Nali Weapons 3 - Release

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Feralidragon
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Nali Weapons 3 - Release

Post by Feralidragon » Sat Nov 03, 2012 10:18 pm

Image

Here it is, Nali Weapons 3 is finally released:
ZIP version: http://www.moddb.com/mods/nali-weapons- ... ip-version
(or https://www.dropbox.com/s/ihne942gje0we ... apons3.zip )
UMOD version: http://www.moddb.com/mods/nali-weapons- ... od-version

Also, if you own a server or want to host one for these weapons, there redirect files can be found here:
http://www.moddb.com/mods/nali-weapons- ... rvers-only
(or https://www.dropbox.com/s/xt95f1i8lg1vx ... direct.zip )

I also made a "short" 6min video showing a glimpse on all available weapons and nukes (it's suggested to play it in HD):



I hope you enjoy it :)

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Re: Nali Weapons 3 - Release

Post by Hook » Sat Nov 03, 2012 11:25 pm

Awesome indeed! :)
For some reason, the host of my forum is down right now - I hope you posted this there, or at least when it is all back up post it there.
Thank you Feralidragon.
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Re: Nali Weapons 3 - Release

Post by Feralidragon » Sun Nov 04, 2012 10:04 am

Yesterday I was about to post there too indeed, but yeah, your forum was down.
Anyway, I see Dr. Flay already did that for me anyway. :mrgreen:

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Re: Nali Weapons 3 - Release

Post by Hook » Sun Nov 11, 2012 2:55 am

A few minor bugs have been popping up, so Feralidragon said he will be fixing all and re-releasing it in a few weeks.

FYI - We have NW3 on our own CLD server currently - MapVote Column 2 - both DM and CTF. If you want a good server to try it out on.
IP: 68.232.183.18:7777
GT: http://www.gametracker.com/server_info/ ... 3.18:7777/
Been having fun with this bad boy - very cool to play.
I gotta do some more NW3 exploring and try out all the goodies.

I think mars007 has NW3 on a MH server of his too.
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Re: Nali Weapons 3 - Release

Post by Feralidragon » Fri Dec 07, 2012 8:02 am

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 Hook » Sat Dec 08, 2012 3:11 am

Yes, the X-Vehicles sounds good too!

One idea I have is to have canon battles, like ship to ship battles.
Also, Artillery Duels would be cool. :D
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Re: Nali Weapons 3 - Release

Post by EvilGrins » Sat Dec 08, 2012 9:43 pm

I saw the vehicles on your site last year and was wondering when they were gonna come up again. Never say never, you may get an impulse to give that a shot again someday.

Random question: Over on ut99 I asked about making new monsters and you were one of those that responded. You said it sounded great but it would probably take a lot of work.

I noticed the androids in the cybots of NW3 seem to have very detailed personalities. They don't just shoot. They stab, they run around to get a better shot, they make strategic retreats...

...do you think, as they currently are, they could be used as monsters?
Last edited by EvilGrins on Sun Dec 09, 2012 10:36 pm, edited 1 time in total.

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Re: Nali Weapons 3 - Release

Post by Feralidragon » Sun Dec 09, 2012 12:04 pm

Yeah, they can. I actually added some specific mapping properties to them so they could act like monsters (like attacking players only, etc).
I even added a trigger so they could change behavior (like being closed, and then opening up to start attacking upon some event in the map).

The properties are:
GuardianType (for guardian cybots)
CybotAttitude
bSleeping (if True, they start in the map closed in their shells)

And the trigger is called CybotAITrigger (probably it won't ever be used by anyone, but it's fully functional).

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Re: Nali Weapons 3 - Release

Post by Feralidragon » Thu Apr 18, 2013 4:59 am

Just dropping a small update on this (screenshots below).
I already finished a whole new gore system, and I am now finishing the final documentation which will cover all the info to configure the mod, and also for potential developers to know how certain things were done or/and potentially reuse them for something else in their own stuff.

After it, I am going to make a new weapon:
- The Overloader: what I think to be an original concept (at least I didn't see it anywhere):
sacrificing a weapon to access their ressurection/overloaded form, for example:
the sacrifice of the FlameTracker is supposed to summon a brief highly destructive volcanic eruption or something similar.
Having that said, you can imagine what kind of "overloaded/ressurected" forms will occur for other weapons (including nukes).
(in short, this is going to be the "magic" weapon of the pack and it's obviouslly categorized as a "super weapon" like the Redeemer)

Then after that I will be able to finally release the final version of this mod (with fixes and new content).

Image

Image

Image

Image

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Re: Nali Weapons 3 - Release

Post by Nelsona » Thu Apr 18, 2013 12:52 pm

That's what I'm talking about. I was wandering when I can see some bones, blood, meat flying 8) . For those pictures - RESPECT !

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Re: Nali Weapons 3 - Release

Post by Hermskii » Thu Apr 18, 2013 1:15 pm

I did not know you were so blood thirsty Nelsona. Cool!
~Peace~

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Re: Nali Weapons 3 - Release

Post by Nelsona » Thu Apr 18, 2013 2:10 pm

Is more proper for a big boom such effects. I brought some nasty blood into a MH controller, but I tried to keep a decent limit before to lag player (me) and even other trusted people. Decals are a bit heavy for render job, but ... people with stronger video cards might enjoy or throw up... I don't know, a surgery doctor maybe wants more...
I my opinion is cool because old MH has 0 decals ON-LINE - this was one of my targets for fixing, not like this but a lil closer.

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Re: Nali Weapons 3 - Release

Post by EvilGrins » Thu Apr 18, 2013 2:52 pm

Hermskii wrote:I did not know you were so blood thirsty Nelsona. Cool!
Nelsona will eat your soul!

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Re: Nali Weapons 3 - Release

Post by Hook » Thu May 02, 2013 7:40 pm

Yes, that will be kinda fun. :shock: :P
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Re: Nali Weapons 3 - Release

Post by EvilGrins » Fri May 03, 2013 7:51 pm

On a random note, I've just recently started playing with NW3 in CTF and noticed a kinda unfair thingamabob.

The translocator's alt mode? The blade of death? It kinda works like Tron's deadly disc. The thing has unlimited range and will literally keep going until you recall it...

...which basically means on a very long map, with any number of things between you and the other base, you could launch the thing, wait until it was over on the other side, and access the enemy base in one teleport.

Which is kinda cool and makes me glad you can't actually teleport back while holding the flag.... well, you can but you gotta switch something key in the .ini file to allow it.

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