Nali Weapons II X version - RELEASED!

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Feralidragon
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Nali Weapons II X version - RELEASED!

Post by Feralidragon » Sun Apr 05, 2009 4:07 pm

This release is very special to me, and perhaps to everyone that is following and helping me promoting this pack in the servers.
This version is no longer a beta, but it's not final neither, since I added a new weapon as well.

For the ones who still don't know what is this about, here's:
- The trailer: http://www.youtube.com/watch?v=yo1HoD5u3es
- The nuclear explosions video: http://www.youtube.com/watch?v=bFC6v8Fa2sM
- And the official website with everything you need to know: http://www.feralidragon.ut99.org/


Now if you are know what this pack is about, then check the list of changes, fixes and addons of this new version here: http://www.feralidragon.ut99.org/index.php?page=NaliX


And finally, the downloads:
Nali Weapons II X version (Client): http://files.filefront.com/NaliWeaponsI ... einfo.html

Nali Weapons II X (Server Redirect UZ): http://files.filefront.com/NaliWeaponsI ... einfo.html

Nali Weapons II X configured inis for MH (to work properlly with UTJMH v2.9): http://files.filefront.com/MHServerSett ... einfo.html

Enjoy :)

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gopostal
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Re: Nali Weapons II X version - RELEASED!

Post by gopostal » Sun Apr 05, 2009 4:30 pm

Great job Feral! It's good to see you keeping at it. Creation is such a blast (pun intended :lol: ).

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Hermskii
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Re: Nali Weapons II X version - RELEASED!

Post by Hermskii » Sun Apr 05, 2009 9:13 pm

OK cool. I've been waiting for this I think. Now I need to know from ScottyD if it will work with the MHM Mod as it does with UTJMH 2.9?

I LOVE watching my son play with the older version of this mod. GHe won't play with regular weapons anymore at all. He has to have this NaliWepon mod or he won't play. It's that's fun. I still have plenty to learn about it too. CYA!
~Peace~

Hermskii

gopostal
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Re: Nali Weapons II X version - RELEASED!

Post by gopostal » Sun Apr 05, 2009 9:19 pm

Most likely not Herm. I'll look at the code and let you know for sure.

EDIT...Looked at the code. No way will you ever get the two to run together. My replacement calls will loop his weapons into a crash every time. In order to run those, I'd have to recode the entire replacement system. I'm sorry Herm. It's not "his" fault or "my" fault, it's just I coded Mayhem to be the main controller for an MH server without custom weaponry. If you look at the UTJ settings he suggests almost the entire UTJ is disabled. It's really only setting overall health. If it were me, I'd code a simple "Set player health" mod and skip using UTJ with it altogether. I'm a little surprised with the power of those weapons he didn't toss something like that in.

Danged good job too Feral. You should be quite proud!

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Feralidragon
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Re: Nali Weapons II X version - RELEASED!

Post by Feralidragon » Mon Apr 06, 2009 10:39 am

I am glad you liked them. :mrgreen:

About the "running with other mutators" support, I kinda messed up that part a bit indeed LOL :oops:

At the beggining (even before I had released the first beta (beta 1a)), what I had in mind was to include a full new independent MH mutator with the pack, making UTJMH v2.9 for example a not needed mutator. Later I was lazy and I didn't want to make the pack more unstable and more suitable to problems, so I thought better and I just added some stuff that UTJMH had in its own way (like health giving, random "prize" things my way, etc), besides the totally new modifiers system (fast, infinity, health, etc, an idea I took from the UT2004 RPG mutator)).

So it's normal that most replacement mutators don't work right with this pack (a big downside of this pack), even the new UT3/UT2004 like pickups system/visuals I developed for the new upcoming UT99.org mappack doesn't work well with these new weapons.

I am proud and happy mostly because I finally fixed the big 2 problems of this pack: performance and lots of accessed nones (making the server a bit unstable as well).
But I am not fully happy with the pack, and some coding, since both don't look that good to me, but since UT has some big limits, as well my own current skills, I actually feel a bit frustated by not doing better, more visually appealing and even more fun to play like I wanted to. But I do my best and people actually enjoy it, so I continue developing things, and fixing them if possible.

gopostal
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Re: Nali Weapons II X version - RELEASED!

Post by gopostal » Mon Apr 06, 2009 1:44 pm

Feral, don't sell yourself short at all. I know SEVERAL 2k4 coders with their eye on you and your work. The level at which you work is probably better suited there. The engine for UT is holding you back I think.

If you decide to script a utj type controller into your mod let me know and I'd be glad to help. Also you didn't mess anything up. Mostly a mod of this caliber is NEVER going to work with anything else because it's doing so much. It's just a limitation of oop and the class tree, you have to live and die by it.

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-HellFire-
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Re: Nali Weapons II X version - RELEASED!

Post by -HellFire- » Mon Apr 06, 2009 2:08 pm

Keep up the great work Feralidragon.
Im a big fan of Nali Weapons.
It's also a good combination with Monsterhunt! :mrgreen:
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*POTS*
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Re: Nali Weapons II X version - RELEASED!

Post by *POTS* » Mon Apr 06, 2009 2:27 pm

- Fixed Graviton player flying bug (still, since players actually liked it, there's a setting in the ini/menu to enable the bug again)
It's the first time a bug turns out being a cool feature. 8)
- Fixed 99% of the Accessed Nones (I do not say 100%, since there are always the possibility to even 1 to happen in such big pack)
Excellent! I can't wait to check out the fixed weapons! :mrgreen:

I'm glad you've released a better version, keep up the good work. :wink:
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Reiyel_3.0
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Re: Nali Weapons II X version - RELEASED!

Post by Reiyel_3.0 » Mon Apr 06, 2009 6:35 pm

*POTS* wrote:
- Fixed Graviton player flying bug (still, since players actually liked it, there's a setting in the ini/menu to enable the bug again)
It's the first time a bug turns out being a cool feature. 8)

LOL Don´t remove Graviton´s flying hability, I really liked it :D

Just one more comment. Like Hellfire said Naliweps + Monsterhunt is such a great combination. However, I believe special maps for the weapons are needed. For example, maybe an assault map in which a team must plan a nuke, or a very big and dark map in which the new Sniper would be particularly important. I think assault fits even better to these kind of weps.

:mrgreen:
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BIOMECH
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Re: Nali Weapons II X version - RELEASED!

Post by BIOMECH » Fri Apr 10, 2009 8:18 am

Hermskii wrote:I still have plenty to learn about it too.
As long as you don't ask me something technical like the exact damage of a weapon or the precise firing speed of this guns alt fire etc. I reckon I know everything there is to know about the NW...very mild autism is good for getting obsessed with things and finding out alll about them :mrgreen:

By the way, I noticed the MegaTon was replaced with the Nuclear Launcher, was this in the pack or just the KB server I played it on?... I kinda miss the timed nukes.
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Feralidragon
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Re: Nali Weapons II X version - RELEASED!

Post by Feralidragon » Fri Apr 10, 2009 10:07 am

BIOMECH wrote:
Hermskii wrote:I still have plenty to learn about it too.
As long as you don't ask me something technical like the exact damage of a weapon or the precise firing speed of this guns alt fire etc. I reckon I know everything there is to know about the NW...very mild autism is good for getting obsessed with things and finding out alll about them :mrgreen:
You do? :shock: Damn, I never thought that this pack would make that to people LMAO :lol:
BIOMECH wrote: By the way, I noticed the MegaTon was replaced with the Nuclear Launcher, was this in the pack or just the KB server I played it on?... I kinda miss the timed nukes.
No, it wasn't replaced. The Nuclear Launcher is a new addon, but since there are 5 levels of the Nuclear Launcher, is much more difficult for someone win the actual MegaTon.
But believe me, the MegaTon is still there (ask Avril, he just kept killing all the monsters in Godz with it and UltimaProtos, while I was killing them using the new nuke I implemented). It's just when someone wins a super weapon, there are now 10 possible ones instead of just 5, so you have basically 50% of winning a Nuclear Launcher of any level and only 10% to win a MegaTon.

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BIOMECH
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Re: Nali Weapons II X version - RELEASED!

Post by BIOMECH » Fri Apr 10, 2009 11:37 am

what's the other 40%?
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Feralidragon
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Re: Nali Weapons II X version - RELEASED!

Post by Feralidragon » Fri Apr 10, 2009 3:04 pm

BIOMECH wrote:what's the other 40%?
10%: Normal Redeemer
+
10%: Cybot Launcher
+
10%: Enhanced Bolt Rifle
+
10%: UltimaProtos
=
40% of "others"
Last edited by Feralidragon on Fri Apr 10, 2009 4:47 pm, edited 1 time in total.

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*POTS*
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Re: Nali Weapons II X version - RELEASED!

Post by *POTS* » Fri Apr 10, 2009 3:25 pm

I don't like "random" awards because they usually tend to exclude me. Who's always getting the "random" translocator award in MHMIII? Surely it's not me.
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BIOMECH
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Re: Nali Weapons II X version - RELEASED!

Post by BIOMECH » Fri Apr 10, 2009 4:04 pm

Enhanced Cybrot Launcher?
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