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  Topic: How about new MH maps ?
Feralidragon

Replies: 97
Views: 44797
PostForum: New Mapping Projects   Posted: Thu Jan 20, 2011 8:54 pm   Subject: Re: How about new MH maps ?
Ok, let me be very straight on this:

@Kaal: Next time you call "pedophiles" to the actual developers that care about this, and which some of them are already professionals at the field and are doing this to feed the game for free for 11 years, just think they can just go away to other stuff, and that YOU are using their stuff.
As for me, I "share", otherwise I would obfuscate my code, which is open and I wanted it to be kept that way. I gave permissions to anyone to do stuff from any mod I developed, as long they didn't change the original, to change it they would have to ask permission and say what they were going to do.
So far I saw about 2 or 3 mods derivated from NW2X for instance, and we are in all good terms (one of them asked permission, there's another that just ripped 2 nuclear effects and I never found who exactly, but I don't mind either).

What I do mind is helping people and then being discarded like trash. I do not ask anything in return but a small respect for my work: it's mine, I stabilish a few rules on it, and people respect them, simple as that.
If you can't respect that, you're a lamer and a thief, simple, and you have ABSOLUTELLY NO FUCKING IDEA what ACTUAL WORK IS!! Do you know what's working in a single thing for over a year? No you don't. From the time that chaning a property is a "lot of work" in your own words, that says it all.
Try to produce a single class from scratch then you will be able to understand 0.0005% of the work of a coder for instance.

-------------------------------------------------------------------------------------------------------------

@BlackWolf: Let me be clear: I have nothing against people using my stuff for instance, as long they respect simple conditions I stabilish, generally:
- not edit the original;
- not say is totally yours;
- can rip some stuff;
- can subclass and make new mods (this happenned 3 times with NW2 for instance).

In the case of Kaal, when I helped him in good faith, I just gave him a further condition: don't release to public. He wouldn't have a single thing is it wasn't me (me and Dots were the only ones able to pull out what he asked). Not only he released it to public, and he mocked me, said the work is his, and whatnot. Got banned.
At ut99.org, I gave him 4 chances, always bullshiting around: banned.
UM: Banned.
Whatever clan: Banned.
OldUnreal: Almost, they're waiting for the time he breaks even a single rule.
Other forums: very inactive ones, admins are not active.
This one: people let him be.

Notice that he release HERE a pack with MY fixes in a mod I had to GET PERMISSIONS to do so, Bob knows about it, I explained and said that I didn't "ask" any action to be taken, but I expected that he had some integrity and would do right thing. Kaal is still here: not a warning or even a temp ban.

He's still disrespecting and insulting all the modders and mappers (including Terra and me as you see), including but not limited to coders who actually did stuff you are using at this moment.

As for me, I am done here, there's nothing more disrespectfull towards a developer than have his job stolen, the admins knowing about it, the guy still doing the same over and over, and keep it
be and even tell us to basically "shut up".  Evil or Very Mad

I don't care if this gets locked or not, or if I get banned or whatnot, I just would like that this forum had some integrity and defended the actual developers that respect eachothers work and that we could get all get along nicelly, but again, nothing I really have to worry about with dozens of communities bigger than this one and that at least fully respect a developer's work, including the 3rd biggest UT community where I am admin on, so...

Good bye.
  Topic: Nali Weapons 3 - Preview 1
Feralidragon

Replies: 6
Views: 4876
PostForum: Mods, UScript and General Coding   Posted: Thu Jan 20, 2011 4:57 pm   Subject: Re: Nali Weapons 3 - Preview 1
As for this, if someone is following this development by this topic, to let those people know to follow it through moddb or BU instead, I won't update this topic here anymore, nor release it here.
I am just considering the good people that might (or not) be following this mod here (as when it's released, so to people not wonder if the mod is dead or not).

Regards
  Topic: How about new MH maps ?
Feralidragon

Replies: 97
Views: 44797
PostForum: New Mapping Projects   Posted: Thu Jan 20, 2011 4:44 pm   Subject: Re: How about new MH maps ?
Unbelievable... I have no words for this.  Sad

Bye all, enjoy Kaal's ways, he will certainlly give you many stolen stuff to play (which will obviouslly shrink and loose quality), while the actual developers will be reduced to nothing more but crappy tools.
  Topic: How about new MH maps ?
Feralidragon

Replies: 97
Views: 44797
PostForum: New Mapping Projects   Posted: Thu Jan 20, 2011 3:33 pm   Subject: Re: How about new MH maps ?
Kaal979 wrote (View Post):
Quote:
Copyright / Permissions
-----------------------
This level is copyrighted by Derdak2rot ,2004.

Authors may / may not NOT use this level as a base to build additional levels.

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.
 
 

No word about using or not using the cannon in own levels.
And for your information - this guy has legally zero (!) copyright on any of the original EPIC stuff - modified or not.
As I already said - the so called copyright crying is just for avoiding file chaos and indecent commercial abuse.
 


Want me to give you proof on how you can apply copyrights to UT stuff? Here:
- Shadow's SDK was aknowledged by Epic Games to be fully legal, although Shadow added a licence of use to his content, which makes him to have ownership over his stuff, without colliding with any of the Epic Games license of usage directives and articles.

Epic Games is the only final owner of your stuff, but anyone else isn't, and are only permitted to edit or just even play your stuff if the actual owner gives permission to do so.
Ask Wormbo, or Shadow, or any high level developer about this they will certainlly answer you, and yes, what you're doing is illegal. It would be legal ONLY IF you're from Epic Games and did it on the name of that same company.

Simply put:
- Epic games is the final owner;
- The author is the second owner.
- Anyone else has no rights and can't do a thing without being stabilished so.
- The author can't sell his stuff, Epic Games can, but can retain the ownership relative to other non-Epic Games entities.

Period.

EDIT: Btw, go to moddb.com, and you will see they treat this kind of stuff very seriouslly in a very general way. They call this stuff: intellectual property. Do this there and you will get banned before you even think about it.
  Topic: MH-Brutes][
Feralidragon

Replies: 53
Views: 22350
PostForum: New Mapping Projects   Posted: Wed Jan 19, 2011 1:33 pm   Subject: Re: MH-Brutes][
^ We all did, no exceptions, but I bet you didn't go around all forums telling how good your stuff was (I certailly didn't).
Like I said, he "thinks" his own stuff is very good, when in fact it's worse than many things I saw from "noobs", and in case you criticize his stuff, he will just end trolling you (that was already seen  many times here and in other forums and websites).

But either ways, a last advice: don't feed him, or he will eat you instead (*hint* right after you finished the skybox for one of his maps, he didn't even thanked you and posted the links to the rest of his maps, does that ring any bells? In case bells didn't ring: he saw what you can do, and is already trying to use you to do more stuff and "fix" his maps, like a simple discardable tool).
  Topic: MH-Brutes][
Feralidragon

Replies: 53
Views: 22350
PostForum: New Mapping Projects   Posted: Tue Jan 18, 2011 11:36 pm   Subject: Re: MH-Brutes][
Cyberia-Mix wrote (View Post):
Feralidragon wrote (View Post):
(unlike the noobish first ones)
 

Would you be talking about something I did? Just to be sure.
 

No, l was talking about the 2 brute versions from Kaal himself, and how he bragged about them being "so good", yet they were worse than many "1st maps" I saw.
You did a good job, don't worry Cyberia-Mix  :thumb:
  Topic: UT Movies Smile
Feralidragon

Replies: 29
Views: 15404
PostForum: UT Screenshots and Movies   Posted: Tue Jan 18, 2011 1:50 pm   Subject: Re: Monsterhunt Movie [HD]
Cool, thanks.  Mr. Green
  Topic: MH-Brutes][
Feralidragon

Replies: 53
Views: 22350
PostForum: New Mapping Projects   Posted: Tue Jan 18, 2011 1:47 pm   Subject: Re: MH-Brutes][
Looks unbelievable better Cyberia-Mix, gj (unlike the noobish first ones).

Although I personally like the 1st test the most, gives it the right feeling, the 2nd test is the second best while the 3rd quite destroys what should be the initial feeling of the map.
Just an advice btw, don't go and fix all his stuff for him (I know Kaal better than anyone in the community), I sure you he will stab you on the back and bash you from the moment he feels so, but in case you keep fixing his stuff, well all I can say is keep up the gj.
  Topic: MH-Godz*2011/2012?*
Feralidragon

Replies: 8
Views: 4155
PostForum: New Mapping Projects   Posted: Sun Jan 16, 2011 2:16 am   Subject: Re: MH-Godz*2011/2012?*
I remember that map when it was announced, quite some time passed since then. It would be very good to see this map finished one day. Mr. Green
  Topic: UT Movies Smile
Feralidragon

Replies: 29
Views: 15404
PostForum: UT Screenshots and Movies   Posted: Sun Jan 16, 2011 2:12 am   Subject: Re: Monsterhunt Movie [HD]
Thanks HellFire  Very Happy1

The thing is, that's what I already use: Fraps and MovieMaker. But the thing is: Fraps creates huge AVI files that MovieMaker simply can't handle right, so I have to encode them into a compressed format, loosing quality, then I could finally edit everything with no slowdowns, however MovieMaker seems to have some sort of "limitation": no matter what I did, it simply couldn't export 7min of video, so I had to cut within movie maker and export each part, and then import, join again and export again: 2x quality loss.

Also it was 4:3 format, which seems to never be accepted for HD.

Well, I guess I will keep using Fraps to record, however I will try to do it in a 16:9 monitor (because it doesn't look good stretch a 4:3 video to 16:9), and use another program to edit it (I hear about sony vegas a lot, so I will perhaps give it a try). It's really important to make my next video HD (the NW3 trailer), otherwise people might not see the desired detail (the preview one was a mess, the weapons have some better quality than that).
  Topic: Artic Adventure Trailer 480/720p
Feralidragon

Replies: 16
Views: 4859
PostForum: New Mapping Projects   Posted: Sat Jan 15, 2011 12:57 am   Subject: Re: Artic Adventure Trailer 480/720p
Thanks for the info, although Fraps is the program I already use to record my UT videos lol

What I am mostly curious is how you did that video HD for youtube? I mean, you recorded using Fraps, after it what did you do? Did you have to convert the avi to another format? With which  program you edited the final video? That's the sort of things I would like to know. I tried to make my NW3 preview HD, but in the end, although I had HD quality recording with 60fps each, none of the editors worked right, even after I encoded them into another format...

Well, I am making this question here as well:
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HellFire's video seems to have a better quality though, so perhaps both of you have an answer for me (I don't want to have to make crappy quality video within 2 months or so).
  Topic: UT Movies Smile
Feralidragon

Replies: 29
Views: 15404
PostForum: UT Screenshots and Movies   Posted: Sat Jan 15, 2011 12:56 am   Subject: Re: Monsterhunt Movie [HD]
The video quality is very good, may I ask you the following:
- What did you use to record?
- What did you use to edit?
- What did you use any middle encoding you might have needed?
- In the end how could you get HD in YT?

I am actually quite "starving" for answers in this field... like I said in another thread, I don't want to make my next video as crappy as my last ones... specially since my next video will be critical to promote a mod of mine.
  Topic: Artic Adventure Trailer 480/720p
Feralidragon

Replies: 16
Views: 4859
PostForum: New Mapping Projects   Posted: Thu Jan 13, 2011 11:51 pm   Subject: Re: Artic Adventure Trailer 480/720p
Well, you don't have to listen Kaal to the very letter (he doesn't know what he's saying himself most of the time), however this is one of those rare times I have to kinda agree with him:
- You called an Artic adventure, so that makes the player think he will find something like snowy mountains, lots of snow and ice (slippery and shiny one), something that you just see on the floor outside in this map, and almost never more.

Also, those trees look too fake even for a N64 game. There are some packs around the web, you can even contact people lke Creavion to give you some proper trees.
About the rest, the concepts are interesting and seems to be relativelly good MH map.  Wink


Just one question: what do you use to edit your videos so they get HD on youtube?  Confused  I mean recording and editing wise. I will need to know what the best tool to record and edit to make a video within 2 months or so...
  Topic: Cant enter server with NW2(Nali weapons 2)
Feralidragon

Replies: 7
Views: 4592
PostForum: UT99 MonsterHunt Crazy Server   Posted: Tue Dec 28, 2010 8:54 pm   Subject: Re: Cant enter server with NW2(Nali weapons 2)
Well, all I can say in this case is that playing MonsterHunt with NW2 in a 56k modem is bound to have those problems (specially when launching a nuke).

In NW3 I will try to make that to NOT happen, but actually I can't promisse anything. All I can say is that it's highly optimized and I am able to run it in a PC that barelly runs UT at all, and all the server stuff is fully seperated from client stuff, and the server->client replication is minimal compared to NW2, which relies too much on the server (thus those problems perhaps).

So either you get a better connection, or adjust your connection settings, or wait a few more months for the NW3 release and hosting to test it again. Either ways, NW3 is faster online with all the features ON than NW2 with most of its features OFF, and even so, admins can always disable certain features from the new pack, server and client wise.
  Topic: Nali Weapons 3 - Preview 1
Feralidragon

Replies: 6
Views: 4876
PostForum: Mods, UScript and General Coding   Posted: Sun Nov 21, 2010 5:01 am   Subject: Re: Nali Weapons 3 - Preview 1
Well, new UPDATE (The Miner and InfraRed Precision Rifle [IRPR]):

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The Cybot Launcher wasn't even started yet (and it will take a while to be finished, more time than any other weapon actually).

The Miner: This weapon works differently from the previous version, as it has 6 different kinds of mines:
- Attach Mine (aka Sticky Mine, decided to rename it because the previous name wasn't accurate);
- Jump Mine (activated when "untouched", and jumps and explodes);
- Land Mine (this mine digs through the ground itself to deploy, no joke);
- Sea Mine (in land it's quite useless to "deploy", it was specially developed for water environments, as it is "spiky" and it's the only mine which actually floats to the surface);
- Vehicular Mine (powerfull mine made specially for vehicles and such);
- Air Mine (it gets deployed in the air and it's extremelly powerfull);

This is the Vehicular Mine explosion:
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IRPR: Works the same way as before, with some differences: it has a "shooting trace effect" (you see the "laser" go through the walls and objects), the scope is much much better (more realistic), and the scope heat sensing ranges are configurable and are different from "direct view" to "hidden view" (meaning you will have a very short range regarding players you don't actually "see" [on the other side], and a really high range for people you actually see).
Plus, the people you don't see will appear as translucent, so you will know when they are in front of you or hidden.


Right now, the pack has enough progress to replace absolutelly all the weapons in the game, except the melee ones.
Also some more serious tests were made (by playing several matches today with my brother, 1vs1 and MH), and the pack proved once more to be really stable, however after these tests a few more fixes were made and some functions optimized.
  Topic: Nali Weapons 3 - Preview 1
Feralidragon

Replies: 6
Views: 4876
PostForum: Mods, UScript and General Coding   Posted: Sat Oct 16, 2010 9:42 pm   Subject: Re: Nali Weapons 3 - Preview 1
As promissed, another development update: Graviton (which you already saw, no change), Freezer and Vulcan.

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Next update will be done when TheMiner, IRPR and Cybot Launcher get ready (within 1 month, as the Cybots will be quite complex this time, as I will try to do some "cyborgs" and "flying squids" like the ones in Matrix or those planes from Necris on UT3, and also AI tactics, formations, orders, etc).

TheMiner will have a different aproach this time: it will be able to deploy more kinds of mines:
- Sticky Mines;
- Jumper Mines;
- Land Mines;
- Vehicle Mines.

Also I must notice that today I played during about 20 minutes Last Man Standing, in Deck16, with all the ready weapons from NW3, with max settings, with around 15 bots, and without any balancing setting apllied: I could win, but I got pwned by them (twice by being grabbed and tossed against the wall by the Graviton rofl), and there was a bit of spam (again, no balancing applied in this match). However, there wasn't almost any fps drops in the entire match, and when I went to see the log, it was clean regarding any errors, something that not even NW2 was capable off.
So, the myth of "NW3 is heavier than NW2" is a lie, and it's actually the other way around.

Also, I decided the release time to be in December (this year of course), however, there's a very high chance that some of the "NEW" weapons (not the remakes) get released as a bonus pack instead (as this pack can be extended like UT itself can with bonus packs).
  Topic: Plane change at Privat Server (RocketX to Venom X)
Feralidragon

Replies: 5
Views: 6016
PostForum: UT99 MonsterHunt Private Server   Posted: Sat Oct 09, 2010 5:55 pm   Subject: Re: Plane change at Privat Server (RocketX to Venom X)
BlackWolf wrote (View Post):

Atm i found some bugs which are not good for mh:
- The shoting range is much to far, you can shot monster which are veeeeeeeeeeery far away.
- You can't fly very near the ground like the old ones.
- You can pickup Full Cores, but it will not used.
 

The first one I made it on purpose. When I first built the Venom, I didn't think in MH but always in CTF. I only gave some MH support to it when Killerbee asked so over a year ago.
Therefore, it annoyed me the fact that the old firing range was so small (specially to take down other far away jets), so I made it way longer.
I should have added a setting to the ini anyway to tweak the range, although I never thought it would become a problem to someone. That's something I would have to fix in it myself, but I really don't have any time atm due to NW3 and other things.

You can fly near the ground like the other ones, by since Venom is "lowered", the distance "near the floor" isn't the same as on older RXs. So the only thing to do is take a Venom, set it to disarmed during the flight, and start slowlly getting closer to the floor until you hit to know exactly how close of it you can be.

The Fuel Cores, that's strange, as they should indeed work... or perhaps they only work if you pick them up during the take-off or flight, I really don't know about this one.


HellFire wrote (View Post):

Looks way better, fuel takes longer, you can't teamkiill people (and don't kill monsters, which is unfortunate) and you can change ammo.
 

Well, actually you can kill monsters. Once again, I didn't built Venom thinking in MH (my mistake), so you either take the teamkill off and you will be able to kill monsters, or you keep the teamkill protection on and you won't be able to kill monsters.

Just turn all the bGhost[something] settings from the ini to False, and although it will start to affect your own team (if no external mutator avoids so), you will be able to kill monsters.


Btw, thanks for your preference on the Venom  eyewink
  Topic: Hi all
Feralidragon

Replies: 9
Views: 3318
PostForum: Introduce Yourself   Posted: Sat Sep 25, 2010 6:06 pm   Subject: Re: Hi all
Thanks all  Very Happy1

@THUNDERBOLT: Cool, although at moddb there isn't that much of interest on the mod, specially since the mods there blow mine to dust lol
 
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