Nali Weapons II
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- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: Nali Weapons II
Feral, I want you to know I meant no disrespect whatsoever to you by voicing a dissenting opinion about the weapon strength. It's strictly my opinion and nothing more.
I think it is great that you have taken the time to craft additional mods for UT. It's guys like you that keep UT going. Stop selling yourself short, you've done some fine, fine work and you should be quite proud of it. VERY well done!
I think it is great that you have taken the time to craft additional mods for UT. It's guys like you that keep UT going. Stop selling yourself short, you've done some fine, fine work and you should be quite proud of it. VERY well done!
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Nali Weapons II
Thing with weapon mods is, generally they are either a fascinating set of ideas that are very hard to actually do a battle with
... Or they're a powerful set of armaments that cause either total ownage of bots on lower skill, and total ownage of players of higher skill.
Also allowing the MH or INV player to take on a good deal more hostiles than he/she normally could.
The lone player using superguns to solo levels is great fun in my opinion, feralidragon's idea was:



Also allowing the MH or INV player to take on a good deal more hostiles than he/she normally could.

The lone player using superguns to solo levels is great fun in my opinion, feralidragon's idea was:
My idea, is that quite simply you play it with a team, and even without the modifers the sheer firepower of a whole team opening fire makes most things seem fragile.Feralidragon wrote:People claim that they're overpowered, but actually they aren't. What makes people say that, is the fact they usually play them only in MH and with the modifiers system enabled, which makes the weapons either stronger, faster, with bigger range or just with infinite ammo.

- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: Nali Weapons II
I've tested the weapons on the KB server, they're amazing, pity they're still a beta release, I wish they weren't so laggy. It isn't fun being kicked by a server 5 times out of ten, being stuck near spawnpoints when they're full of those "weapon/ammo holders", and not being able to switch weapons after respawning. I think they could work great in UT2k4, but they still need some tweaks in order to work properly in UT99 (specially on low-end rigs). Can't wait for a stable release. Keep up the good work man!
P.S. The Megaton is the mother of all Redeemers, it literally kicked me out of the map.
P.S. The Megaton is the mother of all Redeemers, it literally kicked me out of the map.

Plain Old Telephone Service
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- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: Nali Weapons II
I offered to help him on the netcode but never got a reply.
- Hermskii
- Site Admin
- Posts: 8685
- Joined: Sun Jul 10, 2005 9:56 pm
Re: Nali Weapons II
Hello Feralidragon. Welcome here and to what we call the show. I'm guessing you got one of the many messages I sent to you in regards to this mod that I already enjoy so much. My son won't play UT with regular weapons anymore and can already set up and detonate the mother of all bombs and live. He is 4.
I hope that you have heard of me at some point prior to getting any of my messages but the short of it is this...
I like to get a mod and set it up the way I like to play it and then present it to the people through a server. Usually, the people like my modifications even when I tone down or amp up mods. I then continually praise and bow down to whoever made that mod especially if they support me supporting their mod.
I have not started a new server in a long time and have been waiting for something like this that long too. Tell me, how much was ChaosUT a inspiration to you to build this mod? I think I have heard a certain burp in your mod before.
All of that aside, I'm always thrilled to meet the original makers of mods I enjoy so I'm honored to have you here with us. You should have seen my reaction when I talked to "Shrimp" the maker of "MonsterHunt". The same thing came over me when I first spoke to Schwantz of Schwantz's Redeemer Arena. We have a few people here that have brought plenty to this game through their dedication and creativity. You are now one of them so THANK YOU VERY MUCH!
I can help test stuff but my time is very limited. When are planning on a new release of this mod as far as after all the rest of the stuff you are doing? Should I wait for it or go ahead and load what you have already released? Have you updated your FAQ page lately? Is it current? Thanks again for what you do and I hope to hear from you again soon. Peace!
I hope that you have heard of me at some point prior to getting any of my messages but the short of it is this...
I like to get a mod and set it up the way I like to play it and then present it to the people through a server. Usually, the people like my modifications even when I tone down or amp up mods. I then continually praise and bow down to whoever made that mod especially if they support me supporting their mod.
I have not started a new server in a long time and have been waiting for something like this that long too. Tell me, how much was ChaosUT a inspiration to you to build this mod? I think I have heard a certain burp in your mod before.
All of that aside, I'm always thrilled to meet the original makers of mods I enjoy so I'm honored to have you here with us. You should have seen my reaction when I talked to "Shrimp" the maker of "MonsterHunt". The same thing came over me when I first spoke to Schwantz of Schwantz's Redeemer Arena. We have a few people here that have brought plenty to this game through their dedication and creativity. You are now one of them so THANK YOU VERY MUCH!
I can help test stuff but my time is very limited. When are planning on a new release of this mod as far as after all the rest of the stuff you are doing? Should I wait for it or go ahead and load what you have already released? Have you updated your FAQ page lately? Is it current? Thanks again for what you do and I hope to hear from you again soon. Peace!
~Peace~
Hermskii
Hermskii
- Feralidragon
- Posts: 100
- Joined: Thu Mar 12, 2009 4:32 am
Re: Nali Weapons II
Don't worry, I know each person has his own opinion. I was just talking about general. Some people try them on both gametypes, so they say they're overpowered, others don't, but that's a matter of opinion, but other people only try them one way, and one way only, with the defaults activated and so, and then they form their opinion only by playing that way, with no tweaks or other gametype tries, that's all.ScottyD wrote:Feral, I want you to know I meant no disrespect whatsoever to you by voicing a dissenting opinion about the weapon strength. It's strictly my opinion and nothing more.
That's why I talked about the super weapons power too, and like some people already mencioned, they're disabled by default for a reason, and most people don't get that.
But don't worry, I know you didn't mean disrespect in any form, I was just clear this out about their power and usage.
About that sorry. I received some Pms, mails, etc about anything and everything related to my mods in development, and I hadn't much time latelly.ScottyD wrote:I offered to help him on the netcode but never got a reply.
I read your mail, and I really apreciated your offer. Some people already reported me bugs and so, and of course, most of them were just performance issues.
And even saying that you don't mind have no credit, I just don't like to make people believe I did everything alone if I didn't. So I did the weapons all by myself, but the docs weren't very good and had some mistakes, and there was a guy that already took care of that, and he didn't want credit either, but I will still give him credit for the docs. In your case, if you want beta test them further, or/and give me some tips, go ahead, and even if you don't want, I will still give you credit, that's my way of doing things.
Yes, I got them. I actually before you sent the msg, I already knew the forum, and I already saw my weapons mencioned. But since you are thinking in making a server with these, that's something that not every coder gets (I see tons of great mods out there kept unknown with no server running them, and I already got 3 with different settings each), so you will indeed receive my help and support in their configuration and so, since I am already glad that you find these weapons fun and worth to play, and that's something I never imagined to happen at this scale.Hermskii wrote:Hello Feralidragon. Welcome here and to what we call the show. I'm guessing you got one of the many messages I sent to you in regards to this mod that I already enjoy so much. My son won't play UT with regular weapons anymore and can already set up and detonate the mother of all bombs and live. He is 4.
And about the MegaTon nuke, I just tried to do something that looked like a true nuke, and that could make the Redeemer look like a child toy, but when I finished it, I wasn't really too much happy with the final effect, since I wanted to add more detail, but I just couldn't due to performance issues. So I'm glad that you liked it.
Well, actually to this specific weapon mod, ChaosUT was an inspiration only to certain weapons, and I mean both Chaos for UT99 and UT2004. For example, I really liked the vortex, so I did the graviton, and I liked the turrets as well, but I thought they were very limited and buggy to gameplay, I had the idea to make little kinda robots called the cybots. U4E was another pack that gave me inspiration, for example for the Freezer (that actually, not intencionally, I gave the same name as in U4E).Hermskii wrote:I have not started a new server in a long time and have been waiting for something like this that long too. Tell me, how much was ChaosUT a inspiration to you to build this mod? I think I have heard a certain burp in your mod before.
For the MegaTon, my biggest inspiration was the gametype Siege, so I wanted to do a real nuke, instead of a shockwave with a mini explosion, and I got that planting thing. Btw in the next version, I will add the actual MegaTon kinda launcher, instead of planting, you can also launch the missile.
About the other weapons, I just wanted to do something really original, and I had success, since I had not only "It ROCKS!" comments, as I had "looks strange" and "it sucks!" comments, which means that I could finally make something that could make people think in one favorite weapon in particular (besides the super weapons), the same effect achieved on U4E and ChaosUT.
This is the 6th weapon mod I make:
1st: Final Weapons (Really noobish)
2nd: the never released nuke I showed in one of my YouTube videos
3rd: Nali Weapons (1st version of all, with only 6 weapons)
4th: Custom elemental instagibs only for a certain ctf map (fire and ice)
5th: Another custom "soul taker" insta with a spell stone, only for ctf, available only in a ctf map
6th: this mod that I decided to make from scratch, since the v1.4 was already too old for me to fix or continue
This weapon pack wasn't really to be released as a MH pack, the main objective was for a SP mappack/story about nali. But since I don't know if I will ever start it, I released it as a normal weapon pack.
Well, I really want to start to fix it ASAP. My order of things now is:Hermskii wrote: When are planning on a new release of this mod as far as after all the rest of the stuff you are doing? Should I wait for it or go ahead and load what you have already released? Have you updated your FAQ page lately? Is it current?
- Finish a CTF RX/NX map (only just a few more days, and done)
- Fixing the xpickups pack for the ut99.org CMP2, besides changing some stuff (I really don't know how much time I will need, but generally it takes a few days to a whole week per version)
- Then finally I will work in the 1d version of Nali weapons (which I have no idea how much time it will take, since it may take a weekend to a whole month, depending on the complexity of the problems and addons).
- Then other projects where I am working on.
I think for now you should wait for the new version, like the HOF MH server now (from the 3 servers running these, only 2 are running the mod currently, HOF is waiting for a more stable version due to some player complains about performance).
The only reason that the mod is running both on {WINGS} and KB now is that:
{WINGS} MH isn't very visited very often, and now it's basically in my control, and it will be the first one testing the 1d when I am done with it, until then I have to verify the current performance in most maps.
KB really liked the weapons, and I gave a list of tweaks so the the server can run with no bigger problems. The MegaTon enabled was just an option from KB to use, since it didn't lag much in most maps.
The FAQ isn't really totally updated, and I will only update it with the release of 1d (with help with David_OSU, since he was the one who offered help to the documentation and proper FAQ), but it isn't too much outdated, since 1c had most only fixes and only 1 menu addon.
I highlly advice to wait for 1d then, even because I will add the possibility to tweak the detail on distance, as the use of dynamic lights of the weapons theirselves, since that's what makes most lag (polycount view and lighting).
Other than that, I should thank you for wanting to host my pack, since like I said earlier, most mods don't get that oportunity, mostly at this scale. This only motivates me to continue to mod and fix what I coded so far.
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- Posts: 11
- Joined: Fri Mar 13, 2009 1:02 pm
Re: Nali Weapons II
Hi Feralidragon & all others here
Yes we're still very happy with it, the people that found their way to it
do i see return on a regular base, so then u can say it's a succes so far!
Wanna see again thnx for the work u made for this nice community and
succes with making the final release
grtzz to all!
Killerbee
wwww.online-multigaming.com
http://www.ut99.nl

Yes we're still very happy with it, the people that found their way to it
do i see return on a regular base, so then u can say it's a succes so far!
Wanna see again thnx for the work u made for this nice community and
succes with making the final release
grtzz to all!
Killerbee
wwww.online-multigaming.com
http://www.ut99.nl
- *POTS*
- Posts: 2233
- Joined: Fri Oct 17, 2008 8:50 pm
Re: Nali Weapons II
I don't wanna be the bad-guy, this is just for your information.
Here's an extract of some log-errors I've found after on-line playing:
(most of them are the same you'd find whenever playing MH-Ortican, if you know what I mean)
and here being kicked by the server due to a timeout:

Here's an extract of some log-errors I've found after on-line playing:
(most of them are the same you'd find whenever playing MH-Ortican, if you know what I mean)
Code: Select all
ScriptWarning: CyBotZUp MH-SkaarjCastle_V2F_fix.CyBotZUp0 (Function NaliWeaponsIIBeta1c.CyBotGuns.PostBeginPlay:001F) Accessed None
ScriptWarning: N_Bloom_Damage MH-SkaarjCastle_V2F_fix.N_Bloom_Damage0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: SacredRing MH-SkaarjCastle_V2F_fix.SacredRing0 (Function NaliWeaponsIIBeta1c.SacredRing.PostBeginPlay:0009) Accessed None
ScriptWarning: N_FX_Damage MH-SkaarjCastle_V2F_fix.N_FX_Damage0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_FX_Splasher MH-SkaarjCastle_V2F_fix.N_FX_Splasher0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_Bloom_Splasher MH-SkaarjCastle_V2F_fix.N_Bloom_Splasher0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_Bloom_Fast MH-SkaarjCastle_V2F_fix.N_Bloom_Fast0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_FX_Fast MH-SkaarjCastle_V2F_fix.N_FX_Fast0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_FX_Kick MH-SkaarjCastle_V2F_fix.N_FX_Kick0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_Bloom_Kick MH-SkaarjCastle_V2F_fix.N_Bloom_Kick0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function VAbeta2.ALplayer.FootStepping:0014) Accessed null class context
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function VAbeta2.ALplayer.PlayerWalking.Dodge:0159) Accessed null class context
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:018B) Accessed None
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0193) Accessed null class context
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:02E8) TweenAnim: No mesh
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv0 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:000C) Accessed None
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer1 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer1 (Function VAbeta2.ALplayer.Init:01C9) Accessed null class context
ScriptWarning: N_FX_Inf MH-SkaarjCastle_V2F_fix.N_FX_Inf0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: N_FX_Health MH-SkaarjCastle_V2F_fix.N_FX_Health0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:0037) Accessed None
ScriptWarning: N_Bloom_Health MH-SkaarjCastle_V2F_fix.N_Bloom_Health0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: Sequence 'None' not found in Mesh 'Commando'
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function VAbeta2.ALplayer.Init:007E) Accessed null class context
ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function VAbeta2.ALplayer.Init:01C9) Accessed null class context
ScriptWarning: IceOv MH-SkaarjCastle_V2F_fix.IceOv1 (Function NaliWeaponsIIBeta1c.CorpseOv.PostBeginPlay:000C) Accessed None
ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None
ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None
ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None
ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None
ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:000C) Accessed None
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0020) Accessed None
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0034) Accessed None
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0048) Accessed None
ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:005C) Accessed None
ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None
ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None
ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None
ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None
ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None
ScriptWarning: IceBeam MH-SkaarjCastle_V2F_fix.IceBeam50 (Function NaliWeaponsIIBeta1c.IceBeam.Flying.ProcessTouch:0074) Accessed None
ScriptWarning: ALplayer MH-Warriorsgrave-beta-[weo]-fixed.ALplayer70 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
DevNet: Connection timed out after 15.000000 seconds (22.850702)
ScriptWarning: LandMine MH-Warriorsgrave-beta-[weo]-fixed.LandMine26 (Function NaliWeaponsIIBeta1c.LandMine.ProcessTouch:00C9) Accessed None
ScriptWarning: LandMine MH-Warriorsgrave-beta-[weo]-fixed.LandMine26 (Function NaliWeaponsIIBeta1c.LandMine.ProcessTouch:010B) Accessed None
ScriptWarning: StickyMine MH-Warriorsgrave-beta-[weo]-fixed.StickyMine106 (Function NaliWeaponsIIBeta1c.StickyMine.ProcessTouch:0145) Accessed None
ScriptWarning: StickyMine MH-Warriorsgrave-beta-[weo]-fixed.StickyMine106 (Function NaliWeaponsIIBeta1c.StickyMine.ProcessTouch:0187) Accessed None
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer147 (Function VAbeta2.ALplayer.FootStepping:0014) Accessed null class context
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer147 (Function VAbeta2.ALplayer.PlayerWalking.Dodge:0159) Accessed null class context
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:005C) Accessed None
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:00F9) Accessed None
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0101) Accessed null class context
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:018B) Accessed None
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0193) Accessed null class context
ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0249) TweenAnim: No mesh
ScriptLog: MH-Armed_Assault_Fix(B).ALplayer147 client damage type Fell by None
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh
DevNet: Connection timed out after 15.000000 seconds (19.892820)

Plain Old Telephone Service
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: Nali Weapons II
Those postbeginplay errors are bad news. Those will have to be fixed.
- Hermskii
- Site Admin
- Posts: 8685
- Joined: Sun Jul 10, 2005 9:56 pm
Re: Nali Weapons II
Yehaaaw! I got the KillerBee visiting here too. This is so freaking awesome to me. I have yet to play on the KB server but I was planning on getting by real soon to see what I was going to like and dislike in regards to using this mod. I know the mod is on KB's server and the other 2 already. Yes, I would call KB a successful server and I would call this mod a success already if you have 4 people ready to use it as the primary mod on a server.
I think there are about 30 or so MH servers and if 4 are using this mod then do the math and see that this mod will have already taken over 12% of all MH servers. I'd say that is pretty good even if I did the math wrong.
Thanks for making yourselves seen and heard here. Please feel free to start a new thread as per the instructionsof the first thread in the "Welcome To The Show" forum. You both need to know that I support youtelling us about yourselves, what you do and like and dislike and feel very free to post about your servers and web-sites too. This forum here has a mission to bring UT people together. All I want is to have folks that respect one another and use good sportmanship on the servers and good manners and judgement here in this forum. So PLEASE, go to the potion of the forum I mentioned and tell us all about yourselves and your servers and any other interest you think we'd care about or may be able to help you grow with or learn more about. Spread the word! Plug yourselves as much as you want!
Thanks again for what each of you (FeraliDragona and KillerBee), have brought to the UT community AND especially here. Sorry if I messed up your names any but I can't help but apply the Epic map naming convention to everything these days.
I think there are about 30 or so MH servers and if 4 are using this mod then do the math and see that this mod will have already taken over 12% of all MH servers. I'd say that is pretty good even if I did the math wrong.
Thanks for making yourselves seen and heard here. Please feel free to start a new thread as per the instructionsof the first thread in the "Welcome To The Show" forum. You both need to know that I support youtelling us about yourselves, what you do and like and dislike and feel very free to post about your servers and web-sites too. This forum here has a mission to bring UT people together. All I want is to have folks that respect one another and use good sportmanship on the servers and good manners and judgement here in this forum. So PLEASE, go to the potion of the forum I mentioned and tell us all about yourselves and your servers and any other interest you think we'd care about or may be able to help you grow with or learn more about. Spread the word! Plug yourselves as much as you want!
Thanks again for what each of you (FeraliDragona and KillerBee), have brought to the UT community AND especially here. Sorry if I messed up your names any but I can't help but apply the Epic map naming convention to everything these days.
~Peace~
Hermskii
Hermskii
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- Posts: 11
- Joined: Fri Mar 13, 2009 1:02 pm
Re: Nali Weapons II
Hi Hermskii (and all the rest out there ofcourse)
I was following some topic and good forums related to MH & Unreal G.O.T.Y.
we all do that i guess..
Hermskii if u wanted more info about the NALI cfg overhere u can contact me anytime
ure welcome
I will introduce myself on the other topic
Keep up the good job !
KB
I was following some topic and good forums related to MH & Unreal G.O.T.Y.
we all do that i guess..

Hermskii if u wanted more info about the NALI cfg overhere u can contact me anytime
ure welcome
I will introduce myself on the other topic
Keep up the good job !
KB
- Feralidragon
- Posts: 100
- Joined: Thu Mar 12, 2009 4:32 am
Re: Nali Weapons II
Well, the big problem is simple: UT has flaws, and I have found plenty of them during the development of this pack.*POTS* wrote:I don't wanna be the bad-guy, this is just for your information.
Here's an extract of some log-errors I've found after on-line playing:
(most of them are the same you'd find whenever playing MH-Ortican, if you know what I mean)and here being kicked by the server due to a timeout:Code: Select all
ScriptWarning: CyBotZUp MH-SkaarjCastle_V2F_fix.CyBotZUp0 (Function NaliWeaponsIIBeta1c.CyBotGuns.PostBeginPlay:001F) Accessed None ScriptWarning: N_Bloom_Damage MH-SkaarjCastle_V2F_fix.N_Bloom_Damage0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: SacredRing MH-SkaarjCastle_V2F_fix.SacredRing0 (Function NaliWeaponsIIBeta1c.SacredRing.PostBeginPlay:0009) Accessed None ScriptWarning: N_FX_Damage MH-SkaarjCastle_V2F_fix.N_FX_Damage0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_FX_Splasher MH-SkaarjCastle_V2F_fix.N_FX_Splasher0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_Bloom_Splasher MH-SkaarjCastle_V2F_fix.N_Bloom_Splasher0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_Bloom_Fast MH-SkaarjCastle_V2F_fix.N_Bloom_Fast0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_FX_Fast MH-SkaarjCastle_V2F_fix.N_FX_Fast0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_FX_Kick MH-SkaarjCastle_V2F_fix.N_FX_Kick0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_Bloom_Kick MH-SkaarjCastle_V2F_fix.N_Bloom_Kick0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function VAbeta2.ALplayer.FootStepping:0014) Accessed null class context ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer0 (Function VAbeta2.ALplayer.PlayerWalking.Dodge:0159) Accessed null class context ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:018B) Accessed None ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0193) Accessed null class context ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:02E8) TweenAnim: No mesh ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv0 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:000C) Accessed None ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer1 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer1 (Function VAbeta2.ALplayer.Init:01C9) Accessed null class context ScriptWarning: N_FX_Inf MH-SkaarjCastle_V2F_fix.N_FX_Inf0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: N_FX_Health MH-SkaarjCastle_V2F_fix.N_FX_Health0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:0037) Accessed None ScriptWarning: N_Bloom_Health MH-SkaarjCastle_V2F_fix.N_Bloom_Health0 (Function NaliWeaponsIIBeta1c.BloomOverlays.PostBeginPlay:000C) Accessed None ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: Sequence 'None' not found in Mesh 'Commando' ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function VAbeta2.ALplayer.Init:007E) Accessed null class context ScriptWarning: ALplayer MH-SkaarjCastle_V2F_fix.ALplayer2 (Function VAbeta2.ALplayer.Init:01C9) Accessed null class context ScriptWarning: IceOv MH-SkaarjCastle_V2F_fix.IceOv1 (Function NaliWeaponsIIBeta1c.CorpseOv.PostBeginPlay:000C) Accessed None ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None ScriptWarning: IRPR MH-SkaarjCastle_V2F_fix.IRPR3 (Function NaliWeaponsIIBeta1c.IRPR.Tick:0052) Accessed None ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:000C) Accessed None ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0020) Accessed None ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0034) Accessed None ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:0048) Accessed None ScriptWarning: HeatOv MH-SkaarjCastle_V2F_fix.HeatOv143 (Function NaliWeaponsIIBeta1c.HeatOv.PostBeginPlay:005C) Accessed None ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None ScriptWarning: TriOrb MH-SkaarjCastle_V2F_fix.TriOrb1 (Function NaliWeaponsIIBeta1c.TriOrb.Timer:00BE) Accessed None ScriptWarning: IceBeam MH-SkaarjCastle_V2F_fix.IceBeam50 (Function NaliWeaponsIIBeta1c.IceBeam.Flying.ProcessTouch:0074) Accessed None ScriptWarning: ALplayer MH-Warriorsgrave-beta-[weo]-fixed.ALplayer70 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh DevNet: Connection timed out after 15.000000 seconds (22.850702) ScriptWarning: LandMine MH-Warriorsgrave-beta-[weo]-fixed.LandMine26 (Function NaliWeaponsIIBeta1c.LandMine.ProcessTouch:00C9) Accessed None ScriptWarning: LandMine MH-Warriorsgrave-beta-[weo]-fixed.LandMine26 (Function NaliWeaponsIIBeta1c.LandMine.ProcessTouch:010B) Accessed None ScriptWarning: StickyMine MH-Warriorsgrave-beta-[weo]-fixed.StickyMine106 (Function NaliWeaponsIIBeta1c.StickyMine.ProcessTouch:0145) Accessed None ScriptWarning: StickyMine MH-Warriorsgrave-beta-[weo]-fixed.StickyMine106 (Function NaliWeaponsIIBeta1c.StickyMine.ProcessTouch:0187) Accessed None ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer140 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer147 (Function VAbeta2.ALplayer.FootStepping:0014) Accessed null class context ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer147 (Function VAbeta2.ALplayer.PlayerWalking.Dodge:0159) Accessed null class context ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:005C) Accessed None ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:00F9) Accessed None ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0101) Accessed null class context ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:018B) Accessed None ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0193) Accessed null class context ScriptWarning: DPMSMeshInfo None (Function VAbeta2.DPMSMeshInfo.PlayLanded:0249) TweenAnim: No mesh ScriptLog: MH-Armed_Assault_Fix(B).ALplayer147 client damage type Fell by None ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh ScriptWarning: ALplayer MH-Armed_Assault_Fix(B).ALplayer151 (Function Engine.PlayerPawn.PlayerWalking.PlayerMove:0221) GetAnimGroup: No mesh DevNet: Connection timed out after 15.000000 seconds (19.892820)
Most lags and problems, are really mine, and I have to fix them, but other problems is just UT itself not being nice at all LOL (proof of that: some of those accessed nones aren't from my pack, some are from other custom mods [not their fault], others are from the retail coding itself).
Most of those accessed nones from PostBeginPlay I can't ever solve, and I will explain:
- Those PostBegin accessed nones only happen in a online match. If you try those in a offline match, those post accessed nones simply never appear (or at least most of them, as I don't say for sure some ones are really my fault). What I found is really simple: it seems that in a online match, the owner given to certain specific actor isn't updated as it should when the actor is spawned.
Overlayers, cybots parts between other of the pack actors, set their properties relying in their owner on they are spawned (Spawn(Class'something', Owner)). So it seems that in offline matches this update is done as it should, though the own native function Spawn(etc, etc). But for some reason, in online matches, even with the Owner set in a certain actor (and already with the proof that it sets and knows his owner, which is way strange), it still send accessed nones from the Owner variable in Pre, Post and BeginPlay functions. Weird, isn't it? Well, that's something I can't fix, because or there's something I don't know and I am doing wrong, or is really a dumb UT bug in the native code itself, when handling the Owner in a online match.
The other accessed nones (touch in the mines, tick in the rifle) I have to check better, and are most probably something I missed.

Well, once again, I thank you for your support in this pack

I will then introduce myself in the forum.
-
- Posts: 1396
- Joined: Tue Nov 18, 2008 9:32 am
Re: Nali Weapons II
This isn't the forum for me to discuss coding of your mods, but if you want to direct me to someplace we can discuss things I'll help you out. (You are a little bit misinformed on some issues)
Look at it this way: If what you are saying is true then all replacement mods would toss these errors, and they don't so it's something in your coding. If you look at the unreal wiki you'll find some really good info on setting proper pre- and post- beginplay. It can be several things from a bad tick to the mutator chain being messed up to bad function calls. Don't get discouraged, coding can be a tough nut sometimes but when it is right, it's the best feeling!
Can I get permission to look at the source code before I go to whatever development forum you use? I can open it all up but I don't like to unless the owner says OK.
Look at it this way: If what you are saying is true then all replacement mods would toss these errors, and they don't so it's something in your coding. If you look at the unreal wiki you'll find some really good info on setting proper pre- and post- beginplay. It can be several things from a bad tick to the mutator chain being messed up to bad function calls. Don't get discouraged, coding can be a tough nut sometimes but when it is right, it's the best feeling!
Can I get permission to look at the source code before I go to whatever development forum you use? I can open it all up but I don't like to unless the owner says OK.
- BIOMECH
- Posts: 1838
- Joined: Sat Oct 18, 2008 1:36 am
Re: Nali Weapons II
I found a server with Nali Weapons on it and played it non-stop for around 3 hours.
Now I'm actually familiar with all the weapons and modifers I feel more able to talk about it
Firstly, I'm guess feralidragon knows about the incredibly fun "fly glitch" on the Graviton, which also has an amazingly powerful primary fire, we're talking 3-4 times the damage of an insta here
Must express my total love of the Multi Missle Launcher, great idea great weapon (especially with Inf modifer
)
And finally, Is it actually possible to disarm a MegaTon? Reiyel kept putting one down and challenging me and Ice to disarm it but we could never figure out how, we killed half the team with cratering damage once...
Oh btw message for the admins around here, kilerbee said I should have {MHM} in front of my name like Reiyel when I told him/her/it that I was one of the MHM regulars, I said I wasn't an admin but Reiyel pointed out, quite rightly that he wasn't and he has the tag.
So, reckon I should?
Now I'm actually familiar with all the weapons and modifers I feel more able to talk about it

Firstly, I'm guess feralidragon knows about the incredibly fun "fly glitch" on the Graviton, which also has an amazingly powerful primary fire, we're talking 3-4 times the damage of an insta here

Must express my total love of the Multi Missle Launcher, great idea great weapon (especially with Inf modifer

And finally, Is it actually possible to disarm a MegaTon? Reiyel kept putting one down and challenging me and Ice to disarm it but we could never figure out how, we killed half the team with cratering damage once...
Oh btw message for the admins around here, kilerbee said I should have {MHM} in front of my name like Reiyel when I told him/her/it that I was one of the MHM regulars, I said I wasn't an admin but Reiyel pointed out, quite rightly that he wasn't and he has the tag.
So, reckon I should?
- Hermskii
- Site Admin
- Posts: 8685
- Joined: Sun Jul 10, 2005 9:56 pm