I just did a few UT99 mods which you can find here.
I know I am several months late (sorry!), but this is a mod which was developed during a time I barely knew how to do anything in UnrealScript, so the code quality and flexibility simply is quite garbage tier.
Having that said, I don't imagine it being very hard to do, so I think it's possible, but this code is so old that I would have too look deep into it again, and currently I don't have the time to do, and I don't think it's really worth it (I would rather redo the entire thing myself someday).
OK, no problem. :)
However if someday you wish to get the new version working well for you, you can always try what I suggested above so we both can start figuring it out. ;)
I never heard anyone with that kind of problem before, so it might be a misconfiguration when upgrading, or another mod you have running interfering with this one, or something else entirely.
But without more info, I cannot really do much more.
So if you change your mind, you know where to find me. :)
Hi SirionJadie, that's weird... I just tried it and I am not able to reproduce the problem you're describing.
After the turrets kill their target, they effectively stop firing.
Could you perhaps make a video to show the problem, to see if I can reproduce the same behavior on my end?
It sounds like you downloaded the wrong mod version.
There have been only 2 releases of this mod, and the latest is the "Final" one.
The Oversurrector and other mutators and extras (such as the ultra gore) are only present in the final version, and not the first one.
However, in this very site, only the final release is available, so if you downloaded it from one of the download links above you should have the final one:
I just pinned them (they're the first 2 links above, you can pick either one, they're the same but packaged differently).
There's an easy way to confirm this though: search in your UT System folder for a file called "NWCoreV3" or "NWCoreVIII".
The first release has all the packages named "*V3", while the final one they're named "*VIII".
If you have any *V3 files still there, you should remove them, and reinstall the final version of the mod, to ensure a clean installation of this mod.
Lastly, if you get any problems with the mod, it's also strongly advised to disable any other extra mod you have running and check if you still have the same problem without them.
If the same problem is still there after deactivating those mods, then it might be indeed a problem with this mod specifically, however as long as you have other mods from other authors running at the same time, it's impossible to know which one is causing any issues.
The weapons have also been tested with cheats (I also had my share of fun with them that way :D ).
I mean, as long as you mean "cheats" such as typing "god", "allammo", "loaded" and so on in the console. If instead you installed any additional "cheat" mods or any of the sort, then yeah, I cannot guarantee it will actually work.
But well, if you're still up to it, you can record the problem and the steps to it, so I can then watch and try to replicate myself to figure out what might be wrong. :)
Just tried it.
I tried a fresh install of this mod with your configuration files, and on a first analysis your ini files were fine, and when I entered the game itself, everything worked fine for me.
So, even with your files I am not able to reproduce your problem, sorry.
Well, the last resort would be for you to make a short video on picking up both the Oversurrector and a UltimaProtos for example and show the problem (the UltimaProtos not appearing for the Oversurrector).
That way I can see exactly the actions which lead for that to happen, and then I can try to reproduce them myself.
You can use either Youtube or Twitch or any other video sharing platform for this if you wish. :)
No problem. :)
Actually, you don't need to upload them per say, since ini files are pretty much just text files, you can paste them in pastebin.com or something, and then post the links here.
Or you can actually upload them inside a zip file to mediafire or so, and give me the link. :)
I was never to reproduce such an issue, even during online play (which is where things may get weird).
Did you have any ammo left in those weapons?
By default, the Oversurrector only sees weapons with any ammo remaining.
Other than that, you can maybe upload the *.ini files related to the mod located in your System folder (in the UnrealTournament installation folder) so I can try to reproduce your problem.
These files are called: NWConfig, NWeaponsCfg, NWExtrasCfg and NWNuclearCfg (all end with the .ini extension if you have extensions visible).
The Oversurrector only shows the weapons which you currently have in your inventory.
Therefore you have to pick up both the Cybot Launcher and Ultima Protos first in order to use their oversurrections. :)
Which download are you trying to install (from the downloads above), is it Nali Weapons 3 Final (Client UMOD version)?
If so, some Unreal Tournament installs may not get installed correctly and thus that download may not work.
So in alternative you can download this one:
All you have to do then is to simply unzip into your UnrealTournament install directory (generally this is in C:\UnrealTournament) and click "yes" for the dialog boxes that appear. :)
Nice touch with the spreading flames, also good choice for those weapons crosshairs. :)
Yes, the summon commands are in the Help files and also the ReadMe file as well.
It's a bug in the UT render which happens in some systems (not the mod itself).
Generally to fix it all you need to do is to type "flush" in the console whenever that happens (to open the console you can hit tab key).
Yes, that's right. I am no longer working in anything related to UT as a matter of fact (NW3 Final was my last mod for UT).
However, I released the source here: Ut99.org
for whoever wants to continue it and develop any sort of updates or new features. :)
Yeah, it seems a few people are reporting the same. I couldn't reproduce it yet though, but I think I know how to reproduce it (if I understood correctly, someone needs to grab you with the beam and then you need to kill them while doing so to trigger the bug?), but I will try to do so and check what's going on.
It's probably because the weapons used in OldSkool do not match the ones I am expecting.
I added that setting thinking in the OL weapons from Monster Hunt.
However, I can work out an ini to fix that, it's rather easy to do, I just need a list of those weapons (class name and the package/file they're in).
As for a version for UT2k4 or UT3, that won't happen, sorry.
However any other developer is free to replicate or try to port the mod to those games (I won't stop anyone from doing so).
But, I am going to work on something else far better and with far more potential than this mod (using UT as well as base to at least prototype it), which I am already starting to develop, and which depending on the reception may indeed get ported to other platforms later on, and where some of the concepts of this mod may get recycled into new things, but it will of course take a good deal of time to get a first release.
I replaced the files from the original download links, but it seems that ModDB doesn't update the submission date.
But they are all the final updated files. :)
Very very soon (in all likelihood, this very month). :)
I already finished all the oversurrections, but before I show the 2 last ones, I am making a couple of needed additions and fixes to them.
Sometime during this week I will show the videos on these 2 last oversurrections (Cybot Launcher and Ultima Protos) like I have been doing with the other ones, along with news concerning the development status of the mod and possibly a release date. :)
Someone else also suggested that... I have it in my "maybe todo" list, I will think about that later on. :)
Yes, although the effect itself is not exactly an "explosion", but once I finish it fully I will show what it does.
The cybot launcher oversurrection is finished, although I didn't it show to anyone yet, and currently I am doing the last oversurrection (the UltimaProtos one).
This last oversurrection is a bit of a challenge, since it's the oversurrection that will be the "visual peak" of the pack (or in other words, the oversurrection where I will try to make the best overall effect of among all oversurrections, and it's planned to also include a cinematic sequence at the end of it rather than ending normally like the other ones), but I am having lots of fun doing it tbh.
Once this last one gets ready, I will post the 2 last oversurrection videos concerning both the UltimaProtos one and the Cybot Launcher one.
Not in the current released version.
In the final version however there's an advanced weapon tweaker that allows that (and many other specific weapon settings).
No, they aren't.
I have been working on them though. I already finished the Cybot Launcher one (I didn't show it yet, but it's a cybot itself, a "master" controlling a swarm of smaller cybots, so you can somewhat imagine it), and I am now working on the last one (UltimaProtos).
Once I finish the last one, I will give news on this regard.
Merry Christmas btw :)
Well, at least one problem was noted when using this mod with Jailbreak, although as far as I remember it wasn't on the ammo pickups.
Still, try to run just NW3 alone without anything else custom activated, so you can check if it the problem remains or not.
Do you have any other mods running besides NW3?
Thank you :D
No, they aren't.
It's likely that only by the last week of December I will able to release them in the final version of the pack.
Yes, there is. :)
They're part of the final version of this mod.
It's a "skill kills" system I implemented, in which you win points in certain kinds of kills or sets of kills.
For example, if you do a headshot while still in the air, you get a "Top Gun" message, if you kill at least x enemies (don't remember the exact number) with rockets/missiles, the "Explosive Devastation" message appears, and in each one you win a different amount of points (or no points at all in some of them).
It's configurable through the .ini (I didn't add a menu to tweak them at the level of being able to modify them, since the system has so much that it would be a pain to translate that to the GUI), and you can add, remove and modify the skills and configure in each one the exact conditions that must be met for the player to be able to be awarded.
"Top Gun" example from the ini:
Conditions = "headshot=1;myairh=100;mindist=600;denylist=10;"
Conditions: must be a headshot, the killer must be at least 100 units from the ground and 600 units from the victim, and in case you get awarded with this, it denies the award with ID=10 (which is the number of a similar one in the list, but without the headshot requirement, as some awards override others).
This is all of course documented, so anyone wanting to setup their own "skills" system, will easily be able to.