http://www.youtube.com/watch?v=75H1kzKC7lY
http://www.youtube.com/watch?v=kEyl7xY-2HM
To compensate the lack of quality in the video, there's some screenshots:
Weapons





Modifiers






I can't show any nuke since I didn't got there yet, so for those who actually know the previous pack and its nukes, you can already imagine the quality difference from the old nukes to the ones which are yet to be produced.

Core Features:
Implented and working, both offline and online:
* Dynamic Coronas and LensFlares (no color blending, as it's not rendered on Canvas)
* Carcasses and "chunks" FX (flames and other effects)
* BSP "chunks/debris" FX (client-side only, and only appears when Decals are enabled)
* "Shockwave" special FX: new "shake" system (more realistic than UT standard one), timed effects, shock aproximation based FX
* New water effects (including instant-hit support)
* Weapon overlayers, glows/lights and effects
* New respawn FX: the respawn color can be customized, by a specific color or team based (support in all standard team gametypes)
* Ammo animation on respawn
* New crosshairs (discrete ones this time, not those big ugly ones like in the previous pack)
* New decals
* Totally new firing/projectile effects
* Hand rendering on the weapon: optional (can be visible or not, your choice) and doesn't get affected by the weapon effects (like UDamage, Modifiers, etc)
* Dynamic color projectiles (projectiles which color fades to others with the time)
Yet to implement:
* Hand(s) on weapon rendering:
a) Skin rendering depending on model, skin and team of the player (human, skaarj, ..., red team, blue team...)
b) Hand customization support: associate custom hand skins to models (standard or custom)
c) Hand "fatness" update regarding the "Fat mutator" from UT
* Weapon/Ammo/Pickup Replacer (fully customizable, being able to choose which weapon replaces which)
* "Not enough ammo" message when can't fire weapon due to lack of ammo
* "Special Mesh System" (?): mesh based actors with the "disappearing" bug fixed (tested and working, but not sure if I will implement it in the core)
New Weapons:
This pack will feature 17 different weapons, and 6 "utilities" which will be located at the 1st weapon slot.
- Weapons:
* War Ready Enforcer (WRE): Remake (Done)
* Flame Tracker: Remake (Done)
* Bolt Rifle: Remake (Done)
* Super Bolt Rifle: Remake (Done)
* Graviton: Remake
* Freezer: Remake
* Vulcan: Remake
* The Miner: Remake
* MultiMissile Launcher: Remake (Done)
* InfraRed Precision Rifle (IRPR): Remake
* Cybot Launcher (Cybots): Remake
* MegaTon: Remake
* UltimaProtos: Remake
* Nuclear Launcher: Remake
* Nuclear Deployer: NEW
* Nuclear Remote Device: NEW
* Ionizer: NEW (return from Nali Weapons v1.4, only works if a satelite is on the air [see utilities below])
- Utilities:
* Spawner: NEW (spawns weapons, ammo, pickups, etc)
* MegaTon Decoder: Remake
* MegaTon Password: Remake
* Satelite Deployer: NEW (return from Nali Weapons v1.4, basically a satellite where an ion based attack can come and where you can see around like a camera)
* Cybot Controller - Order Giver: NEW (to be able to give orders to the cybots, like you do with bots)
* X-Binocules: NEW (to look at long distances and to retrieve info about a traced pawn: health, distance, name, team, etc)
* (Perhaps another utility? Like a jetpack or something lol, idk)
Differences relative to the old pack:
* View bob restored
* Higher quality (animations, effects, models, skins, etc...)
* Much lower pings (net code fully optimized)
* Full bot support (I really mean it, even if I have to "teach/force" bots how to deploy mines and nukes properlly)
* "Visual" lag: only in Max Detail Settings (Nali Weapons configuration file) and only having too many weapons/ammo in view
* Bigger filesize, but only regarding the ENTIRE PACK: in the previous pack, all the weapons and core were integrated into a single 80Mb pack, which was a huge mistake. This time Nali Weapons III will be divided like this:
a) Core file (about 15Mb on release, 11Mb currently)
b) One file per weapon/utility (between 2Mb and 9Mb, depending on the weapon features itself: more or less effects, projectiles, etc)
c) 3 configuration files: Nali Weapons III main ini, Weapons Configuration ini (specific weapon settings), Hands Customization ini
d) A Nuclear Pack (since the Nuclear Launchers, Deployers and Remote devices will use the same nuclear effects): perhaps around 10Mb
This brings several advantages:
- Just use the weapons you want in the server (clients won't download what you aren't using in the server, nor load them)
- New clients will see a "smaller" pack instead (with a good redirect, the clients will actually wait and won't notice the pack
size), and the ones reading this, in case they want to try it, might download it and install it first instead;
- Possibility to expand the pack without massive updates (either by me or anyone else), as well to fix specific bugs regarding specific weapon
Just one disadvantage though:
- If the core has some sort of terrible bug going on, or just an annoying one, I have 2 options:
a) Fix the core, don't rename it and release it as a patch - but people will get mismatches and that's bad
b) Fix the core, rename it and then I have to recompile every single weapon and pack associated so they can work with the new core, which means a massive version update (the whole pack release again), which is bad as well.
To avoid any of these 2 situations, I will try to get a private server with some beta-testers to fully test the pack before release, so terrible core problems don't happen afterwards (if I can get someone to host it by then, which shouldn't be a big problem I hope).
Btw, I will only bump this thread only in case of release or important development updates
