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Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 12:07 am
by papercoffee
Do you want a better sound editor? For "free" but legal ...the CS2 download at Adobe. ;)

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 12:19 am
by Feralidragon
Adobe has a sound editor? I didn't know that. How is it called?

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 12:39 am
by papercoffee
Adobe Audition http://en.wikipedia.org/wiki/Adobe_Audition
I used the older non-Adobe-Version once ...Cool Edit Pro was its name.
And if you have a CS2 licence (the key is on the adobe page ;) ) ...can you use it.

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 6:42 am
by UTNerd24
Here's my configuration!
I swear The Miner's Oversurrection is Default.

EDIT: Turns out the reason why It was crashing is because I had chain reactions activated. :ironic2:

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 3:08 pm
by Feralidragon
Thinking again, I don't know if I will make a patch to fix the few bugs that popped up, reason being that I don't want to go back to NW3 as I am focused in something else and there's still another mod I have to look into as well. Instead I will put the mod in github soon, and whoever is up to it can patch the mod and fix the bugs (they are easy to fix though, and I can give some support to whoever does so).

In other news: http://www.moddb.com/mods/nali-weapons-3/features
:mrgreen:
It had already been featured in ModDB in their headlines some weeks ago (the homepage presentation slider with mods the ModDB staff chooses): http://www.moddb.com/headlines
But I didn't think they would make a video about it some weeks afterwards. :)

All thanks to the community, thank you :tu:


@Paper: Hmm, "sounds" interesting :mrgreen: Thanks :tu:

@UTNerd24: I didn't test with the chain reactions (my bad), so yeah, it's actually logical that it crashes with so many mines (I think it calls the functions "recursively", since one mine takedamage calls another mine within the affected radius takedamage as well, and that may escalate pretty quickly, leading to the crash).

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 5:34 pm
by papercoffee
Aaaaand I made a thread at GameBanana
http://ut.gamebanana.com/threads/193804 :mrgreen:

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 8:51 pm
by UnrealGGecko
Damnit! All these nice things in the video were overshadowed by friggin goats :lol2:
Still, Awesome for the Moddb crew to notice your mod and describe it so nicely (though, did he pronounce the Oversurector correctly? And did I wrote it correctly?! :ironic: )

Re: Nali Weapons 3 Final - Release

Posted: Wed Mar 19, 2014 9:54 pm
by Feralidragon
@Paper: Thanks. :tu:

@UnrealGecko: I liked the goat to be honest, it was quite original and hilarious lol :lol2:
And no, he didn't pronounce it correctly, but I don't really care :tongue:

Re: Nali Weapons 3 Final - Release

Posted: Thu Mar 20, 2014 2:21 am
by Dr.Flay
That goat game even got a preview/review on the BBC technology show last week.

Re: Nali Weapons 3 Final - Release

Posted: Thu Mar 20, 2014 11:13 pm
by Hitman
I have a ques, I am trying to find the setting to limit down the amount of cybots in action for the player, awesome upgrade tho and my players love it ..

Re: Nali Weapons 3 Final - Release

Posted: Fri Mar 21, 2014 12:04 am
by Feralidragon
I'm glad you guys are enjoying it. :)
To setup the cybots limit per player, go to the NWeaponsCfg.ini file, in the [NWCybotLauncherVIII.CybotLauncher] section, tweak the setting MaxCybotsPerPlayer. Just give it any number above 0 and whenever a player spawns a new cybot beyond the limit of MaxCybotsPerPlayer, his oldest cybot will commit suicide (explode).

Re: Nali Weapons 3 Final - Release

Posted: Fri Mar 21, 2014 12:17 am
by papercoffee
Feralidragon wrote:I'm glad you guys are enjoying it. :)
To setup the cybots limit per player, go to the NWeaponsCfg.ini file, in the [NWCybotLauncherVIII.CybotLauncher] section, tweak the setting MaxCybotsPerPlayer. Just give it any number above 0 and whenever a player spawns a new cybot beyond the limit of MaxCybotsPerPlayer, his oldest cybot will commit suicide (explode).
Good to know ...will this affect the Cybot-Arena as well?

Re: Nali Weapons 3 Final - Release

Posted: Sat Mar 22, 2014 3:30 pm
by Feralidragon
papercoffee wrote: Good to know ...will this affect the Cybot-Arena as well?
Yes.

EDIT: Just an information: whoever is doing questions and such in the NW3 Facebook page, it's likely I won't answer them for some time. Reason being that I got my account locked because they say they detected someone else trying to access it, but they won't tell me who, their recovery methods do not work (thus far).
Facebook is probably the worst engineered site I have ever seen (the amount of broken stuff and bad functionality is baffling), but this one is new.

Re: Nali Weapons 3 Final - Release

Posted: Sat Mar 22, 2014 5:08 pm
by papercoffee
Feralidragon wrote: Facebook is probably the worst engineered site I have ever seen (the amount of broken stuff and bad functionality is baffling).
Yeah ...so over loaded with Java and other garbage.

Where can I change the pick-up spawner from model to pentagram for the arena matches ...even the enhanced Bolt Rifle ignores the menu setup.

Re: Nali Weapons 3 Final - Release

Posted: Sun Mar 23, 2014 5:28 pm
by Feralidragon
The problem with Facebook is that unlike other places, nothing works properly there, and they don't care and they are even open about not caring. Gladly I never had a personal account there, only the NW3 page.

As for the setting: in the case of arenas you have to add it directly to the ini (if it isn't already). For example, the bolt rifle arena mutator is called BoltRifleArena (the rest of the arenas follow the same naming logic SuperBoltRifleArena, IRPRArena, etc), and you would have to add this:

Code: Select all

[NWBoltRifleVIII.BoltRifleArena]
WeaponItemSettings[1]=(Item="Engine.Weapon",MultiBehaviour=RMT_Sequencial,ChargerType=RCT_Charger1,RespawnTime=0.000000,FXDefaultColor=(R=0,G=255,B=0),bTeamFX=True,FXStyle=RCFX_FlickerWeak,bKeepItem=False,bGiveAllToPawn=True)
The ChargerType field is what defines those things, and you essentially have RCT_Charger1 and RCT_Charger2.