flay
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Re: Nali Weapons 3 - Release

Post by Dr.Flay »

Can we have an agreed selection of pawns that should be colder in the I.R.scope ?
Maybe they can be added to the rifle config for the final-final release ?

The cold or ignored pawns should include;
All zombie classes.
Cold-blooded animals such as; Fish and insects (possibly also the Slith?)
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Hitman
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Re: Nali Weapons 3 - Release

Post by Hitman »

Feralidragon wrote:That's weird... could you please post the full list of mutators/mods/addons you're loading up in your server besides those please?
btw the BTCheckPoints all so crash it, and this is a clone of my NW2 that all this work perfect, the text above this is standard so i did not add it.

;ServerActors=HitmanModv8.LinkActor
;ServerActors=IpToCountry.LinkActor
ServerActors=NexgenMH_205.NexgenActor
ServerActors=NexgenXMH_205.NexgenX
ServerActors=LogoSplashV3.SplashLogoSA
ServerActors=ServerAdds.ServerAdds
ServerActors=SendTo_v07c.STWActor
;ServerActors=BTCheckPoints.BTCheckPoints
;ServerPackages=BTCheckPoints
ServerPackages=HitmanModv8
ServerPackages=AdvancedModelSupport
ServerPackages=HitmansRiflev2
ServerPackages=um16a1
ServerPackages=NexgenMH_205
ServerPackages=NexgenXMH_205
ServerPackages=B2Cabal
ServerPackages=IpToCountry_AOL
ServerPackages=CountryFlags2
ServerPackages=RocketX3
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=PortalGunV3
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=SkeletalChars
ServerPackages=Botpack
ServerPackages=MultiMesh
ServerPackages=GoRelics2
ServerPackages=MonsterHunt
ServerPackages=tcowmeshskinscc
ServerPackages=TCowMeshSkins
ServerPackages=TNaliMeshSkins
ServerPackages=TSkMSkins
ServerPackages=EpicCustomModels
ServerPackages=MapVoteLAv2
ServerPackages=LogoSplashV3
ServerPackages=UMIlogo
ServerPackages=Soldier_HS
ServerPackages=SGirlSkins_HS
ServerPackages=SoldierSkins-UM-v1
ServerPackages=SGirlSkins-UM-v3
ServerPackages=Soldier-UM-Friend
ServerPackages=SGirl-UM-Friend
ServerPackages=HealingGunBeta
ServerPackages=SendTo_v07c
ServerPackages=NWCoreV3
ServerPackages=NWMHExtrasV3
ServerPackages=NWExtrasV3
ServerPackages=NWModifiersV3
ServerPackages=NWBoltRifleV3
ServerPackages=NWCybotLauncherV3
ServerPackages=NWFlameTrackerV3
ServerPackages=NWFreezerV3
ServerPackages=NWGravitonV3
ServerPackages=NWIonizerV3
ServerPackages=NWIRPRV3
ServerPackages=NWMegatonV3
ServerPackages=NWMultiMissileV3
ServerPackages=NWNuclearFXV3
ServerPackages=NWNuclearLauncherV3
ServerPackages=NWRTV3
ServerPackages=NWSuperBoltRifleV3
ServerPackages=NWTheExecutionerV3
ServerPackages=NWTheMinerV3
ServerPackages=NWUltimaProtosV3
ServerPackages=NWVulcanV3
ServerPackages=NWWREV3
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Sp0ngeb0b
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Re: Nali Weapons 3 - Release

Post by Sp0ngeb0b »

After spending multiple hours with the crash issue, I highly doubt that any mod is really responsible for the crash (software wise). As I said, its more or less related to the engine's limit or the server hardware. You have to know, NW3 adds an extra load to the startup from ~160MB (which has to be loaded into the ram etc), and I think this probably causes some of the issues described here...
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Hmmm, anyway, I will look into this. Although it could be hardware or the engine's limit, the truth is that no matter the admin, all report the exact same mod not working: IPToCountry, while the rest works, and IPToCountry is a far smaller addon than let's say the RocketX which Hitman also loads up.
I will try to reproduce this and understand the exact problem.
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Re: Nali Weapons 3 - Release

Post by Hitman »

It runs from a rented dedicated machine at Gaming Deluxe with 7 more UT-servers+ Teamspeak3 and the machine uses like a forth of the total resources so I dont think its a hardware issue, it dont seam to like when I add actors for some reason
Tested with ServerActors=BTCheckPoints.BTCheckPoints and it just break the start like this so I cant give you any clue from the log..
My mod is a build from MH-gold from gopo so I dont think its that one, feel free to enter on my Teamspeak3 at 109.70.148.94:9987 if you want to try some test and you dont have to use a microphone for it, the chat works fine to.

Log: Spawning: XServerQuery.UdpXServerQuery
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: NexgenMH_205.NexgenActor
Log: Spawning: NexgenXMH_205.NexgenX
Log: Spawning: LogoSplashV3.SplashLogoSA
Log: Spawning: ServerAdds.ServerAdds
Log: Spawning: SendTo_v07c.STWActor
Log: Spawning: BTCheckPoints.BTCheck
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Sp0ngeb0b
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Re: Nali Weapons 3 - Release

Post by Sp0ngeb0b »

My money is still on the UT version / core files - since I experienced nearly the exact same Problem. Loading up IpToCountry simply ended in the following log:

Code: Select all

Signal: SIGSEGV [segmentation fault]
Aborting.
Exiting.
Name subsystem shut down
Allocation checking disabled 
This is probably the same on your machine (don't forget that Windows Servers don't log probably due to buffering).


And again, I'm running IpToCountry together with NW3 and having no problems at all...
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