EvilGrins wrote:
So far, not so much a bug, the only negative I've seen is on Hermskii's forum. There's one guy in the screenshots thread that's got a real problem with NW3 and special weapons packages in general.
Just checked it. Well, someone has to tell him that the mod has options to be toned down to be even less effective relative normal weapons.
Funny though, I saw a few people complaining about the lack of "spam", others saying it's too much (mostly because of the nukes), yet no one is complaining about the filesize which is 2x as big as NW2X, and which was the main thing that people complained about back then.
Hehe, how times have changed
At least you know when people are arguing the opposite point on the same subject, you must have done it right (Just like a good film).
Take the "denied" message as "exploded prematurely". Basically if a nuke explodes from being damaged instead of hitting something or someone, the "denied" message appears.
You can disable that message though (I may as well put that option to false by default, since the nukes explode instead of being destroyed by default too).
The HallOfGiants maps are what I test every new thing I get on.
Any idea what this is about?
Had this happen a couple times.
EvilGrins wrote:Say, 2 quick things:
Is there some kind of destructible items thing with NW3? Sometimes I get a bigger boom if my target's carrying a lot of weapons.
Feralidragon wrote:1. No. What you are experiencing are likely to be coincidences, the booms are always the same either your target carries 1 item or 100, it doesn't really matter.
Okay, I figured this one out. The booms are bigger but it's not entirely NW3. HallOfGiants is having an effect on the weapons package in regards to the tubes. Any explosion NW3 causes that's anywhere near one of the tubes causes it to be magnified, I've no idea why.
Also, this · http://www.ut99.org/viewtopic.php?p=44324#p44324
I've never seen that happen before, and I've had at one point or another nearly every weapon package that was ever designed for UT. The rockets, nukes, and other explosive ordinance actually makes water splash out of the tubes if the projectile hits right into the top of the opening.
While the effect of going through the tubes forces a player into the 'swim' position there's not actually water in them so I've no idea what's causing that.
@error: Probably is the zone velocity somewhat forcing my object to go out of the water causing that error. I will check that up and fix it in the new release.
@splashes: It's because those tubes are in fact water zones. I can't do much about that to be honest, Epic should have made a specific zone for that sort of things imo, on another hand they had no way to predict mods like mine that would need to know what's really water and what's not.
About the Animal_PACK1, is that a .u file? I ask this because the settings are relative the pawns class names instead and not the packages (just like you set in the NonSensedObjects list above).
Feralidragon wrote:About the Animal_PACK1, is that a .u file? I ask this because the settings are relative the pawns class names instead and not the packages (just like you set in the NonSensedObjects list above).
Beside the actors that I cant get to start I found something else..dont now if its and error or its suppose to be like this, just wanted tell you, 2-3 colors respawn in the same modifier, even tho its enough playerstarts to respawn all colors.in this pic its 2 if you look close.
On a serious note, yeah, it seems to be a bug (it seems sometimes several modifiers spawn in the same exact spot). I will add it to my fix list. Thanks for the report.
In resume, whatever bugs or settings you're missing, post them here or there, as after the NW3 final release, nothing else will be done on this mod.
Which means, having released the final version of this pack, if some bug is found or some setting missed, there won't be another release.
So please, take this chance to point out anything you wish.
As far as new content goes, new mutators and such may be done, but not new weapons.
Probably an unfinished version of X-Vehicles (aka 3 years old work with no online support and some physics bugs) will also be released by the same time, as since X-Vehicles won't be done anymore (in UT at least), perhaps at least the old work may be enough just to show what they could have been.
Sorry to hear that but you really are a talented guy. Good luck with the UDK!
As for the bugs, I think I found one (not sure if it's just me), the skaarj hand ain't holding the super bolt rifle right (look at the pic).
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Thanks, that's not really a bug of sort to speak, it's mostly how skaarj hands appear with that weapon (skaarj hands have a bigger fatness, so in a few weapons the hand may overlap one or another weapon part).
Thanks for the report though, if you see anything else you think that should be reported, please do so (some aren't bugs, but some others may as well be).
And yeah, from the moment I installed Blender (last week) and UDK (last tuesday), the decision was made (next is Eclipse with the UScript plugin, after I settle the rest of the things in UT, such as the NW3 final release and the contest map). I took a really long while deciding about that (even before I released this mod I knew I would probably take this decision, I was just waiting on how far this mod would go first, but although most things were way better than predicted, others were exactly as predicted, unfortunately).
Unless there's some strong justification for me to do anything further (in the form of a strong player base in at least 1 server), then this is it, end of the road. If they are around, they sure are silent.
As I mentioned there, I will still be around though to share any knowledge or help relative any problem UT-wise (I may even do some tutorials with material to play with, who knows...), but it won't be anything beyond that.
I planned once to make a website from scratch in order to revive the game and development a bit. I already made the PHP class to almost fully handle .u packages (check dependencies [for maps for example], version, etc, and it's pretty damn fast too), it is just missing other features such as checking classes and variables inside a .u package and it seems it won't be used either after all, but it was a good training to work at byte level directy (by reading and decoding the bytes and convert binary tables to PHP associative arrays). Probably I am going to release that class for web developers too in case someone is interested.