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It's the same nuke as I showed you on YouTube, expect this release is a updated version. Now it has custom sounds and it uses some emitters. Requires 227.
(who hasn't seen the video:
It has major bugs, that's why it's v0.1. Try it in Bluff or SkyTown, you see then.
BTW my site address has changed because I couldn't upload anything to the old address. Dunno why.
http://skw.comze.com -> Unreal mods
Please read the description on my site. Have fun nuking! :)
Re: NuclearDevice v0.1 release
Posted: Sun Dec 28, 2008 1:15 pm
by Chaos13
Ownage!
Re: NuclearDevice v0.1 release
Posted: Sun Dec 28, 2008 6:33 pm
by []KAOS[]Casey
so does this crash your client twice as fast as the original in a big room?
Re: NuclearDevice v0.1 release
Posted: Sun Dec 28, 2008 7:54 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Total pwnage.
10\10
Re: NuclearDevice v0.1 release
Posted: Sun Dec 28, 2008 10:01 pm
by BigFat7of9Tits
Lol....saw that thing in Youtube. Nice job
Re: NuclearDevice v0.1 release
Posted: Mon Dec 29, 2008 11:17 am
by Skw
so does this crash your client twice as fast as the original in a big room?
I only know that my log-file says lots of BSP critical errors when nuking Bluff or something else complex. I've tried differend renderens, like OpenGL and Direct3D9.
Sorry, I don't have the actual log-file available now.
Re: NuclearDevice v0.1 release
Posted: Mon Dec 29, 2008 11:52 am
by DieHard SCWS
SKw could you also upload that video to filefront or something similar as downloadable video ? I maight want to add that as example for the downloads in time.
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Re: NuclearDevice v0.1 release
Posted: Mon Dec 29, 2008 5:30 pm
by Skw
I've made a new video about this new nuke:
I uploaded both videos (old nuke and new nuke) to Filefront:
http://files.filefront.com/Unreal+nukeszip/;12806121;/fileinfo.html
Re: NuclearDevice v0.1 release
Posted: Mon Dec 29, 2008 10:59 pm
by DieHard SCWS
Thanks, i got both of them.
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Re: NuclearDevice v0.1 release
Posted: Tue Dec 30, 2008 5:32 pm
by Skw
This is the crash what I get if I nuke Bluff or something else complex:
227's fault? Maybe bug is in the flash? It seems working on 225.
Re: NuclearDevice v0.1 release
Posted: Tue Dec 30, 2008 7:44 pm
by []KAOS[]Casey
nah, thats the engine owning itself when its trying to update lighting on an epic shitton of BSP, its just too much
Re: NuclearDevice v0.1 release
Posted: Tue Dec 30, 2008 8:01 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
In short, the engine simply got owned.
Try rebuilding Bluff with a 133 MHz P1.
Re: NuclearDevice v0.1 release
Posted: Thu Jan 01, 2009 3:56 pm
by Feralidragon
Might be the lighting indeed.
Just don't place dynamic lighting brightness too high, neither the radius, or no lighting at all.
My nuke did the exact same thing, and it was in UT, so no 227 fault at all, but then I found out it was the lighting (but I had no patience to fix it, it was just an experiment).
Skw, try the nuke again with the dynamic lighting disabled.
Btw, the Doll in the U4E weapons, does the exact same thing in several complex maps, or just red lit maps, so do not worry.
Re: NuclearDevice v0.1 release
Posted: Thu Jan 01, 2009 4:15 pm
by KillerSkaarj
Lol, when I first saw this nuke, I thought "Geez, is that big enough!?"
I'm actually impressed with this. You even found a way to kill everybody in the vicinity of the explosion, even if they're hiding in a hole or behind a rock (or in the Vortex on NyLeve ).
This was the kind of Nuke I've waited ages for (I can't make it myself because, well, the best mod I've ever made was a healthpack that blows up in your face if you try to pick it up).