Nali Weapons 3 - Release

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Dr.Flay
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Re: Nali Weapons 3 - Release

Post by Dr.Flay »

You misunderstand me slightly Ferali.
I am under no illusion that Epic cares about UT99 (that is why they have no thread), but I am not saying to aim it at them, and not promoting UT anyway.
Promoting NW3 to gamers who go there, who like to play with cool new stuff no matter what engine.

Many there are like me, who actually prefer to play 2K4 (DON'T SHOOT ME !!), but kept my old UT discs.
2 things brought me back to UT99.
1) the UT99.org CBP2 (so it's your fault I'm here)
2) I find the UT99 scene a nicer place to be (so I stayed).

The point is, we just got to make people feel they are missing-out on something new and cool, no matter what the forum or game.
Wherever Papercoffee has spoken there is now loads of adverts and links, no matter what the subject (on this site alone there will be at least 2734 links and ads for FOOD FIGHT, and many more on other sites).
I'd be proud to have a NW3 sig added to all my posts on any site I use (including the mashup music scene, security forums, and all manner of geekyness).
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papercoffee
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Re: Nali Weapons 3 - Release

Post by papercoffee »

Sooo... you simply want a banner so that people can advertise NW3?
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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Actually ferali, I could give a flying fig what Epic thinks. After not being online for over a decade I was stunned there were people still playing ut99 when i found this forum. Odds are good people will be playing it for decades more.

Forget about Epic, whatever you do should be done for the fanatics obsessed with this game!
JackGriffin wrote:
papercoffee wrote:
Feralidragon wrote:to draw on paper first
:ironic:
People still do that?
What is this paper you speak of?
:mrgreen:
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Yeah, paper is still used (I still have the same small notebook I have for around 8+ years, where I drew a few concepts for some games I had in mind... and even a few sketches on a few NW3 weapons and most nukes, and even mathematical formulas/algorithms). And yeah, I will have to use paper this time, it makes game design much easier when it starts to get too complex.

@Dr.Flay: I think you are the one misunderstanding my statement lol
What I meant, is that the actual users from that forum don't give a damn about UT1 anymore. I did post there twice about NW3 (in the same topic), and pretty much no one gave a damn at all: http://forums.epicgames.com/threads/928 ... -Weapons-3
see?
I don't care about Epic at all (if they cared, it would be nice but they were never my target for the mod).

If you post about any GoW series at all there however, you get at least a few replies. UT is dead there, and the only UT sections there are for UT2k4 and UT3, there isn't even a oldies section just to cover the old games. Ironically, Epic is still making a bit of money with this game, since it's still being sold in Steam.
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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Not so much a bug, but worth mentioning.

Every single one of the NW3 weapons has unlimited range. Most of the UT weapons only can shoot so far, but NW3 can reach all the way across my longest maps.

I've got DM-AYetiTV. That's pretty damned long!
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

It's on purpose. NW3 hitscan is 3x longer and the projectiles lifespan are also much longer, mostly because these limitations on UT suck, like firing a rocket in CTF-Face to the other base and never reaching it because the rocket disappears midway, or trying to snipe across CTF-HallOfGiants or CTF-LavaGiant and not being able to because of the trace limit in those weapons... let's say as a FPS gamer I don't like those limitations myself...

However, as for the hitscan ones, the length of the trace can be adjusted to match the standard sniper one already in the settings.
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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Not so much a glitch, more excessive realism.

Sorry for the bad lighting...
Image

Sometimes the little heli-bots get too close and their rotors get entangled. They can't move much and it limits their shooting ability, until one of the two is destroyed and the remaining one goes back to business as usual.
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Dr.Flay
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Re: Nali Weapons 3 - Release

Post by Dr.Flay »

I just got my Unreal CD back.
Installed the Oldskool mod and copied the maps and music to UT.
Unreal is looking great with better sound and textures and GFX, and is very cool playing with NW3, relics and the Thievery mutator.
I may have gone too far putting hoard-zombies in Unreal though :ironic:
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Well, I just made 2 open maps to properly test the NW3 nuclear weapons better:
Download: https://www.dropbox.com/s/lyy84epenff4e ... stMaps.zip

Just enable NW3 and start either map. The nukes are located closely (if you don't find them, just type "fly" and look around and you will certainly find them easily).
The files within the zip go to the Maps folder in your UT install.

DISCLAIMER: These maps will crash a lot with the nukes if you fire tons of them at the same time or/and add at least 10 bots (and even less, depending on the situation and what you're looking at, in which angle, etc). I am still tracking the exact reason of the crash (since it's a native problem with UEngine), but it seems to be a problem with the decals or/and what they generate afterwards, so I would ask whoever tries the nukes out in these maps to try with 20 bots and with decals on and then off, and let me know if with decals off it never crashes (with decals off the debris effects will be disabled as well).
I am not sure if I am going to be able to fix this problem, but if I can at least understand what's causing it, probably I can avoid or manipulate the game in such a way to fix it (like I did with a few other things in this mod so they could work properly).
It's not critical though since it only happens in absolutely giant maps like these with nothing further around (maps no one really plays for real anyway) and in online games the odds of a client crash are far smaller (the server never crashes).
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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Because you mentioned crashing I hopped onto the maps with just 2 bots. The maps crashed, as you said, but not due to multiple nukes. Crashed with 1 Ultima Protos burst, crashed with one 5 Nuke, crashed with two 4 Nukes.

Image

Image

I stuck close to the weapons' trench, fired off something then dove back in, switching views so i could see the effects from the bots' perspectives.

Image

Can I edit these maps? For standard weapons and such.
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Feralidragon
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Yeah, I know, in the disclaimer I meant that is most likely to happen with more bots and more nukes, but it still happens either ways.
Do me a small test please: disable your decals, and try the map again with 2 and even 20 bots, and let me know if it crashes at all. I believe it won't crash (from my tests), but I want to be sure to know where I should attack for the fix (btw, by disabling decals the debris effects will also be disabled).

And yeah, you can edit the maps, just be sure to give then another name (to avoid mismatches in case someone puts them online for nuclear LAN parties or something lol).
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Rakiayn
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Re: Nali Weapons 3 - Release

Post by Rakiayn »

I played nw3 yesterday, best weaponsmod ever :gj:
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EvilGrins
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Re: Nali Weapons 3 - Release

Post by EvilGrins »

Feralidragon wrote:yeah, you can edit the maps, just be sure to give then another name (to avoid mismatches in case someone puts them online for nuclear LAN parties or something lol).
I was planning on it, since you have a day map and a night map but there does not appear to be an afternoon map.
:tu:
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Re: Nali Weapons 3 - Release

Post by Feralidragon »

Image


Well folks, I don't know if you remember about this project at all or not, but these are the reason why I started to work on Nali Weapons 3.
X-Vehicles was supposed to be a full vehicles pack for UT to complement NW3 (that's why this mod has vehicular mines, T-missiles and plenty of nukes).

However, notice the word "was"..... yeah, it won't happen anymore. This vehicle mod won't be finished since I am going to leave the UT modding scene this year, and move on to more serious things such as UDK, as NW3 online success wasn't as great so for me is rather pointless to do anything beyond it.

Image


But fear not, within some weeks I will release the final version of NW3 with fixes and a few addons AND X-Vehicles as well as they were 2 years ago.
By then I will give more details (and a video), but basically this vehicles pack doesn't have any online support, lacks proper physics, AI and HUD, besides having a few bugs (again, the last time I touched them was 2 years ago, so not the best visuals nor coding), but they can still be used to toy around and build SP maps with no online support in mind though.

Image


Also, my NW3 Dropbox mirrors are now down (your fault for downloading too much :P), so if you need mirrors (because GameFront excluded your country or so), then I already added more mirrors to the first post (from MediaFire).

In a last note: the ModDB MOTY (Mod Of The Year) is now running, so if you think this mod is worthy, I would appreciate a vote :)
http://www.moddb.com/mods/nali-weapons-3 (scroll down, it's the first big green button you see, no registration needed)

Also, it's highly encouraged to vote for other UT mods from other authors if you like them as well:
http://www.moddb.com/mods?filter=t&game=5 (the same way: just select the mod(s) you like and vote on them, it would be nice to have at least one UT mod in the top100 MOTY this year)

Thanks :)
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Re: Nali Weapons 3 - Release

Post by Creavion »

Well, I can understand: You did put a lot of effort into your work.
However let me tell you something: Unlike most of us you have reached a high awareness level (specially online) and compared to most of us you entered the ut community RATHER LATE. This means the expections for an - as awesome considered - release are a lot higher thee days than some years ago. You did succeed. Congrats! :thuup:

Of course, you deserve it. However we all know UT is slowly dying for some years already.
The higher you climb, the farther you fall: With NW2 and the development time of NW3 you somehave have reached the climax in these matters. And now you realize for the first time despite your input it does not work that well anymore (at least from what I could read in your post). It is not your fault. These days it is pointless to have ANY expections to this community anymore. I saw several people on forums who don`t care for the unreal and/or ut community in general anymore, some of them are doing this for some less friends outside of our visual range. Most likely some mods, maps and so on got never fully released for everybody, simply because of expections, which can not be guaranteed anymore.
If you have these expections, you will get dissapointed for sure, simply as a matter of fact. We have already reached a point, where it barely makes sense to release something for a bigger audience. The higher your effort and work, the higher the expections, the higher the disspointment if you realize that people don`t care that much anymore. It is just the way it is.
Now where you have doubts, don`t think too long. Obviously some people will cry or bitch around but at the end every man is the architect of his own fortune.
I think I already told you at some point: Some hobbies are connected with feedback and approval of other people. Modding is not like collecting stamps. I mean people also prefer to having a real conversational partner instead to soliloquize all the time to theirself, I think? :tongue:
I don`t think you have any reason for being dissapointed or sad: See it the other way. UT is simply "too dead", also you could use UT perfectly to practice your skills you have gotten in the meantime. Just look around for something else. At the end a community is more of a partnership of convenience, not a family or something like that which you can not drop and leave (even if some people think that way). :roll:
The CMP2 times were the best and I enjoyed working together with you, since I could always rely on you. I think without you the mappack would have never finished. I think about an update for my PC, I have some basic photoshop and modelling skills and who knows... maybe we can work together once again.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.