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Nali Weapons III in Unreal-ish

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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User avatar Dr.Flay
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Subject: Nali Weapons III in Unreal-ish

Post Posted: 13 Dec 2012, 00:46

Seeing as I now have my old Unreal CD back, I now have Oldskool Amp'd doing what it was made for, and thought I'd see what kind of mix would work well or just be fun in the old game.

8) Nali Weapons 3 + Thievery mut + Runes & Chaos Relics + ENB Bloom + .... Zombies!!! :shock:

Due to the limited path-nodes this;
a) gets very interesting
b) triggers everything early

This time those Skaarj are gonna get a taste of thier own medicine, and I find a set of Executioner blades in my cell :tup:
Image
This is why I need them early.
Pesky un-dead crawling around in the ducts again. Better get someone in to deal with that.
Image
OK, the screaming and gun-fire have stopped, and I find more zombies looming in the gloom, where there should be a running Skaarj.
Oh well I can deal with few more undead.
Image
Oh! There he his.
Not so tough now eh? Couldn't handle a few slow zombies? Pah!
I'm almost out of here. Just gotta head round the corner to...
Image
...the .... OH SH*** !!!
"I'm gonna need a bigger blade"
Image

In summation, fun but I think I'll do without the zombies.... A few extra dinosaurs maybe :lol:
Last edited by Dr.Flay on 06 Jan 2013, 22:22, edited 2 times in total.

xan1242
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 05:22

May I ask how did you do this? Does it just work directly or something has to be modified to make NW3 working? I really like playing through Unreal with NW3.

bob
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 07:57

the title is misleading. I got all excited about NW in unreal and i was disappointed to see see screenshots of ut oldskool

xan1242
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 14:15

Crap, I didn't even notice... I really wanted to play NW3 in Unreal.

Seriously, oldskool? Just use the regular gametypes from Unreal in UT. It works better if you ask me.

UB_
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 14:22

It's the same for both, except the former comes with more stuff.

Also the images are all broken.
ImageImage

bob
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 17:30

It's the same for both, except the former comes with more stuff.

Not really,
Original unreal has coop players , ut basicly is dead for anything coop,
also unreal is a better user experience.
Make your mods and maps for unreal please /endrantything

hopefully someone can jump on porting it ,
Its only a matter of time.If there are interested and motivated parties usally

UB_
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 18:04

bob wrote:
It's the same for both, except the former comes with more stuff.

Not really,
Original unreal has coop players , ut basicly is dead for anything coop,
also unreal is a better user experience.
Make your mods and maps for unreal please /endrantything

hopefully someone can jump on porting it ,
Its only a matter of time.If there are interested and motivated parties usally


He meant
regular gametypes from Unreal in UT.


NW3 has nothing related to oldskool, it's all about trying to make the code work in any Unreal version.
ImageImage

User avatar Gizzy
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 19:35

I ported a little part of NW2 to U1 a while back (Same time I did the EXU2 port I think) but I remember getting bored because I was only porting the models and recoding them for my own needs and not porting the actual code. I would like to port NW3 to Unreal at some point (If I could get the source from Feralidragon :) )

redeye
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 30 Dec 2012, 19:44

I couldn't get it to work in oldskool, I got the meshes, and it would pick up, but I never got any guns.I played a long way into a SP pack, and had to start over, all the playing with the dispersion pistol, one of ezkeels packs.Of which me the big dummy was thinking I was playing project xenome, but it was that exzernia, or how ever it is spelled.So since I saved the game, it wouldn't reload once I got rid of all the NW files.

They did work online, and they are a bit overdone as for weapons per-say.You just shoot a few those balls, and walk away.There is too much graphical stuff going on than what I think of for playing Unreal or UT, too much power.
Just ban everyone

xan1242
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 31 Dec 2012, 04:28

I got the same issue as you. The weapons do appear later after a bit of waiting. It happens to me when I load a saved game. (Unreal gametype in UT, no oldskool)

It's perhaps listing through the weapons and it's loading the packages. It has a special package for every weapon, so that might be the issue?

User avatar Dr.Flay
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 05 Jan 2013, 19:22

Well I have UT in Unreal, and Unreal in UT.
I use UT2K4 for preparing/compressing U1 textures.
I use which ever method gets it done and works well.
If I can get the mix of mutators I use in UT, working in Unreal then I also do that.
As NW3 does not work in Unreal, I have used OldSkool. UT is much happier with mixing mutators than Unreal (I often use anything up to 20-30 mutators at a time), and the Chaos Relics for Unreal are old and spawn infinite copies, instead of just 1 of each. (I also prefer Wormbo's enhanced Relics in UT)

I do not discount the possibilities, or quality of play until I try it. That way I can make direct comparisons and tweaks.

I also happen to use (for play only) my own blend of UT 436 and 451b, on a blended version of Windows.
My Windows XP has chunks of Win95,98 and 7 grafted into it (I did the same thing with my old 98 PC and grafted the bits of DOS6.22, Win 3.11, ME and XP I wanted)
I had MacOS 9 and Linux on my Amiga, and now have Amiga on Windows.

Not sure why the pictures are not working for some. I linked to the images already posted at UT99.org
http://www.ut99.org/viewtopic.php?f=12& ... 255#p44716

The version of UT I used for the above shots, was Medor's repackaged minimal UT, with the mods and mutators I wanted. There are none of my odd tweaks, so it is fairly standard.
I didn't play for very long, so I only got to pickup the basic gun, but all the old Unreal weapons "should" swap, as Nali Weapons was made for CoOp monsterhunt, and they tend to feature the old weapons.
If you find that the weapons are not swapping, then please inform Ferali as it will need to be fixed.

NW3 is open-ended and mod-able. Ferali will be including the source with the final release, but you can ask for it now.
The intention is for people to build on top of NW3.
Originally it was also going to use the UT SDK for more advanced effects, so if someone wants to translate it to 227, Ferali will see it more as it was actually intended.
NW3 for UT had to be compromised for a standard install :(
A 227 version could be freaking awesome! Imagine the nukes...mmmmmm

User avatar evilgrins
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 06 Jan 2013, 04:09

I can't see your pics!
Image

Checked the URLs, you linked to ut99's forum, not the images themselves.
You need to link them to where they're hosted, not that other forum.

User avatar Dr.Flay
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 06 Jan 2013, 21:50

Odd. I can see them fine on each PC I've used to access this page.
I just checked it with FF, IE, and Chrome. They all display the images fine.
I can also right-click and open as an image from here.
Here is one of the image links (test please)
http://www.ut99.org/download/file.php?id=3911&mode=view
I will have to look into this, but I'll swap the links in a few minutes when I've put them on my site.

bob
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Subject: Re: Nali Weapons III in Unreal

Post Posted: 06 Jan 2013, 22:03

images work fine (FF), even if im not logged into ut99.org.

User avatar Dr.Flay
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Subject: Re: Nali Weapons III in Unreal-ish

Post Posted: 06 Jan 2013, 22:24

Yeah I checked to see if it was an issue with being logged in or not.
Anyway, they are now re-hosted, so should work fine for everyone.


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