
There's a new version of Nali Weapons in development, which is going to be Nali Weapons 3 or Nali Weapons III.
In Nali Weapons 3 everything will be new and optimized, and the quality difference relative to Nali Weapons 2 will be like the difference between Nali Weapons v1.4 and Nali Weapons II X, which means a really huge quality difference.
Nali Weapons 3 will bring a ton of new optimizations and features, thinking is graphics and server owners.
This new pack will have a totally new revolucionary flexible system regarding server settings and even clans.
What do I mean with that? Well, I can't say much now, but server owners will be able to run ONLY the weapons they desire, making the clients download only those weapons and not the whole pack, and regarding clans, they will be able to customize entirelly the hand holding the weapons (so if you have a clan logo and own hand skin, you will be able to change it relative to these weapons editing 1 only skin and ini file).
All the weapons will be bug free relative to "hangs", and all the processing will be extremelly optimized.
Relative to the graphics, they will be taken to a whole new level without loosing performance, where some weapons will be totally remade and others enhanced, as the HUD relative to the modifiers and such. Also everything will be animated properlly regarding hands and the weapons themselves, sounds corrected, crosshairs remade and totally anti-aliased (they are very ugly currently).
Even the respawn of weapons, ammo and modifiers is already totally customized.
Regarding weapons, there's going to be new ones as well, and some firemodes will be changed as well.
This time, Nali Weapons should take the weapon modding to a whole new level that no other weapon pack achieved before or close to be achieved, at least in Unreal Tournament using only UScript.
To finalize, some images regarding the new pack:
New MultiMissile Launcher

New Modifiers (Infinity and Fast)


Any comments, feedback or requests regarding this mod, you can do them below.
OldUnreal
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Thanks :D
And yes, it's going way further than that. I already have almost all the core features implemented, and so far the only lag I get is only if you see too many modifiers at the same spots at max settings.
And the massive pings were mostly caused by 2 features which will be optimized to not cause any ping issues.
Posted on June 7, 2010 6:25 PM
It seems the comment system is only working when achieved 3 comments at least :\
Posted on June 7, 2010 6:53 PM
Hi Feralidragon,
This new site looks awesome! u made also not half work of it.
We are following u're steps about the new Nali Weapons!
grtzz
Posted on June 8, 2010 10:39 PM
Best coder in UT right now, hands down. If UT has a future, Ferali's work will be a huge part of it.
Posted on June 13, 2010 5:22 PM
Awesome :D
Posted on July 6, 2010 6:33 PM
D: this is awesome
Posted on August 21, 2010 7:36 PM
Any news about developement?
I visted oldunreal forums, but you are not updating the thread that much :)
Posted on January 11, 2011 1:45 PM
Yes, it will take longer than I first thought.
I posted about this in December only in forums where people were visually interested, and OldUnreal is simply not one of them. I will post there when I actually release it though.
Either ways, for recent news, here:
http://www.moddb.com/mods/nali-weapons-3/news/good-news-and-bad-news6
Posted on January 13, 2011 6:49 PM
You sir are...
THE BEST MODDER OUT THERE! :D
Nice site too... And the look of NW3: from
1 to 10... 15! XD
You should be given a MOTC (Modder Of The Century) Award...
Posted on February 28, 2011 5:51 PM
Thanks :)
Although I am not that good, there are more people waaaay better than me. :)
Posted on March 1, 2011 11:01 AM
Who on Earth could be better then you?
Posted on March 1, 2011 1:29 PM
Well, I can think in some people:
- .:..: (aka Dots): Excellent mods, quality code and codes nativelly in C++ (it's helping doing the Unreal patches), although he sucks completelly in design and anything "visually" appealing from what I saw so far
Shadow: I am sure you heard about his SDK. He also makes things nativelly in C++, but his UScript coding ability isn't that great (not very organized, code hard to read and very suitable to bugs, but he knows what he does and that's why his SDK is successfull), but he is a good designer and so far a hell of a coder as well relative what he has done already.
- Antrax: native c++ based anti-cheats --> ACE.
Most people I look as somewhat a reference are mostly coders who do things at C++ level and not UScript level, so the sole fact that I don't know to code nativelly for the game (yet) makes them top.
As for UScripters (which are 99% of the modders of UT, me included), honestly I can only think in people which did great or simply different things, so there's not exactly someone better than the other here, because the projects are different, plus we have to think that some mods were done by actual teams: Unreal 4 Ever, ChaosUT, etc, while I always did my mods totally alone (from code to design), so it's really hard to say.
But in the end, that doesn't matter to me much, as long people like "some" of my mods and enjoy them, that's all I need to do some more. :)
Posted on March 1, 2011 3:20 PM
Err... Whats C++?!
Posted on March 2, 2011 2:30 PM
And which mods do they h8? Apart from NW1. >_>
Posted on March 2, 2011 2:33 PM
@C++: There are 2 layers of coding in UT: UScript and C++.
C++ is the native one, meaning it's the language which was used to build the game engine and such, which is closed, meaning that no one can see it and modify it.
UScript is the language for game specific stuff: weapons, bots, effects, etc, and which is open, meaning that anyone can modify it and extend it.
It happens that some coders know C++ (one of the most difficult languages to handle in the world) and with some game C++ "headers" (the references to be possible to do something extra in the game nativelly without modifying it, basically stuff impossible to do in UScript), they can do unimaginable things to the game.
The downside of native is it can crash the whole PC if not used correctly, and it's not compatible with all the systems, unlike UScript, that's why I don't use it either (I don't know to use it, but I could learn it quite quickly I think, at least for simple things).
@At mods: Honestly, idk. I know people like at least NW2 and Venom, from there, well... I don't have enough info to say if people like the rest or not, so I can't say if they hate them or not, they're just not so popular.
Posted on March 2, 2011 5:19 PM
Well then... This could be useful. I'm planning to create a storyline for NW3 and the name of it will be:
NAPALI:WEAPONS OF THE ANCIENT NALI
and a sequel for 2 mods:
Nali Chronicles 2:Vengance of the Prophet
Legacy 2:The Return of Xerania.
What do you think of this?
Posted on March 5, 2011 9:43 AM
Well, you can do what you like when I release these, including storylines. :)
However, one of my "future" plans regarding future mods is exactly an entire storyline with these (Nali Weapons were created at first exclusivelly for this storyline of mine, each weapon has a story), but the weapons aren't the "main feature" of that story, and it will take a long time before I start it and finish it, so you're free to do whatever you like by then. :)
Posted on March 6, 2011 2:43 PM
Hi.
From the looks of things this will be the best mod ever!!
Do you have some spare time on your hands?
If so please check Hotmail, I sent you something... tutano2007@hotmail.com
Posted on October 15, 2011 12:08 PM
Is the bot remote control going to let you keep the bot from shooting other people? Like making alliances and stuff?
Posted on December 5, 2011 10:25 PM
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