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I just did a few UT99 mods which you can find here. Enjoy! :)

Comment History  (0 - 30 of 246)
Feralidragon
Feralidragon - - 246 comments @ Unreal DirectX11 Renderer for UT, UG , Rune and DX

darknovismc The problem is that the vast majority of people aren't aware of that option, and they do not even expect something like a renderer to have something like that in the first place, it simply should not even have it.

Even because the clipboard is something which the user should always be aware what's in there and be in full control of it, at all times, because it's something that should only be updated when the user explicitly presses or clicks on something to copy data to it, be it through a simple Ctrl+C, be it by clicking on something that says "Copy", or anything else along those lines.

Since you're drawing comparisons with other stuff, then please name other *legitimate* software that messes with the clipboard like your renderer does.

You won't find it, and nobody does it because it's wrong to do it, no one wants anything to mess with their clipboard like this, especially while unaware of it, and no, being documented is not enough, even because people aren't forced to agree with this before they try the renderer in the first place, so you will have to assume that people won't read anything, because they're not installing your renderer to read, they're installing it so they can play the game with other graphics, that's all.

So, back at you, what's the big deal of just removing the clipboard stuff entirely from your renderer?

Why would you rather not make further releases or put it behind a paywall? A paywall AND a donation, so asking money for it, and then asking some more money as a donation again within the renderer... that's almost EA-level of shady business practices.

As for paid mods and whatnot, that was never the problem, even because within UT99 you won't find any paid mods at all (unless they are cheats, how curious is that?), everyone in the community contributed with free mods, and never asked any money back, so your point is completely moot there.

There are plenty of mods there which are actually more worthwhile to pay for than your renderer, and yet, they are completely free, and the vast majority doesn't even come with a donation link.

You're living in a completely different world in relation to the actual community, both when it comes to players and developers, and you've proven that you have no idea what is going on with the game, anything at all really, and then of course you keep getting surprised by all the outcry and such.

Again, you're the one, the only one in the whole community, seeking money through questionable means, making you a questionable developer that people cannot trust, and that's the main problem here.

And if you had solved it sooner by just removing that damn functionality, it wouldn't ever come to this point.

So, friendly advice: just make a new release without that thing, and things may go a bit smoother for you in the future.

Otherwise, nevermind the renderer itself, this very page may cease to exist if ModDB starts getting multiple reports of what you're currently doing here (if they didn't receive them already, based on the amount of people here against what you're doing).

After all, there aren't many pages in ModDB alone that have threads upon threads of people with such negativity towards a single author.

And trust me, I have been around for long enough to see similar types of mods to get erased from existence here due to similar things.

So you might want to listen and do something about it now, before it's too late.

Good karma+2 votes
Feralidragon
Feralidragon - - 246 comments @ Unreal DirectX11 Renderer for UT, UG , Rune and DX

darknovismc You're dead wrong.

Epic Games isn't really supervising anything.

Anthrax, the patch tech lead for v469, and part of the OldUnreal community (which also does patches for Unreal), has signed a contract with them with a set of conditions of what he could do and not do with the patches themselves, but Epic isn't really checking or approving anything, OldUnreal is fully alone and all patch releases are decided by them alone without Epic's intervention.

Furthermore, no, they aren't earning any money with this, this is 100% voluntary unpaid work, and as a matter of fact Anthrax already had to pay thousands of euros out of his own pocket in order to get things such an official certification so that the patches weren't falsely flagged by anti-virus.

And although they do have a donation link (in GitHub and OldUnreal itself), it's very rare for anyone to donate anything, and when they do receive something, they use it towards the development of the patch itself by upgrading hardware or acquiring hardware for testing (like a Mac to test the patch in MacOS for example).

And not once did they include anything anywhere in their own patch that would lead the players to donate to them.

So, please, don't attempt to gaslight people in what is actually going on here.

You could have removed the PayPal link clip-boarding a long time ago and there would be no problem, but you never did.

If someone is forcefully after money here, it's you, and you're doing it in the worst possible way, but as smart as you are to do a renderer like this, you don't seem to grasp something this simple.

You could have the PayPal link simply in places like a ReadMe and here in ModDB, and that would be fine, but you opted to do it in one of the most shady ways possible, and that's basically the only thing people have a problem with.

If you do that, then the community wouldn't be so divisive and vocal against what you're doing here.

Good karma+6 votes
Feralidragon
Feralidragon - - 246 comments @ UTSDK February 2023 Release Statement

No matter how you paint it, it is ranting.

Maybe this isn't exactly how you wanted to write it, and maybe it was the build up of frustration you were feeling at the time, but regardless, there's no misunderstanding here (and you're distorting a lot of what I said, by the way, but I am not even going to cover that).

I mean:
>>> "After thousands of problems with UT 469c later I'm way more frustrated yet a bit wiser than before. Its almost impossible to load UTSDK's Engine - UT 469c has major issues with expanding its own code base."

who reads that and interprets it as just being an informative report on the situation, and as something being YOUR problem alone?

----

Either way, moving on, they are going to actively try to help you out to solve these things and validate the problems you're seeing, and maybe hopefully you will get these things sorted out, although it should have been the other way around, with you coming to Discord and sort it out beforehand.

As for what I know and don't know about this whole thing: I know a LOT more than you think, and I know you reported some problems and were waiting for the native SDK, but you didn't really try to sort anything out after that, did you?

And that's the whole point here, really.

If your reasoning is because you consider this to be your own problem and not wanting to burden them with it, that's commendable of course, and I understand that, but the problem with that is that's in direct opposition of what you said early on in your article.

So, again, please think a bit better how to approach these kinds of things.

You're obviously more than smart and skilled enough to build an SDK like this to begin with, so performing basic development tasks like actual communication with the relevant people to seek information and solve problems like this shouldn't be this hard, it's the bread and butter of good software development.

No one is saying for you to have the v469 team to solve the bugs for you, but you should at least validate and update your own knowledge about how v469 is structured, and that's achieved by actually going there and make questions and validate your own understanding of things.

Doing things exclusively your own way, on top of inaccurate assumptions without any real attempt of validating the information, can only go all sorts of wrong, and then of course will only delay the release and just be a source of frustration for you, maybe to the point where you may just go on another 10-year hiatus, and there's simply no need for that at all.

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ UTSDK February 2023 Release Statement

Instead of ranting about how v469 doesn't meet your needs or that something is broken in some capacity, have you tried to maybe actually reaching out to the v469 devs?

Because I am in the OldUnreal discord almost every day, here:
Discord.gg
and I haven't seen you reach out even ONCE to the v469 team about these problems you're apparently having yourself alone, and only you alone.

Not even in GitHub apparently:
Github.com

We've had plenty of people adding more native extensions of their own to v469 in the meanwhile, including a brand new Vulkan renderer from someone outside of the team (same as you), and they haven't had all these problems, and the few problems they had they actually got it sorted out with the v469 devs, and fairly easily at that.

And we're talking about a patch that had 3 "official" releases thus far, with plenty of RC and preview releases in the middle to properly and fully validate the patches themselves, with a large chunk of the community testing them and providing valuable feedback about everything, and with a constant focus in trying to not break anything.

And yes, v469 is of course going to be different from v436 in many ways, especially natively, although I strongly suspect not exactly in the ways you're portraying here, and that's why it's important to reach out to them and discuss these things properly, in order for you to actually understand what's going on, and so that if something is actually broken, they are given the opportunity to reproduce the issue and fix it, which they are generally fairly fast to do, even faster than it would be reasonable expected from a team composed by people with busy lives of their own.

From there, maybe you could have some valid constructive criticism to offer, but this is certainly NOT what you're doing here, because right now all you're doing is venting your frustration and acting completely in bad faith against the team that put v469 together, and consequently also against the very community that helped doing so and towards whom you're supposedly trying to release this SDK for.

So please think for a moment what you're actually doing, because you're only making it harder for yourself, needlessly.

Good karma+2 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

By default, nuclear weapons are only enabled in bigger maps, like:
* CTF-Face
* CTF-LavaGiant
* CTF-HallOfGiants
* etc

In the "addons" tab here:
Moddb.com
you can also find maps built specifically to try out the nukes. :)

Good karma+3 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

I'm afraid not. :\

You can configure a fair bit on how the nuclear explosions look like and what they do, but there's no configuration to remove their flashes.

Good karma+2 votes
Feralidragon
Feralidragon - - 246 comments @ Feralidragon

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).

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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?

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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:
Moddb.com
or
Moddb.com

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.

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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).

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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:
Moddb.com

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Update April 2015

Nice touch with the spreading flames, also good choice for those weapons crosshairs. :)

Good karma+3 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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).

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+3 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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.

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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).

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

Thanks :)

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.

Good karma+2 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+2 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

Someone else also suggested that... I have it in my "maybe todo" list, I will think about that later on. :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ UltimaProtos Oversurrection early WIP

Yes, although the effect itself is not exactly an "explosion", but once I finish it fully I will show what it does.

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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.

Good karma+3 votes
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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).

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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 :)

Good karma+1 vote
Feralidragon
Feralidragon - - 246 comments @ Nali Weapons 3

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.

Good karma+1 vote