Nali Weapons 3 - Preview 1 (Video and Screenshots)

Posted by Feralidragon Sunday, August 1, 2010







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).

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 :\



To compensate the lack of quality in the video, there's some screenshots:


















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).

Any comments, feedback or requests regarding this mod, you can do them below.




21 Comments
  1. Anonymous Said,

    looks awesome and the textures are highly detailed but i would like to see a melee weapon in this mod like a laser sword or something similar to the impact hammer

    Posted on August 17, 2010 at 2:49 AM

     
  2. Feralidragon Said,

    I will be honest with you: I already saw your opinion some time ago, and I have been seriouslly thinking on it and about making a kind of melee weapon to the pack, so it can be trully complete.

    Thanks for your sugestion ;)

    Posted on September 24, 2010 at 9:23 PM

     
  3. patomax Said,

    great job

    question:
    in the Monster Hunt could be possible to customize the power-ups drop by the monster, i mean choose if they left just ammo or just power-ups u only weapons.

    or this depend of the monster hunt mod?

    sometimes you kill a monster and drops a X power-up and you just want to keep the one you are use, but for accident you take it anyway

    sorry for my english ;)

    Posted on September 25, 2010 at 5:32 AM

     
  4. Feralidragon Said,

    @patomax: I know what you mean, as I play sometimes as well in nali based MH servers and take a modifier by accident, for example.

    I can implement that feature with no problems at all, so you can define what each kind of monster has what, relative to their level, etc.
    Plus, I may perhaps add a small feature to avoid that problem as well:
    - Like in some BT server where you write "noboost" to not get boosted, I will perhaps implement the same thing but with the words "lockmod" and "unlockmod", where "lockmod" means that your weapons won't accept anymore modifier changes, as long as they have a modifier already, that way those kind of accidents won't happen in MH (and I know by first hand how annoying that is). That way you could even keybind it so you lock and unlock them when you need :)

    Posted on September 25, 2010 at 11:36 AM

     
  5. Anonymous Said,

    One word: Excellent! I'm waiting for the pack since I know it will be release one day. ^^ But I have one question... I'm not really good with script and all these kinds of things. Will you someday release a simple tutorial to create weapon? 'Cause I'm searching for good weapon mods but there is no one that can satisfied myself except NaliWeapons. Instead of searching them, I could be able to create them myself...

    Thanks for the mod, I'm in a hurry to try it! =p

    Posted on November 25, 2010 at 12:10 AM

     
  6. Feralidragon Said,

    Well, the day of release is not that far away (this December or January).

    After the release, I might write a simple tutorial, although there are some in the web already(like Chimeric and UnrealWiki). :)

    Posted on November 25, 2010 at 2:35 PM

     
  7. Anonymous Said,

    Thanks for the answers. Yeah, I knew these websites. But a tutorial from you could easier for me I think... My english is not perfect but I understand you very well. So I think it could be easier yes.

    Thnaks. =p

    Posted on November 25, 2010 at 10:57 PM

     
  8. My congratulations for your effort time and dedication.. And my biggest admiration and respect to your creativity. I am 10 years playing UT99 and this nice work that re-lives to UT99 so that he never dies ..!

    Posted on December 3, 2010 at 3:20 PM

     
  9. Anonymous Said,

    The Ionizer AND the mobile satellite...? If you can really remake them it would be the weapon(s) of the century... right now I have both NW1.4 and NWII-version X- and I'm wondering why on earth you didn't make them for NW2.Speaking of these two
    would you maybe remake them for NW2 as well? Just a suggestion :P

    Posted on February 23, 2011 at 8:38 AM

     
  10. Feralidragon Said,

    Well, back when I developed NW2 (about 2 years ago) I didn't have the skill nor enough knowledge to make it work correctly, and I found it rather useless in-game.

    Now in NW3, with far more experience and skill, I am know capable to make it the way it should be, with the "usefull" factor on it with the right settings and balancing, and even all the online and AI support it should have.

    Doing it for NW2 right now would be a waste of time, NW2 is way to heavy, NW3 is light-years ahead from NW2 and should totally kill it on release, so I will do it for NW3 only and not NW2.

    Posted on February 24, 2011 at 10:42 AM

     
  11. Keeper Said,

    Thnx for clearing that up,the last guy who posted that comment was ALSO me... :D

    Posted on February 27, 2011 at 2:53 PM

     
  12. Keeper Said,

    I hav some ideas and some more questions

    1. Ideas

    a) Make the I.R.P.R reload every 10-15 rounds,seeing as it can shoot THROUGH WALLS OF A CERTAIN THICKNESS.

    b)Is it possible to make the W.R.E.'s crosshair size up while the user is moving to indicate loss of accuracy? It would be useful...

    c) Remember the Quadshot from Unreal? It would be even better if it was -in a way- remade in the eyes of the Nali.

    2.Questions...

    a)If I understood you correctly,you claim that you don't need a PC strong enough for NW2?

    b)Again if i read the features the right way you are saying that if I use a custom model i.e. Xan MK2 his hands on the weapon?

    That would be all. :)

    Posted on February 28, 2011 at 2:41 PM

     
  13. Keeper Said,

    fix: questions b: Xan MK2 his hands on the weapon?

    to

    Xan MK2 his hands will show on the weapon.

    Posted on February 28, 2011 at 2:43 PM

     
  14. Feralidragon Said,

    1.a) I didn't understand well this one... do you mean auto-reload with 10-15 rounds? Well, I do not agree with this one, it's basically still a "laser sniper", and it needs "batteries" to be recharged. However you can tweak it on release (the ammo amount and such), and by then there's going to be another mutator which keeps adding ammo to the weapons, you can tweak it as well to your preferences.

    1.b) Already done since I started the new pack :)
    Not only WRE, but the Vulcan as well.

    1.c) Isn't planned, but one of the features of NW3 is being able to be expanded with "Bonus Packs", so in case NW3 gets popular and apreciated, perhaps I may do one as a "bonus pack", we'll see...

    2.a) Sort of, I mean it mostly "server-wise". I am developing it mostly on a very crappy laptop which barelly runs the game,
    yet I am able to play it quite well.
    NW3 does something that NW2 didn't: seperate 90% of the client processing from the server processing, so the same server that runs NW2 will run NW3 using much less resources and bandwidth, openning the way for more players to play without lag in the same exact server with the same settings.

    As for "client" performance (or practise session) this depends mostly on the detail settings you have: the higher the settings, the more processing it will take of course.

    However, at release the settings will be toned down to a fully playable level, so people with "weaker" PCs will be able to run it without problems (unlike NW2), while "stronger" PCs can tone up the detail settings for better quality.

    There's also more visual features to consider, although they're highly optimized by now (and will be even more optimized).

    In a short resume: at release you should notice a huge performance boost relative NW2.

    2.b) Yes, well, somewhat. The hand "3D model" is the same on all weapons (with different positions and animations to obbey the weapon itself, of course), but since it's seperate from the weapon they can have their own seperate skins.

    As the Xan has also five fingers and somewhat a larger hand, what you will see is the same have a small bit "fatter" with a totally different skin obbeying the style of Xan.

    In the case of a nali, you will see a brownish hand from the nali, as a skaarj hybrid is yet another different skin, etc.

    And for instance, you can always customize the skin however you want as well (so it's not limited to any model "skins", as you can assign new skins to new models, or modify the existing ones, this may be very usefull for clan servers).

    Posted on March 1, 2011 at 10:58 AM

     
  15. Keeper Said,

    Cool. :)

    Oh yeah i forgot one idea... +the explanation for idea A

    Could you kind of 'inherit' the Flame Tracker's
    alternate projectile option (fire ball)? Just in case people get bored with the magma or something.

    And for idea A:There should be an option in the config menu if the user would like to 'recharge' in 3 ways: 1-auto recharge on empty 2-manual recharge via a bounded key 3-not at all (disables the reload).

    Glad I could clear that up. :P

    Posted on March 1, 2011 at 1:39 PM

     
  16. Keeper Said,

    Oh yeah and the InfraRed Precision Rifle is F***ING powerful with the Relic Of Strength (ROS for short). O_O

    Posted on March 1, 2011 at 1:42 PM

     
  17. Feralidragon Said,

    @FlameTracker idea: Well, to be honest, I took it out because it was quite useless in-game and quite frustating to use: a projectile fireball with a very slow refire, really easy to dodge and annoying to use.
    The magma on another hand is more usefull, because it acts like a "Charged BioRifle", and it's more deadlier and difficult to dodge, so the slow firerate gets to be a balancing factor and not an annoying factor in this case.

    Also, getting bored relative the magma isn't a valid reason to add the fireball imho, as that applied to every single weapon in UT (custom or standard), plus in NW3 you have plenty of weapons where you can choose the "firemode" to use already: Graviton (1 extra optional firemode), TheMiner (6 possible mines), MultiMissile Launcher (5 possible missiles) and Cybot Launcher (12 possible cybots, that's why I am still finishing it), to not talk the amount of weapons you will be able to play with (10 regular weapons, 2 super weapons, 3 utilities and 5+ nuclear weapons).


    @IRPR idea: Well, like I said previouslly, there's going to be a mutator where you can specify the weapon to affect and the amount of ammo per second you want it to add, producing a similar effect.

    Posted on March 1, 2011 at 3:40 PM

     
  18. Keeper Said,

    Hmmm... true about the Fireball... It's n00bish...
    But you just said that there were going to be -6- mines for The Miner? And how fast is your computer. Asking because you said that you have UT on a 'crappy laptop. Mine has 1.60 GHz,but believe me I used to have one that had a puny 299 MHz processor... UT lagged like there was no tommorow! :X

    Posted on March 2, 2011 at 2:28 PM

     
  19. Feralidragon Said,

    @My laptop: It has a dual-core processor at 2.something GHz, but what f*cks the UT performance up is the graphic card: none, just an integrated piece of sh*t, which lags the hell out of the game, but at 600x480 it's playable for me.

    My actual computer (desktop), runs lots of games smoothly (UT3 at max, forget games like Crysis ofc lol, my pc isn't that good), so I make the final testing there and see the graphical *HUGE* difference.

    @Mines: Yes, 6 mines: Attach, Jump, Land, Sea, Vehicular and Air.

    Posted on March 2, 2011 at 5:04 PM

     
  20. Keeper Said,

    Hmmm... Well my copy of UT runs fine without any major mutes on... glides smoothly. :P

    Posted on March 5, 2011 at 9:33 AM

     
  21. Anonymous Said,

    You are the best mod creator I have ever seen. Ever. My goodness, people told me about how "awesome" the redeemer was and how powerful it is, but I showed them the Ultima Protos and now the Redeemer is nothing to them now!

    Posted on December 5, 2011 at 9:33 PM

     

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