Nali Weapons 3 - Release

Need some nice Mods? Here, you are right!
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

EvilGrins wrote:
GEx wrote:Lol I wish CliffyB was here to see these weapons.....
It's not like he died. If he hasn't seen them already he will eventually.
It's not like he would give a damn anyway imo...
User avatar
papercoffee
Godlike
Posts: 10724
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 »

Feralidragon wrote:
EvilGrins wrote:
GEx wrote:Lol I wish CliffyB was here to see these weapons.....
It's not like he died. If he hasn't seen them already he will eventually.
It's not like he would give a damn anyway imo...
Because he has retired ...why should he give a shit for Epic stuff.
Image
User avatar
EvilGrins
Godlike
Posts: 10487
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 »

Never forget, if you use NW3 in MonsterHunt...
Image
...the monsters will use NW3 on you!
papercoffee wrote:
Feralidragon wrote:
EvilGrins wrote:
GEx wrote:Lol I wish CliffyB was here to see these weapons.....
It's not like he died. If he hasn't seen them already he will eventually.
It's not like he would give a damn anyway imo...
Because he has retired ...why should he give a shit for Epic stuff.
CliffyB liked making maps and playing ut99, I gotta lot of stuf from his site. If he's retired he now has a tonnage of time to play the game more.

To put it another way: Ferali built it, CliffyB will come!
sorry, couldn't resist
User avatar
Swanky
Adept
Posts: 478
Joined: Sun Mar 16, 2008 9:06 pm
Personal rank: Brush Commander
Location: inside ze bocks

Re: Nali Weapons 3 - Release

Post by Swanky »

Nah. Cliff just announced he has a new studio in the making.

... but back to topic. First time playing around with the nuke on XC-Peak17 on Nasa settings and it shredded my game. On medium setting the game ran on, so I stuck with it. New weapons are nice, also a really good mod interface that lets you replace whatever weapon you like, and the detailed graphics settings also help out a lot.
Gameplay wise, I like many of the guns, but dearly missed my Flak Cannon afterwards. But then again, there's the revised Shock gun, the Vulcan and most importantly, the Freeze Gun. Really good work here, and also really good graphics, sounds and everything. Also liked the "Denied" Announcer after your Nuke gets shot (and it's exploding in your face).

I really hope you continue to work on it because there's a few things I felt missing, pretty much all of them in the settings tab:
- it would be really nice to have a tab where you can decide to deactivate the bases. They sometimes interfere with a map's native base.
- maybe you could add a possibility where you can replace a certain UT weapon or item with a selected NW3 Mod item, so you could replace the UT Ripper with a Vulcan...?
- Add a possibiliy to drop the Udamage after you die...?

That's about all, really. Great work, keep it up! :)
User avatar
papercoffee
Godlike
Posts: 10724
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 »

Swanky wrote: - Add a possibiliy to drop the Udamage after you die...?
Try the Piñata mutator ...there you can set up what should be dropped if someone get fragged.
Image
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

Thanks Swanky :)
Swanky wrote: I really hope you continue to work on it because there's a few things I felt missing, pretty much all of them in the settings tab:
Yes, I am going to release a final version of the pack with more settings in the menus, fixes, addons, etc.
Swanky wrote: - it would be really nice to have a tab where you can decide to deactivate the bases. They sometimes interfere with a map's native base.
- maybe you could add a possibility where you can replace a certain UT weapon or item with a selected NW3 Mod item, so you could replace the UT Ripper with a Vulcan...?
Well, the setting is already there (although in the .ini files only for now), so all I have to do is add them to the menus (although the 2nd one is better said than done, making menus in UT is a pain...).
Swanky wrote: - Add a possibiliy to drop the Udamage after you die...?
I don't know about that... Although I have to be honest: I already thought about that. I may consider doing it for the final release, but I'm not sure.
User avatar
Dr.Flay
Godlike
Posts: 3354
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK

Re: Nali Weapons 3 - Release

Post by Dr.Flay »

Don't forget many of the settings are aimed at server-side use, so you don't need a GUI if you put a branch in the advanced options panel.
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

Dr.Flay wrote:Don't forget many of the settings are aimed at server-side use, so you don't need a GUI if you put a branch in the advanced options panel.
I wouldn't consider the chargers and most of the others to be server-side only. The ones I am going to put in menus are also relevant for single player / bot matches.
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

Ok guys, admins, whoever is having the following problems with NW3, please provide me more info or they won't get fixed at all in the final version:

- server crashing with ipToCountry, ACE Manager or other: detailed logs of the crashes and exact files for this to happen. SpongeBob is running a NW3 DM server with ACE and ipToCountry without issues right now, and the fix was simply upgrading the server to v451. If someone is still experiencing issues, please try setting up a server yourself with nothing but ipToCountry and NW3 or ACE Manager and NW3, and let me know if it still crashes, if it doesn't, it's not NW3 causing it.
Personally I was never able to replicate any crash of this kind.

- IRPR stopping to be able to fire randomly online: if someone is experiencing this, please let me know if it's only in a listen server or in a dedicated server as well.

- client crashes with "NaliWeapons.AddToNaliPickupsFXList" in the GPF message: I looked into the code and I can't think of absolutely any situation where this could occur. So far it's known it happens sometimes in a map called CTF-AirCraftCarrier, so if someone can reproduce this in some other way or in other maps (online), let me know.

- search and flash lights do not work with NW3: someone reported this too, but again I have no idea why this could happen since NW3 doesn't even touch these in any way, and the flashlight code doesn't either. If someone is able to reproduce this with just NW3 and the flash lights, let me know how.

If no more info is given for the problems above, then I won't look at them again. Personally I think most of these problems are the trillion mods you guys load up at the same time and which many of them have messed up code. NW3 was built thinking in standards and to keep the flows of whatever mod is loaded up together, so if some mods do not follow those standards, I may try to make a workaround in the final version (like for the mapvote keybindings), but it's not always guaranteed there will be a possible workaround from my end and I won't even bother look at them again if the info I need is not provided, specially when I cannot even reproduce the problems on my end.
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Nali Weapons 3 - Release

Post by JackGriffin »

In looking at those reported crashes I don't see any that have an obvious relationship to your mod Ferali. I think your latter statement is right on, it's mod conflict and you will likely not be able to repeat it without a similar setup.
So long, and thanks for all the fish
User avatar
EvilGrins
Godlike
Posts: 10487
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 »

Only random crashes I've heard of were these:
http://www.online-multigaming.com/e107_ ... ic.php?346

Dunno the details other than what's there.
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

Game crashing by picking up a weapon totally unrelated to NW3 is extremely likely to be a problem with the map or the weapon itself, not the mod, unless a screenshot of the crash message shows otherwise.
User avatar
Hitman
Adept
Posts: 341
Joined: Mon Aug 16, 2010 11:01 am
Personal rank: UM Admin
Discord: https://discord.com/invite/U5g9M
Location: Sweden

Re: Nali Weapons 3 - Release

Post by Hitman »

I have set up a sniper-server that all so have a section with this awesome NW3-Sniper and x-lock at 109.70.148.94:5000 and it works fine but I wonder if I can set up the fire-rate on it with a command-line ? since I don't have the colors on.
User avatar
Feralidragon
Godlike
Posts: 5504
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Nali Weapons 3 - Release

Post by Feralidragon »

No, not yet, but in the final version I will add something so admins are able to modify it from the server.
However, if you want to write a small mutator yourself for now (just to get things going until I actually release the final version), it's as simple as this:

Code: Select all

class NWFireRateChanger expands Mutator;

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
	if (NaliWeapons(Other) != None)
		NaliWeapons(Other).FireRateChange = <desired value>;
	return True;
}
If you want just the sniper, replace "NaliWeapons" by "IRPR" and compile the class with the NWCoreV3 and NWIRPRV3 packages, load up the mutator, and you're good to go. :tu:
JackGriffin
Godlike
Posts: 3829
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Nali Weapons 3 - Release

Post by JackGriffin »

If you want this made Hitty, just let me know and I'll do it for you today.
So long, and thanks for all the fish