History:
Well, I released the last version of Nali Weapons (Nali Weapons II X) for over a year, and today is as known as other popular weapon packs such as Chaos UT and Unreal 4 Ever (for my honest surprise).
For those who don't know it (in this forum I guess are a lot), I have them described on my blog (check my signature), but that doesn't matter anymore either. :lol:
The pack was known mostly for weapons like the Graviton, and the whole set of nuclear weapons, specially the MegaTon and UltimaProtos, and was adopted in several MonsterHunt servers, and a few DM servers as well, and for it's "quality" (you may laugh now, I did after I started this one ).
It was also known for 2 problems: huge filesize and some visual lag in case you didn't lower the detail settings of the pack itself.
Now, after more than a year, I am producing a whole new weapon pack: Nali Weapons 3.
This pack aims to solve all the problems it had before, and to give at least the minimal expected quality to a game like this nowadays ,not the best, but minimally decent, by remaking the whole set of the old pack weapons, and even add a few new ones.
Some of those remakes will have total changes in firemodes, others just the new effects and optimizations.
And, they will be balanced enough to be player under any gametype: DM, CTF, MH, etc. Just remember these weapons just get "ultra strong" with the modifiers, which are really meant for games like that, like MH for instance, as with them not activated, they are balanced, and there are some tweaks in each weapon that anyone can make to make them even more balanced (ammo consumptions, temperature restrictions in the Flame Tracker, etc).
PREVIEW:
Now a little preview of the pack (featuring 5 weapons, some features and the modifiers).
Sorry for the quality, but after 2 days of war against Movie Maker this the best quality I can give :\
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 (Done)
* 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
Need to read it in more detail when i have time, but from the graphical side of things, wow!! they look great. That's the part i always struggle with, I can never make things that look 'pretty' im not very creative when it comes to graphical art.
Jaypeezy
UT Name: Jaypeezy UT Since: 2002 Joined: Aug 27, 2010 Age: 35 Posts: 24
Reputation: 42.5 Status: Offline
Posted: Fri Sep 24, 2010 6:42 am Post subject: Re: Nali Weapons 3 - Preview 1
Holy crap! You have really outdone yourself on this version of the mod. It's awesome that you implemented all of those damage effects too (on the water, on walls, the environment in general). Adds significant realism to an otherwise unreal game. (see what I did there?)
Can't wait to play it!
Sponsor
Feralidragon
UT Name: -xXx- UT Since: 2008 Joined: Sep 21, 2010 Age: 36 Posts: 25
I sugest people to use it in case they have any doubt or sugestions, and I will check it more frequently than most forums or even my website/blog.
I already had to say some stuff regarding the new pack 5 times in the same day in different places, and already saw one topic created just to ask when they are going to be released, which doesn't bother me, but might bother the admins having 2 or more topics about the same thing, and since it seems that most people nowadays are more into facebook and such, I created this page.
I will still update this topic here and in the other forums, but at least this way I can answer any question quicker as consider sugestions, plus the question or bug report of 1 person can be the same relative to the rest, and it can be discussed in a better platform than a forum or my website.
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).
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);
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.
Posted: Thu Jan 20, 2011 4:57 pm Post 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).
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