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legacy-Mr Evil
01-06-2003, 02:20 PM
EDIT: Final version (1.0a) has been released: http://www.cheese83.freeserve.co.uk/unreal/nali_bricks.htm

EDIT2: If all the screenshots from the early versions have turned into a little red 'x', it's because I don't have enough room to store them all. There are plenty of screenshots on the page on my site, linked to above.

This is what I'm working on at the moment. It is a new gametype, but not your ordinary, run-of-the-mill gametype! This may please the old-school gamers among you, for it is a Breakout clone!

Here you can see the bricks fading in as the game begins...
http://www.cheese83.eurobell.co.uk/temp/NaliBricks2.jpg

Here's me totally owning three bricks at once!
http://www.cheese83.eurobell.co.uk/temp/NaliBricks1.jpg

It's currently in the alpha stage; Not much more than the bare bones. I will add various power-ups and bonuses and make several levels. I'm trying to make it so it's easy to make your own levels and customize various aspects of the game should you so wish.

I don't know how long it will take, so don't ask. I will release a beta version when I feel it's ready.

I would be happy to hear any suggestions you may have. If anyone wants to contribute in the form of models or textures for the bricks, ball or paddle, I would be grateful.

legacy-Tweak-fragger
01-06-2003, 02:41 PM
:eek: omg thats so awsome!!!!!! im goign to play right when it releases you are a GODD!!!!!!!!

legacy-Kirin RiotCrash
01-06-2003, 02:46 PM
I remember playing Breakout ... man that game was like pot or something.

Good luck on the mod. I'll be glad to beta test it when you release the first beta.

legacy-Teddie
01-06-2003, 02:55 PM
I want this. Very cool.

Will you be able to play multiplayer cooperative?

Me and my wife can bust some blocks.

legacy-Mr Evil
01-06-2003, 03:15 PM
No multiplayer, but maybe I will do Pong or something similar in the future:D

legacy-Buckyfg
01-06-2003, 03:18 PM
VERY kool idea man, I loved breakout. looking forward to it.

legacy-Devastation 8
01-06-2003, 03:29 PM
OMFG! lmao!

I remember Arkanoid (I think), i played it day and night :D.

If this is just briks shooting, include alot of special effects or might as well use another game engine, the Unreal Warfare engine provides alot of purdy effects to use, so use them ;).

Also make a multiplayer mode, ot tournament mode if i can remember well so you can make contests online...But i think it'll be quite wrong to do, all servers will be for 2 players only and the match won't start until a second player enters the server...And when he does, you need to have a message pop up that says "Here comes a new challanger".

Long live Nostalgy!

legacy-UTroll
01-06-2003, 03:30 PM
yes

great :up:

legacy-Zimeon
01-06-2003, 03:39 PM
OMG !! This sounds great ! Gonna download is as soon as it comes out :D

legacy-P1nky
01-06-2003, 03:48 PM
great idea, very original :)

legacy-§uper-]V[oose
01-06-2003, 04:02 PM
Sweet idea mate, can't wait. :D:up:

Plumb_Drumb
01-06-2003, 04:19 PM
Very cool Mr. Evil.

This reminds me of that Tetris mod someone did for UT, but this is like light years beyond that, using the 3d engine and all. I hope to see a lot of special effects in this thing:up:

legacy-SealClubber
01-06-2003, 09:55 PM
neat :up:

Emmet Otter
01-06-2003, 10:05 PM
Originally posted by Devastation 8
OMFG! lmao!

I remember Aquanoid (I think), i played it day and night :D.


Long live Nostalgy! Arknoid. That game was amazing. Keep up those fun mods mr evil.:up:

legacy-Iceburgs
01-06-2003, 10:11 PM
Hey, I played breakout on the very first home computer. Yep, that's right! The Commodore PET! With 4kb of RAM, it was the smallest computer ever (at the time). You just haven't played breakout, till you've played ASCII breakout...that had to be loaded from a tape cassette drive...and that took about 3 minutes to load...for something like 12 tape units. Ahhhh! :)

legacy-Sparky (Jeff)
01-07-2003, 02:01 AM
Hehe, looking good man. Nice idea!

legacy-UT-Slaine
01-07-2003, 12:35 PM
nice idea

legacy-Mr Evil
01-07-2003, 02:01 PM
I'm glad you're all so positive:)

It's coming along well at the moment; I've scripted two power-ups and added some effects.

Here I've just got the 'Hard Ball' power-up, which makes the ball go straight through the bricks instead of bouncing and makes it look spiky:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks3.jpg

This is it in action against the new gib-able fleshy bricks:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks4.jpg

Lastly, the 'paddle extension' power-up about to be collected. It simply makes the paddle wider:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks5.jpg

legacy-A2597
01-07-2003, 02:23 PM
may I suggest looking at DXBall2 by LDA, would definetly give you some ideas...(Most popular Breakout game on the market)


http://www.longbowdigitalarts.com/dxball2.html

(shareware version available, only limit is the number of maps available..)

I'm SOOO DLing this when your down!

legacy-Stranger_NL.
01-07-2003, 02:54 PM
If you want breakout clones like Arkanoid: Get MAME!

...and no - this is no offence to the creator of this mod - I really love the idea! Go make this the best mod outthere! I would really like to play a game while waiting for a map to download! Can that be done??

Top 10 breakout games:
http://www.mame.dk/top.phtml#Breakout

This one is very good i thought...
http://www.mame.dk/gameinfo/block/

but this is also nice:
http://www.mame.dk/gameinfo/ghox/

legacy-§uper-]V[oose
01-07-2003, 03:35 PM
W00t, gibs. :D:up:

legacy-Mr Evil
01-08-2003, 09:49 PM
Another update:

It's really beginning to feel like a proper game now. The bricks are highly configurable, with settings like power-up contained within, emitter and/or xemitter to spawn when hit, sound to play when hit, points value and GibGroup. Static mesh and skin are also configurable, as you would expect.

The 'GibGroup' setting is an extension of the fleshy bricks I did earlier. Instead of just spawning red gibs, it is now possible to select any GibGroup to use, e.g bot gibs, alien gibs or a custom gib group (Like the glass ones in the screenshot below).

I've scripted a few more power-ups. In the screenshot you can see 'Multi-ball' (there are several grades of multi-ball: double-ball, multi-ball etc) and 'Inflamed Ball' (can destroy indestructible bricks) in action.

Power-ups have a charge, which they add to your adrenaline, and they use it up according to how they work ('Hard Ball' uses one point when a ball hits something, 'Paddle extension' uses one point per second, some don't use any, like weapons, which have ammo instead). Multiple power-ups can be activated at once, but they will all run out when adrenaline reaches zero (except ones which don't use adrenaline). I may add other ways to aquire adrenaline too.

I've tried to make it easy to script your own power-ups (if you can script) by using convenient power-up variables like 'BallEffect' (e.g the flames on the below balls, and spikes on the 'Hard Ball' picture in my last post) and functions called when something interesting happens (e.g. when the ball hits something).

Here's the screenshot:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks6.jpg
Question marks denote bricks containing power-ups.

Levels can be of any size, not just the size of the ones I have shown so far.

I had a look at those other Breakout clones. They've given me plenty of ideas to work with.

Stranger_NL : It might be possible. I will look into it.

legacy-UDstudent
01-09-2003, 02:49 AM
wow, incredible stuff man. personally, i think you should ditch the ? marks on the powerups, they are already a benefit, so they should be hidden. just my opinon though, what does everyone else think?

Keep up the great work!

legacy-Stranger_NL.
01-09-2003, 03:06 AM
Originally posted by Mr Evil
Stranger_NL : It might be possible. I will look into it. [/B]



That would be so great. It will improve the life of your mod ;-)
I probably will not fire up my 3cd, 4GB memory hogging UT to play breakout, But I will play it If I have to wait anyway ;-)

BTW- Screenie looks VERY well!

Plumb_Drumb
01-09-2003, 03:06 AM
I always liked not knowing if a brick was going to release a powerup, but this new way could change the way I play for the better (ie with more strategy).

Don't forget powerdowns Mr.Evil :)

Oh yeah, what do you think of, on harder levels, bricks that are divided into 4 equal pieces. Then essentially you would need to hit that type of brick 4 times to take out each little piece of it separately (making sure the ball can react to the little corners of the smaller pieces so it would still be possible to do double breaks with one serve).

In other words, what I am saying is there would be a brick that is made of 4 other bricks that are 1/4 the size, but at the same ratio, and each little piece can be broken separately; all to add more difficulty to the later maps.

Or maybe, as an alternative to that idea, bricks that get smaller each time you hit them. Different types would have different size changes and would therefore erquire different amounts of "hits" to eradicate completely.

I think I like the last idea better... it would look cooler... however, you could just make both types :D

legacy-Devastation 8
01-09-2003, 06:59 AM
Update looks cool :up:.

legacy-JaFO(JBE)
01-09-2003, 08:31 AM
Great mod-idea !
Any ideas about a two-player-variant with two bats ?

If this is finished then there's probably a few old classic games that could be done.
Let's see :
- Pong (as was suggested already)
- Galaga / Galaxian ...
- Centipede ...
- Pacman ...

See folks ! There's nothing that says every new mod has to be a CS-clone. ;)

legacy-Atom235
01-09-2003, 08:44 AM
:D I like the idea. It's very original compared to all the "realism" mods around. It looks kinda good, too.

legacy-Mr Evil
01-09-2003, 08:49 AM
Originally posted by Plumb_Drumb
...I always liked not knowing if a brick was going to release a powerup, but this new way could change the way I play for the better (ie with more strategy)...
That's what I thought. Since the power-ups all draw from the same pool of adrenaline, it can be bad to collect two at once sometimes. If you can see where they are (you still don't know what it will be) you can plan ahead. Maybe I can make the question marks an option.


Originally posted by Plumb_Drumb
...Don't forget powerdowns Mr.Evil :)...
Don't worry, I haven't!


Originally posted by Plumb_Drumb
..Oh yeah, what do you think of, on harder levels, bricks that are divided into 4 equal pieces...
I am considering making some bricks able to take multiple hits, but I was going to do it by displaying an overlay skin, making them look increasingy cracked.



Originally posted by JaFO(JBE)
..Any ideas about a two-player-variant with two bats ?...
I'm not going to do multiplayer for this one.

legacy-Devastation 8
01-09-2003, 09:44 AM
A Pacman mod?...That's an idea...

legacy-A2597
01-09-2003, 10:35 AM
Pac-Man....

I can JUST picture an overhead of a maze, with a little Gorge running around collecting Adrenaline pills, running from a bunch of the Freak gang with Shock Rifles....

legacy-UT-Slaine
01-09-2003, 12:05 PM
everytime i visit this it looks better

legacy-Devastation 8
01-09-2003, 02:36 PM
Originally posted by A2597
Pac-Man....

I can JUST picture an overhead of a maze, with a little Gorge running around collecting Adrenaline pills, running from a bunch of the Freak gang with Shock Rifles....

Exactly what i had in mind ;).

legacy-Teddie
01-09-2003, 03:01 PM
Originally posted by A2597
Pac-Man....

I can JUST picture an overhead of a maze, with a little Gorge running around collecting Adrenaline pills, running from a bunch of the Freak gang with Shock Rifles....

:up:

I'm sure MrEvil can do it.

legacy-Ejen34
01-09-2003, 03:04 PM
Originally posted by A2597
Pac-Man....

I can JUST picture an overhead of a maze, with a little Gorge running around collecting Adrenaline pills, running from a bunch of the Freak gang with Shock Rifles....

Absolutely....:up: :):)

legacy-JaFO(JBE)
01-09-2003, 03:37 PM
Originally posted by A2597
Pac-Man....

I can JUST picture an overhead of a maze, with a little Gorge running around collecting Adrenaline pills, running from a bunch of the Freak gang with Shock Rifles....
you're scaring me ... :) nice idea though.
Wasn't there a 'pacman'-mod for UT ? I think there was ...

legacy-Mr Evil
01-09-2003, 03:54 PM
Argghh, slow down!! One mod at a time please.

A few more power-ups to code and I'll be releasing a beta version.

legacy-§uper-]V[oose
01-09-2003, 04:08 PM
w00t

legacy-Ejen34
01-09-2003, 04:17 PM
double w00t :):)

Plumb_Drumb
01-09-2003, 04:41 PM
w00t w00t w00t :rolleyes:

:D

legacy-Slack
01-09-2003, 05:44 PM
Have a look at
Ricochet Extreme (http://www.reflexive.net/) .

Also, weapon powerups. Catch the link gun & blast away.

legacy-Perdhro
01-10-2003, 03:24 PM
/me pulls up a chair and a nice long book and waits

legacy-Rufus_2345
01-10-2003, 05:46 PM
startin to look nice man !

legacy-A2597
01-10-2003, 06:28 PM
you know...I was kind of joking about the pac-man thing.....

legacy-Mr Evil
01-10-2003, 06:54 PM
I've decided it's time to release a beta:

EDIT: Link removed. See first post for latest version.

There's still a lot to do, as listed in the documentation, including a mapping guide. Once that's done, I would like to ask any interested mappers if they would like to create some maps to be included in the final release (the three maps included now are all a little small and simple).

Here's a screenshot of a ball with 'Big Ball', 'Inflamed Ball' and 'Bomb Ball' power-ups applied :D
http://www.cheese83.eurobell.co.uk/temp/NaliBricks7.jpg

legacy-Devastation 8
01-10-2003, 07:29 PM
Got it Mr Evil, i'll try it in a sec though, abit busy now.

legacy-UT-Slaine
01-10-2003, 08:06 PM
ooooo beta downloading......

legacy-UDstudent
01-10-2003, 08:33 PM
wow, great work, just played for a minute. here are some problems i noticed.

1. The controls, using the arrow keys, were very hard for me to use. The paddle would zoom very fast to either the left or right depending on which key i hit, it was nearly impossible to get it to be controlled with any accuracy unless i was holding a button down the entire time.

2. the blocks seem a little strangely shaped, when seem with perspective. dont know if there is any easy way to clear that up. depth needs to be fixed.

3. possibly change the color of the question marks, make them blend in a little more with the color of the bricks.

My thoughts so far.

http://copland.udel.edu/~dgephart/nb.jpg

legacy-Mr Evil
01-10-2003, 08:54 PM
UDstudent:

1) I've experienced that problem but it only happened to me when I used the 'slomo' console command to set gamespeed to 0.4 or less. Try typing 'slomo 1' at the console to make sure it's not running above or below the default and see if that makes any difference, and try changing gamespeed in the game settings.

2) They would appear flatter if I moved the point of view further back and reduced the FOV, but then it would lose some of the visual benefits that 3D brings in the first place. The FOV is fixed at 90 degrees at the moment, which I feel is the best compromise.

3) I like the red myself. If many more people don't like it I will consider changing it.

And that visual glitch: Just a little funky lighting I think. I should be able to sort that out.

legacy-A2597
01-10-2003, 10:14 PM
ohhh....DLing!

legacy-A2597
01-10-2003, 10:37 PM
just played a few rounds.
VERY COOL!!!

is there any chance you can get it to use the mouse to more the paddle though?

legacy-acc
01-11-2003, 12:36 AM
Looking good! Can't say much though, since it's a beta.

One suggestion:
Make the bricks smaller. The current size doesn't leave much room for complex levels.

legacy-Dezro
01-11-2003, 03:58 AM
Well, you could just move the PlayerStart farther away...

Kyllian
01-11-2003, 04:15 AM
Kick ass mod, tho I have a few suggestions (for future releases maybe)

Lower penalty when losing balls with multi-ball powerup(double, mega, etc.) to 25, 50 smacks you hard if you get a "Holy Sh1t" early. (or make it dependable on # of balls, i.e. 2 balls - 50 penalty, 3 - 40, 4 - 35,...7 - 15)
Anouncments for multi-block smashes (Double Crush!, Multi-Crush!. Holy Sh1t replaced with 'Crack Master'...er...probably not)
The weapon pickup idea is a good one, get like the RL with, say, 10 ammo. And able to use the splash to manuver the ball. Maybe the flak with only 3 shots, but it can take out 2-3 blocks at once.
Random item placement without the markers, makes it a little more fun and challenging, imo.
Customizable balls and paddles(or maybe a readme/howto file so we can do them ourselves)
multi-player would be cool, having to deal with the blocks and an opponent(would have to set it up so that each players' pov has them at the bottom) but if you don't want to, you can't be forced, tho you might be able to get someone else to work on this idea for you (just a thought)

legacy-TracerTong
01-11-2003, 04:53 AM
Breakout!
Created by none other than Steve Jobs iirc!

Looking awesome :up: :up: :up: can't wait for the final version :D

legacy-JaFO(JBE)
01-11-2003, 06:00 AM
It's great & fun to play too ...

perhaps making the 'bricks' a little less like actual bricks could fix that 'perspective' problem.
You could keep the collision-hull as it is now.

What does the adrenaline do ?
I saw it go up, but I didn't get the reason why ...
And a 'high-score'-table is a must for this mod too :)
(I wonder if you could get a bot to play this ;))

I've got a few ideas for a pacman-mod now that I've seen how your mod works :)

legacy-Mr Evil
01-11-2003, 09:20 AM
Originally posted by A2597
...is there any chance you can get it to use the mouse to more the paddle though?
No. Keyboard control is how I remember first playing Breakout and it's how I want it to stay. Also, mouse control makes it way too easy.



Originally posted by acc
One suggestion:
Make the bricks smaller. The current size doesn't leave much room for complex levels.
It's no problem to have levels with the player further away and thus smaller bricks and more space. The maps I have included are just to give you something to play with, not finished items in themselves.



Originally posted by Kel

Lower penalty when losing balls with multi-ball powerup(double, mega, etc.) to 25, 50 smacks you hard if you get a "Holy Sh1t" early. (or make it dependable on # of balls, i.e. 2 balls - 50 penalty, 3 - 40, 4 - 35,...7 - 15)
Anouncments for multi-block smashes (Double Crush!, Multi-Crush!. Holy Sh1t replaced with 'Crack Master'...er...probably not)
The weapon pickup idea is a good one, get like the RL with, say, 10 ammo. And able to use the splash to manuver the ball. Maybe the flak with only 3 shots, but it can take out 2-3 blocks at once.
Random item placement without the markers, makes it a little more fun and challenging, imo.
Customizable balls and paddles(or maybe a readme/howto file so we can do them ourselves)
multi-player would be cool, having to deal with the blocks and an opponent(would have to set it up so that each players' pov has them at the bottom) but if you don't want to, you can't be forced, tho you might be able to get someone else to work on this idea for you (just a thought)

1) Ok.

2) Interesting...:)

3) Already planning on something like that!

4) Planned for a later release.

5) It's very easy to do that, and I will create documentation for it. You could try it now if you want: Open one of the maps and change the static mesh for the paddle and the ball (Ball static mesh doesn't work with multi-ball yet). Try to keep them the same size as the default ones or the collision may not work quite right.

6) It doesn't matter how many times you lot mention it, it's not going to happen. If one of you wants to add it then be my guest:P



Originally posted by JaFO(JBE)
...perhaps making the 'bricks' a little less like actual bricks could fix that 'perspective' problem.
You could keep the collision-hull as it is now.

What does the adrenaline do ?
I saw it go up, but I didn't get the reason why ...
And a 'high-score'-table is a must for this mod too :)
(I wonder if you could get a bot to play this ;))...
Bricks can use any static mesh, so maybe I'll use non-bricks for some maps.

Adrenaline is used by most power-ups. The documentation includes a complete list of power-ups, how much adrenaline they give and how much they use.

A high score table is what I'm working on right now.

legacy-§uper-]V[oose
01-11-2003, 02:30 PM
Originally posted by UDstudent
The controls, using the arrow keys, were very hard for me to use. The paddle would zoom very fast to either the left or right depending on which key i hit, it was nearly impossible to get it to be controlled with any accuracy unless i was holding a button down the entire time.
I experienced something similar myself. After playing for a while the paddle will suddenly shoot to the side of the screen. If I tap right it flys to the right of the screen, tap left and it'll fly left. The only way to fix it is to restart the map.
Apart from that another great mut. :):up:

legacy-jsheinz
01-11-2003, 04:54 PM
Hmmm...maybe I am doing something wrong, but when I started out (and I have done this several times) the ball goes up and comes staright back down, then back up yada yada yada, i kill 3 blocks and it says "YOU HAVE WON THE MATCH!". Is that how it is supposed to happen? Am I doing something wrong?

legacy-Mr Evil
01-11-2003, 04:56 PM
You haven't set the frag limit to 0. You get 10 points per normal brick, so three hits and you win with a frag limit of 25.

legacy-jsheinz
01-11-2003, 04:58 PM
Hehehe....that's the only problem with these new installation programs (GFE). I never read the ReadMe files anymore :)

/Me is an idiot :)

legacy-jatfield
01-12-2003, 06:18 AM
Great mod! I've seen people recommending arkanoid clones for "inspiration", here's my favourite, WILKANOID (http://www.tecchannel.de/freeshareware/spiele/67/) It's got great features like combos and crazy banana tricks, moving obstacles etc.

legacy-Zzyzx
01-12-2003, 02:03 PM
Originally posted by Reversion
Arknoid. That game was amazing. Keep up those fun mods mr evil.:up:

Arkanoid :) For the c64 or amiga I believe. I still have it :)

Its looking really cool, i'm definately gonna get this one :P

legacy-Beefypeanut
01-12-2003, 02:45 PM
its kinda fun but aftr you hit 3 bricks you win the match. oh well it seems like its going to be cool! Keep up the good work! :up:

legacy-§uper-]V[oose
01-12-2003, 02:49 PM
Originally posted by Beefypeanut
its kinda fun but aftr you hit 3 bricks you win the match. oh well it seems like its going to be cool! Keep up the good work! :up:
Not if you set the frag limit to 0. :rolleyes:

legacy-Mr Evil
01-12-2003, 03:06 PM
I see I'm going to have to set fraglimit to 0 by default:bulb:

Here's a second beta:
EDIT: Second beta removed. See first post for latest version.
Changes:

1) Hopefully the paddle-sliding-to-one-side problem is fixed now.

2) High scores are in. Five scores are recorded for each map you play. They are shown before the game starts (don't press fire or they'll be skipped).

3) Bonuses are given for lives remaining and time if you win the game.

4) Lost ball penalty reduced to 25.

5) FOV can be set individually for each map by the level designer, so the amount of perspective distortion can be controlled.

legacy-§uper-]V[oose
01-12-2003, 03:09 PM
w00t. Trying it out now. :):up:

legacy-Beefypeanut
01-12-2003, 04:04 PM
Thnaks it works fine now, how stupid of me :rolleyes:

legacy-§uper-]V[oose
01-12-2003, 04:32 PM
Nice work. No sliding and the high score feature is great.

Plumb_Drumb
01-12-2003, 04:49 PM
Mr.Evil, you need to make it so the balls angle can be controlled by the area of contact with the paddle.
As it is, the ball is controlled by the paddles movement, making it overly difficult to get the ball to bounce where you want it.

I am used to controlling the ball by where it hits the paddle, like in Arkanoid and Breakout, and I believe it to be a superior way to play.

I hope you consider this. :)

legacy-Beefypeanut
01-12-2003, 05:18 PM
This thing is awsome the way it is it adds challenge to the gameplay...I remember the origianl one i played it a lot... it was like cocaine you get addicted to it. :haha:

legacy-[SEOD]--|Ripley
01-12-2003, 05:19 PM
MR Evil all i can say is this is Great, keep up the good work.
This mod rocks or bricks lol

legacy-§uper-]V[oose
01-12-2003, 06:29 PM
Originally posted by Plumb_Drumb
Mr.Evil, you need to make it so the balls angle can be controlled by the area of contact with the paddle.
As it is, the ball is controlled by the paddles movement, making it overly difficult to get the ball to bounce where you want it.

I am used to controlling the ball by where it hits the paddle, like in Arkanoid and Breakout, and I believe it to be a superior way to play.

I hope you consider this. :)
:):up:

legacy-Mr Evil
01-12-2003, 06:43 PM
I changed the static mesh for the paddle so it looks like this:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks8.jpg
The curve makes it possible to affect the ball's direction by where you hit it in addition to the previous method.

If you want to test it, replace the static mesh file with this one:

EDIT: Has been incorporated into beta version.

Let me know if it's curved enough.

legacy-kellberg
01-12-2003, 08:04 PM
nice work Mr Evil

I only got 2 things to add
1. The ball should move faster (IMHO)
2. The ball should leave the pad in a random direction the first time it's lauched (and so should the multi balls when they are spawned)

Kyllian
01-12-2003, 08:16 PM
Originally posted by Mr Evil

1) Ok.

2) Interesting...:)

3) Already planning on something like that!

4) Planned for a later release.

5) It's very easy to do that, and I will create documentation for it. You could try it now if you want: Open one of the maps and change the static mesh for the paddle and the ball (Ball static mesh doesn't work with multi-ball yet). Try to keep them the same size as the default ones or the collision may not work quite right.

6) It doesn't matter how many times you lot mention it, it's not going to happen. If one of you wants to add it then be my guest:P

Is shocked and amazed a mod author likes my ideas :eek:

Concerning #5 tho, I had in mind a kind of menu item for it with a folder that would be placed in the system folder where you could drop the meshes("skins") for the paddles and balls, but that might take more work than would be worth(hell if I know, never coded 2k3 stuff before, had a hell of a time trying to resize a map.)

Oh, and kellberg, Evil put a pickup in the mod that speeds up the ball. THe random direction idea is good, but I suggest that it be an option for the player, not a requirement

Plumb_Drumb
01-12-2003, 08:21 PM
Originally posted by Mr Evil
I changed the static mesh for the paddle so it looks like this...
The curve makes it possible to affect the ball's direction by where you hit it in addition to the previous method...

Let me know if it's curved enough.

Cool, I'll try it out.

Also, I agree the ball should move faster on the default game speed; it seems to take forever for the ball to reach a brick and come back.
I also hope you implement mouse control for the paddle eventually.

legacy-smattbac
01-13-2003, 10:25 AM
The curve on the paddle didn't make much different to me. It did affect the direction of the ball but not much.

Also, I don't think the ball should go in random direction when it's launched for the first time, but it shouldn't go straight up either. Make it go diagonal to either left or right (right if you ask me ;)).

Anyway, good mod and keep making it better. :)

legacy-Mr Evil
01-13-2003, 12:17 PM
Originally posted by kellberg
1. The ball should move faster (IMHO)
2. The ball should leave the pad in a random direction the first time it's lauched (and so should the multi balls when they are spawned)
1) I've just added an option for level designers to set the ball speed themselves (bigger levels will require a faster ball). If you want to make it faster yourself, you can increase the gamespeed, or do you want the ball faster but not everything else?

2) See below...



Originally posted by Kel
..Concerning #5 tho, I had in mind a kind of menu item for it with a folder that would be placed in the system folder where you could drop the meshes("skins") for the paddles and balls...
It wouldn't be a big problem to implement that. I will make a note of it as a possibility for later.


Originally posted by Plumb_Drumb
...I also hope you implement mouse control for the paddle eventually.
As I said, I think it makes the game too easy.



Originally posted by smattbac
The curve on the paddle didn't make much different to me. It did affect the direction of the ball but not much...
I will curve the paddle a bit more and post it here later.


I would like to hear more opinions on which direction the ball should be launched in. Personally I dislike the idea of random direction because it would make 'Sticky Paddle' virtually useless.

legacy-Mr Evil
01-13-2003, 10:32 PM
I increased the curvature of the paddle:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks10.jpg
I also polished out the scratches:)

I created a fourth map, somewhat larger and more challenging than the first three, and a lot less square. Here's a screenshot of it:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks9.jpg
I've packed it all up into a third beta, along with a couple of small changes:
EDIT: See first post for latest version.

Unfortunately, the new map has pushed the file-size up by a factor of 10 to just over 2MB (it's the terrain that does it).

Plumb_Drumb
01-14-2003, 12:11 AM
Dude keep workin hard on this thing. It will end up in a gaming magazine CD before you know it :)

legacy-MP3Chuck
01-14-2003, 03:06 AM
Downloaded it and tried it out a little while ago. Great fun, thanks for it :)

The only suggestion I have is that the default ball speed seems really slow to me. I turned the game speed up to 110% but I probably could have gone 125 or even higher.

Can't wait to see a more final release with more maps 'n stuff :)

legacy-MP3Chuck
01-14-2003, 03:10 AM
Aaaand I should have read the thread, I just realized you addressed the speed issue above.

Carry on :bulb:

legacy-JaFO(JBE)
01-14-2003, 06:47 AM
Perhaps a mutator like 'Morphball' could work for both the paddle & ball ?

Is there any way to get the 'ball' rolling ?
Now it's just a brick that moves up/down.
A little rotation on the actual ball-mesh or a skin that 'moved/rotated' could give a better illusion of an actual ball ..

legacy-Mr Evil
01-14-2003, 08:41 AM
Originally posted by JaFO(JBE)
Perhaps a mutator like 'Morphball' could work for both the paddle & ball?
I will add an option for that once I figure out how to do custom gametype menus. A mutator would work too.


Originally posted by JaFO(JBE)
...A little rotation on the actual ball-mesh or a skin that 'moved/rotated' could give a better illusion of an actual ball ..
Hehe. You must have sent me telepathic thoughts because I wrote that on the list of things to do a few minutes ago:)

legacy-kellberg
01-14-2003, 08:56 AM
Some feedback:
1. The new map is really cool (Test map 4)
2. I liked the first curved paddle better
3. About the random direction on firering. It should only be random when fire the first time or when multi-balls is spawned. It shouldn't be random if you have the sticky paddle.

keep up the good work

legacy-Beefypeanut
01-14-2003, 09:19 PM
If you dont already have this mod get it its one of the funnest and most addictive mods EVER! oh yeah...BUMP (hey it was on the second page!)

legacy-Mr Evil
01-15-2003, 09:18 AM
Work is progressing steadily. Support for custom static meshes and skins for the ball and the paddle has been added. Here's a picture of too many pills:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks11.jpg
It requires .ini file editing at the moment.

Ball launch direction has been randomized, within a range of +/-27 degrees.

The ball spins now, in a convincing manner.

I've begun adding some weapons, starting at the very top, with the Ion Cannon.

A while longer and there will be another beta.

legacy-Devastation 8
01-15-2003, 09:44 AM
Great update Mr Evil.

legacy-Beefypeanut
01-15-2003, 08:25 PM
This will be a really cool mod i cant wait for the next BETA woohoo!

legacy-Beefypeanut
01-15-2003, 08:25 PM
This will be a really cool mod i cant wait for the next BETA woohoo!

legacy-Mr Evil
01-16-2003, 05:44 PM
Time for another beta (4.16MB):
EDIT: Link removed. See first post for latest version.

Here's a list of changes:

- Random ball launch direction of ±27 degrees (except 'Sticky Paddle'). Ball launch direction still affected by paddle velocity.

- Default initial ball speed increased from 300 to 400.

- The ball now spins according to a semi-realistic physics model. It's a visual effect only - it doesn't affect how the ball bounces.

- Added 'Stealth Ball' power-up.

- Added fifth test map.

- Made a start on weapons. The first weapon is the Ion Cannon!

- Question marks on bricks containing power-ups can now be turned off (through the .ini file).


A screenshot of the Ion Cannon in action on the new map:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks12.jpg

legacy-Devastation 8
01-16-2003, 05:51 PM
Getting it now, gonna try it later though.

legacy-jatfield
01-17-2003, 06:35 AM
Mr Evil, do you have any information on how frequent the beta releases will be in the future? I think it will slow down after a while, and I'd like to know when. I've been following the development (and posting news about it), and as the filesize is getting bigger and bigger I was thinking about hosting it on our site, but the UT2003 section is only a small part of hcgamer.hu, and I don't want to flood the site with NaliBricks betas :p.
Don't misunderstand me, I don't mind the frequent updates, in fact, I enjoy the mod very much, but I have to follow the rules, and I guess after putting in all the features, we won't see multiple releases in a week/month. Am I right about this or am I in complete darkness about Nali Bricks' future?

legacy-Mr Evil
01-17-2003, 12:09 PM
I don't have a plan, so I can't say for sure, but I expect there to be only a couple more beta versions, then I will release a final version and a separate map-pack(s) which will be updated much less frequently. How long until the final version depends on how quickly I can finish the remaining code (menus mostly).


Originally posted by kellberg
2. I liked the first curved paddle better
The first curved paddle is included in Beta4. Change the paddle section of the .ini file to look like this:

[NaliBricks.NBPaddle]
CustomStaticMesh=StaticMesh'NBStaticMeshes.GameObj ects.FlatterPaddle'
CustomSkin=None
Or you can use any static mesh you like, as long as it is the same width as the original one (height and depth don't matter) or the collision won't work properly.

legacy-jatfield
01-17-2003, 01:20 PM
Originally posted by Mr Evil
I don't have a plan, so I can't say for sure, but I expect there to be only a couple more beta versions, then I will release a final version and a separate map-pack(s) which will be updated much less frequently. How long until the final version depends on how quickly I can finish the remaining code (menus mostly).


OK, thanks for the answer. I'll wait for that then (or pick a beta). How come the "big ones" haven't reported about your mod yet? I think it's more than enough interesting to make it in the news.

legacy-Beefypeanut
01-17-2003, 08:50 PM
me too!!

legacy-Mike230224
01-18-2003, 05:38 PM
one suggestion

make it so that after a set period of time without being hit by the paddle the ball will return to the paddle. i say this because i was on NB-Test and the ball bounced back and forth in between 2 of the unbreakable blocks i had to wait too long for it to stop bouncing.

legacy-jatfield
01-18-2003, 06:18 PM
I think a kill ball key would be better.

legacy-s1m0n
01-18-2003, 07:22 PM
1) assaultrifle: 5 ammo leftclick and 1 grenade (2-3 bricks possible)
2) bio (3 ammo): 3 shots or 3 shots loaded in one (for stronger bricks)
3) asmd (ammo 3): left / rightclick / 1 combo doable
4) link (ammo 5)
5) mini (ammo 5)
6) flak (ammo 3): 2 bricks with one shot possible
7) rl: (ammo 3): 3-4 bricks possible/ loadable
8) lighting gun (ammo 3): instant hit, could kill undestroyable bricks, perhaps the splashdamage
9) reedemer(ammo 1): from paddle to the top
10) ion cannon(ammo 1): same like reedemer but other direction (from top to paddle)
11) insta gib(1ammo): shoots one total line of bricks


thats what i could immagine :D

legacy-JaFO(JBE)
01-18-2003, 09:36 PM
Is there going to be a setting to 'resize' the ball & bat to something that better fits the map ?

The bat & ball are (at least IMHO) a bit too small for that last level, while smaller levels might need smaller to keep it from getting too easy.

Another option could be a 'difficulty'-setting that determined the relative size of bat & ball (and maybe even the 'speed' of the ball as well or maybe that could be a separate setting as well).
So if you want to make a 'simple' level harder then you chose a 'small' setting, while you could make it easier by picking a bigger bat ...

legacy-dreamstation
01-18-2003, 09:43 PM
This is a lot of fun to play, but it would be even better if it will have multiplayer in it when its near completed. I dont know if its possible or how it would work, but i reckon a lot of peeps would play it if it was mp! :):up:

legacy-Mr Evil
01-19-2003, 09:44 AM
Originally posted by jatfield
...How come the "big ones" haven't reported about your mod yet? I think it's more than enough interesting to make it in the news.
I don't know. I only worry about making the mod - publicizing it is of less interest to me other than posting here when I release it and uploading to UT2003HQ.


Originally posted by Mike230224
one suggestion

make it so that after a set period of time without being hit by the paddle the ball will return to the paddle. i say this because i was on NB-Test and the ball bounced back and forth in between 2 of the unbreakable blocks i had to wait too long for it to stop bouncing.

Originally posted by jatfield
I think a kill ball key would be better.
Perhaps a combination of the two: If the ball doesn't hit the paddle within a time-limit, the reset key will become available.


Originally posted by s1m0n
1) assaultrifle: 5 ammo leftclick and 1 grenade (2-3 bricks possible)
.
.
.
Good ideas, but I only plan on having one fire-mode per weapon.


Originally posted by JaFO(JBE)
Is there going to be a setting to 'resize' the ball & bat to something that better fits the map...
It is already possible to set the size for each map; I just haven't done it yet as I was not sure what size people would find best.


Originally posted by dreamstation
This is a lot of fun to play, but it would be even better if it will have multiplayer in it when its near completed. I dont know if its possible or how it would work, but i reckon a lot of peeps would play it if it was mp! :):up:
LA, LA, LA, LA, I'M NOT LISTENING!

legacy-s1m0n
01-19-2003, 10:15 AM
Originally posted by Mr Evil
LA, LA, LA, LA, I'M NOT LISTENING!

erhm... what about a multiplayer mode ? ;)

legacy-Beefypeanut
01-19-2003, 02:39 PM
yeah you could have a red and blue bal and the red team is in charge of the red ball and blue team in charge of blue ball...how you would win is something i cant think of though.

EDIT: you could win by having a split screen and first person to knock out all the bricks wins!

legacy-Kaadu
01-20-2003, 08:06 AM
I think that MP would greatly benifit this game.:D

legacy-jatfield
01-20-2003, 08:34 AM
Or one player would be on the top of the screen and the other on the bottom, and who gets the most points wins. Dividing the bottom into two sections is another option, there was a multiplayer arkanoid clone on C64 which used this and was quite fun.

legacy-JaFO(JBE)
01-20-2003, 09:34 AM
I'd think that Arkanoid isn't a good gametype to convert to multiplayer-game.

Altough what could work is if 1 map contained multiple levels.
Give the player a way to move from level to level (via a central hub of some sort) and running a server for this game becomes possible.
Of course you'd need to limit access to a 'level' if someone is playing it.
But it could work, couldn't it ?

legacy-Mr Evil
01-20-2003, 03:56 PM
I'll pretend the last five posts don't exist:p

Have a screenshot:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks13.jpg
The lowermost bricks take more than one hit to destroy. The cracked ones have already been hit once or twice. They become progressively more cracked as they take damage.

Kyllian
01-20-2003, 06:28 PM
Now guys, leave Evil alone concerning the multiplayer idea, he isn't planning on it at all, if youwant it in, make it yourself. I'm sure he wouldn't mind some help on that(it'd get people off his back)

legacy-Desaparecido
01-20-2003, 07:30 PM
dont know if anyone said this yet but when i play one of the maps, the one with the river goin under the bridge, the paddle freaks out and jerks about randomly. also, when you get the ion cannon thingy, what are you supposed to do with it?

legacy-Mr Evil
01-20-2003, 08:30 PM
What framerate do you get on that map?

I forgot to write in the instructions how to use weapons: Hold down alt fire to aim the painter, just as you would in a normal game except it fires from the paddle directly upwards. After a couple of seconds it will activate the cannon itself.

legacy-Devastation 8
01-21-2003, 10:51 AM
Originally posted by Mr Evil
I'll pretend the last five posts don't exist:p

Have a screenshot:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks13.jpg
The lowermost bricks take more than one hit to destroy. The cracked ones have already been hit once or twice. They become progressively more cracked as they take damage.

LMAO @ The background of this map :haha:.

legacy-Desaparecido
01-21-2003, 08:07 PM
Originally posted by Mr Evil
What framerate do you get on that map?

I forgot to write in the instructions how to use weapons: Hold down alt fire to aim the painter, just as you would in a normal game except it fires from the paddle directly upwards. After a couple of seconds it will activate the cannon itself.
the problem isnt really a framrate thing, the paddle just spasmically shoots about, and the ball gets stuck in it a lot.

legacy-Mr Evil
01-22-2003, 01:01 PM
Originally posted by Desaparecido
the problem isnt really a framrate thing, the paddle just spasmically shoots about, and the ball gets stuck in it a lot.
I will go over that map and try and find anything that may be causing a problem.


Here's another beta version: http://www.cheeseofdoom.freeserve.co.uk/temp/NaliBricks[BETA5].zip - 5.69MB

List of changes:

Added 'Acid Ball' power-up.

Bricks can now be set to take multiple hits to destroy.

Gave proper names to all maps, improved some them and set the music (not that the UT2003 music really fits this mod).

New map: NB-Frustration.

Wrote mapping guide.

The ball is given a bit of a kick if it hasn't touched the paddle or damaged a brick for 30 seconds.

New weapons: Rocket launcher; ASMD; Lightning gun.

Added random power-up placement mutator (NB Random power-ups).

Frag and time limits set to zero automatically.

Bots are no longer allowed to try to join the game.


The list of things to do is looking very small now; Just the menus causing me trouble.

I don't think I need to add more than those three weapons as it would be hard to differentiate them in functionality. The three new weapons haven't been specifically placed in any of the current maps, so to see them you will have to use the random power-up placement mutator.

Now that the mapping guide is done and the mod is virtually finished, I would like to ask any interested mappers to create some maps for possible inclusion in the final release. I will post a thread in the editing forum for that. EDIT: See this post: http://ina-community.com/forums/showthread.php?s=&threadid=254334

legacy-FizzyB
01-22-2003, 02:07 PM
i think there should be some sort of block randomizer within the maps or something? otherwise the filesize will grow horribly big

legacy-Mr Evil
01-22-2003, 09:25 PM
That's a good idea, maybe I'll add it in later, but I want to have as many different maps as possible to provide varied scenery. File size won't be a problem for the final release as I plan to have the mod for download on its own (it's less than half a MB without the maps) and separate map-packs.

legacy-Railgunner
01-22-2003, 09:57 PM
downloads..


oh, I want to hear more of your music Mr. Evil :)

legacy-Desaparecido
01-22-2003, 11:44 PM
the latest beta kinda fixed the problem i had with that map on the river, the ball goes straight now, but the paddle still freaks out on me.

legacy-dumbass
01-23-2003, 05:37 AM
Originally posted by Devastation 8
OMFG! lmao!

I remember Aquanoid (I think), i played it day and night :D

ARKANOID!!!! :eek: :up:

legacy-Devastation 8
01-23-2003, 07:14 AM
Mr. Evil, the mod is one of the best for UT2003 (yet) that i have played, this is so awsome and it has that Nostalgy feel in it but with a new cool feel of UT2003.

I love this, might as well be better than DB ;).

legacy-Railgunner
01-23-2003, 09:49 PM
MORE MAPS!!!! :D :D :D :D

Angel_Mapper
01-23-2003, 11:11 PM
Here's the map I made for it, more one the way :D

btw be sure to download the latest version so it works right.

http://angelmapper.com/NB-Ifrit.zip

Kyllian
01-24-2003, 01:47 AM
Originally posted by Angel_Mapper
Here's the map I made for it, more one the way :D

btw be sure to download the latest version so it works right.

http://angelmapper.com/NB-Ifrit.zip

It crashed my game, twice. Something about assertion failed

Angel_Mapper
01-24-2003, 02:29 AM
Originally posted by Kel
It crashed my game, twice. Something about assertion failed
Originally posted by Angel_Mapper
btw be sure to download the latest version so it works right.

Kyllian
01-24-2003, 02:39 AM
Oh, yeah, thought I had the latest in the first place. Oh, well, back to the gaming

[EDIT]Still crashed game here's the error report(with Beta 5)

UT2003 Build UT2003_Build_[2003-01-16_17.56]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1401 MHz with 255MB RAM
Video: NVIDIA GeForce2 MX/MX 400 (1240)

Assertion failed: GIsEditor || GetSuperClass() || this==UObject::StaticClass() [File:UnClass.cpp] [Line: 857]

History: UClass::Bind <- (Class NB-Ifrit.NBExplodingBrick1) <- ULinkerLoad::CreateExport <- (NBExplodingBrick1 12575) <- IndexToObject <- ULinkerLoad<<UObject <- (LinkerLoad Package.LinkerLoad 12575)) <- ULevelBase::Serialize <- ULevel::Serialize <- LoadObject <- (Level NB-Ifrit.myLevel 12575==12575/776260 12250 402) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Level None.MyLevel NB-Ifrit) <- LoadLevel <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

Angel_Mapper
01-24-2003, 02:57 AM
Hmm, maybe he hasn't released the update he made for me. Mr. Evil, get off yer butt and update these people! :D

legacy-Mr Evil
01-24-2003, 07:48 AM
Sorry! The version I gave to you hasn't been released in a beta yet. If you want to play Angel_Mapper's map, get this file:

EDIT: Beta6 (or above) is compatible.

legacy-Mike230224
01-24-2003, 08:09 AM
any1 else have any maps?

legacy-Mr Evil
01-24-2003, 08:16 AM
No more yet, but there are several mappers working on it!

legacy-Mike230224
01-24-2003, 08:21 AM
btw Angel_Mapper NB-Ifrit is a sweet map. make a few more. ;)

legacy-Mike230224
01-24-2003, 08:25 AM
o yeah. Mr.Evil, for some reason NB-FreezingPoint never chages to another level after you win or lose in it. it redoes that level over and over. other maps switch by themselves when you win or lose. its just inconvinient.

legacy-Devastation 8
01-24-2003, 11:25 AM
Originally posted by Mr Evil
Sorry! The version I gave to you hasn't been released in a beta yet. If you want to play Angel_Mapper's map, get this file: http://www.cheese83.eurobell.co.uk/temp/NaliBricks.u

Overwrite the old one with it.

So is that a newer version from the Beta 5 or a previous one?

legacy-Mr Evil
01-24-2003, 11:30 AM
Originally posted by Devastation 8
So is that a newer version from the Beta 5 or a previous one?

It's newer than beta 5. It contains a couple of enhancements that were needed for Angel_Mapper's map. You only need it if you want to play that map right away.

Angel_Mapper
01-24-2003, 11:32 AM
Originally posted by Mike230224
o yeah. Mr.Evil, for some reason NB-FreezingPoint never chages to another level after you win or lose in it. it redoes that level over and over. other maps switch by themselves when you win or lose. its just inconvinient. You just have to go to the map rotation and put Add All.

legacy-Mike230224
01-26-2003, 01:12 PM
*BUMP*

any news Mr Evil???? its been too long :(

legacy-Mr Evil
01-26-2003, 01:38 PM
I've been mostly resting, waiting to see how many 3rd party maps appear.

I have almost finished one of my own too:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks15.jpg
It's intended as a bit of fun with large quantities of all the weapons.

Desaparecido: I had a look at the map that was causing you trouble, and I think it may have been the projector that does the water caustics. It was projecting on every single brick even though it wasn't really visible on most of them so I turned it off for all but the lowest bricks and now it runs much faster, which I think should help. The fixed version will be in the next release.

legacy-Mike230224
01-26-2003, 01:42 PM
sweet, i cant wait for it

legacy-Mike230224
01-26-2003, 02:35 PM
when u die u should loose all ur adrenaline and all ur powerups.

legacy-JaFO(JBE)
01-26-2003, 03:23 PM
Originally posted by Angel_Mapper
Here's the map I made for it, more one the way :D

btw be sure to download the latest version so it works right.

http://angelmapper.com/NB-Ifrit.zip
That's a fun map, except that the ball tends to get 'lost' in the debris from the destroyed bricks.

// Mr Evil :
Is there any way to make sure the ball is more 'visible' ?

suggestion : add a trail to the ball like the speed-combo does to players if it's a 'fast ball'

legacy-Mr Evil
01-27-2003, 12:04 PM
Originally posted by JaFO(JBE)
suggestion : add a trail to the ball like the speed-combo does to players if it's a 'fast ball'
:up: Done.

http://www.cheese83.eurobell.co.uk/temp/NaliBricks16.jpg

I'm not sure if I should make the ball more visible under normal circumstances. I would rather leave the amount of gibs/ball visibility as a decision for the level designer.

legacy-Mike230224
01-27-2003, 12:11 PM
any date for a new beta? or maybe a final version? :D

legacy-Mr Evil
01-27-2003, 12:15 PM
Two weeks:D

legacy-Doctor7
01-27-2003, 01:42 PM
Originally posted by Mr Evil
I've been mostly resting, waiting to see how many 3rd party maps appear.

I have almost finished one of my own too:

Oh, now that's nice. Using the fact that this is a 3D engine to do a layout that wouldn't have been possible in the screenmap for a normal Breakout game. Mind you, I wouldn't have wanted to build it, rotation is not my favorite pastime in UnrealEd ;)

legacy-JaFO(JBE)
01-27-2003, 04:19 PM
// Mr Evil :
if it's up to the mappers ... then maybe you could give them a few skin-variants for the ball to chose from ?
ie : a 'white/yellow' ball for dark backgrounds and a 'brown/red' variant for light backgrounds ...

(or did you add that already just like the ball-trail & the 'rotating ball'-effect ? ;))

Kyllian
01-27-2003, 04:28 PM
Originally posted by Mr Evil
I've been mostly resting, waiting to see how many 3rd party maps appear.

I have almost finished one of my own too:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks15.jpg
It's intended as a bit of fun with large quantities of all the weapons.

1337 :up:


Originally posted by Mr Evil
[B]:up: Done.

http://www.cheese83.eurobell.co.uk/temp/NaliBricks16.jpg

I'm not sure if I should make the ball more visible under normal circumstances. I would rather leave the amount of gibs/ball visibility as a decision for the level designer.

Keep the trail but make it optional

legacy-Mr Evil
01-27-2003, 09:50 PM
Originally posted by JaFO(JBE)
// Mr Evil :
if it's up to the mappers ... then maybe you could give them a few skin-variants for the ball to chose from ?
ie : a 'white/yellow' ball for dark backgrounds and a 'brown/red' variant for light backgrounds ...

(or did you add that already just like the ball-trail & the 'rotating ball'-effect ? ;))

That's already possible. Indeed, Angel_Mapper used a different skin for both the paddle and the ball, if you didn't notice.

You can also specify a skin in the .ini file, although that will be the same for all maps.

legacy-Mr Evil
01-28-2003, 11:57 AM
Anyone up for a game of tennis?
http://www.cheese83.eurobell.co.uk/temp/NaliBricks17.jpg

legacy-Devastation 8
01-28-2003, 12:01 PM
Originally posted by Mr Evil
Anyone up for a game of tennis?
http://www.cheese83.eurobell.co.uk/temp/NaliBricks17.jpg

:D

Wait a sec, is this going to be along with the normal paddle or this is going to be the only one?...:weird:

legacy-Mr Evil
01-28-2003, 12:22 PM
It will be in addition to the standard one. There are three paddles and two balls so far.

legacy-Mike230224
01-28-2003, 02:00 PM
stop playing and finish the new release. :D

legacy-Devastation 8
01-28-2003, 02:25 PM
Originally posted by Mr Evil
It will be in addition to the standard one. There are three paddles and two balls so far.

Ooh, nice :D.

P.S.
I just remembered an old Looney Toones thingy with Daffy Duck saying: "Anyone interested in a match of Tennis?" ang gets shot by Elmer Fudd :haha:.

legacy-Mr Evil
01-28-2003, 08:59 PM
It's like banging your head against a brick wall:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks18.jpg

I've finished the menu so now I'm only waiting for a few more maps before I release the final version. If you have any more suggestions, now is your last chance!

legacy-Mr Evil
01-29-2003, 09:08 AM
Originally posted by Stranger_NL.
...I would really like to play a game while waiting for a map to download! Can that be done??...
I've had a look into it, and unfortunately it seems to be impossible.

legacy-Rlyeh Ftaghn
01-29-2003, 09:19 AM
ohh plz try to put in some kind of pong style multiplayer mode...it would be so damn funny...i like your work aniway also as it is right now in the beta..

legacy-JaFO(JBE)
01-29-2003, 10:16 AM
Is it possible to use the 'ladder'-system from the singleplayer-campaign ?

That way you can only play a 'new' map once you've completed the old map.
If you find a way for users to create their own ladders in the GUI 'Nali Bricks' would be like a very expensive arcademachine ;)

legacy-Mike230224
01-29-2003, 10:51 AM
are all the weapons implemented?

legacy-Stranger_NL.
01-29-2003, 02:28 PM
Originally posted by Mr Evil
I've had a look into it, and unfortunately it seems to be impossible.

Oh damn...
Well.. I'm keeping an eye on this thread anyway ;)

Good work!

legacy-Mr Evil
01-29-2003, 07:03 PM
Originally posted by JaFO(JBE)
Is it possible to use the 'ladder'-system from the singleplayer-campaign ?

That way you can only play a 'new' map once you've completed the old map.
If you find a way for users to create their own ladders in the GUI 'Nali Bricks' would be like a very expensive arcademachine ;)
Good idea. I'll try and find out how to implement it.

I've made the scoreboard more informative:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks19.jpg

Plumb_Drumb
01-29-2003, 07:16 PM
So now im a bit confused...

Is the level completed after all the bricks are smashed, or after a certain score is reached? (Maybe even after a time limit is reached?)

Is that kind of stuff configurable in the options? Is it dependant on the map itself?

What would be cool is the ladder system (as mentioned) but different sections. Like 5 maps that need to have all bricks destroyed with unlimited time. 5 maps that you need to reach a certain score before progressing. Another 5 maps where you only need to keep the ball going for a certain amount of time...

etc, etc...

Of course more maps could be added to any section of hte ladder later on

legacy-Mr Evil
01-29-2003, 10:12 PM
The rules have not changed. You still need to destroy all the bricks to win.

legacy-Mike230224
01-29-2003, 10:22 PM
is the map finished yet?

Kyllian
01-30-2003, 01:50 AM
So the scoreboard and so on will be in the next beta?
*Me loves NB when bored

legacy-JaFO(JBE)
01-30-2003, 03:23 AM
I noticed some bricks were unbreakable unless I got the 'hardball'-powerup. I hope they count as 'bonus-bricks' or something ? Altough it'd be unfair if you couldn't get the 'hardball'-powerup in the map.

Several types of 'ladder-tournaments' would be fun :

(1) 'standard' :
- destroy all the bricks to advance
- it ends until you've completed all levels or run out of lives

(2) 'survival' :
(find a way to 'keep' the amount of lives between level-changes)
- start with X lives and keep them between levels
- it ends until you've completed all levels or run out of lives
- 'ladderwinner' would be based on score/time/lives remaining
(optional) gain an extra live for reaching certain goals (X levels completed, complete a level without losing a ball, reach a certain total-score, etc.)

(3) Timelimited :
- as (1), but with a timelimit per level

(4) 'speed' :
- as (1), but the ranking is based on time required / level
- infinite number of lives available

legacy-Mr Evil
01-30-2003, 01:58 PM
Originally posted by Mike230224
are all the weapons implemented?
All the ones that I want to implement are (Ion cannon, ASMD, Rocket launcher, Lightning gun).


Originally posted by JaFO(JBE)
I noticed some bricks were unbreakable unless I got the 'hardball'-powerup. I hope they count as 'bonus-bricks' or something ? Altough it'd be unfair if you couldn't get the 'hardball'-powerup in the map.
You don't have to destroy those bricks.



Originally posted by JaFO(JBE)
Several types of 'ladder-tournaments' would be fun :
I think I'll do a simple ladder first, and consider more complicated ones as a later addition.


The release date for the final version has been pushed back so I can work on an SP ladder. To fill the gap here is another beta:
EDIT: See first post for newest version.

List of changes:
Added exploding bricks.
'GameWon' or 'GameLost' event triggered when the game ends (in addition to 'EndGame' which is triggered as standard in UT2003).
Bricks trigger their own event when destroyed.
Ball triggers its event when dropped.
Fixed bug that caused the BombBall's sparks to appear in the wrong location.
New map: 'NB-Empirical'.
'FastBall' now shows a trail, like players with the speed combo.
Added 'TennisBall' and 'Skull' ball meshes and 'TennisRacket' paddle mesh.
Changed 'Game Rules' menu. It no longer contains irrelevant options. A few relevant options have been added.
Custom scoreboard now used.
Fixed MapList not working properly.
Weapons can now be used to push the ball.
Significantly reduced the size of NB-Hydric by reducing terrain size from 256x256 to 128x128 and did some performance optimization.

legacy-Devastation 8
01-30-2003, 02:47 PM
W00t!

Geeting it NOW!

legacy-Mike230224
01-30-2003, 03:49 PM
add more weapons. :D Is the scoreboard in beta6? how can i get it to come up?

legacy-Mr Evil
01-30-2003, 03:56 PM
Originally posted by Mike230224
add more weapons. :D Is the scoreboard in beta6? how can i get it to come up?
Maybe I will add more in a future version, but it has a low priority at the moment. Press F1 for the scoreboard.

legacy-jatfield
01-30-2003, 04:11 PM
Great beta, hope you don't mind me hosting it at our site ;)
BTW, I've found that it's easier to control the ball with the flatter paddle.

legacy-Krambo
01-30-2003, 04:33 PM
Great mod! I like the idea of a breakout clone w/ nice ut2003 graphics, and it's a very good breakout game. I'd like an option to use the mouse to move the paddle though. Great mod. keep up the good work :).

legacy-Devastation 8
01-30-2003, 04:38 PM
Originally posted by Krambo
Great mod! I like the idea of a breakout clone w/ nice ut2003 graphics, and it's a very good breakout game. I'd like an option to use the mouse to move the paddle though. Great mod. keep up the good work :).

I'll second that :).

legacy-Beefypeanut
01-30-2003, 08:46 PM
quote:
--------------------------------------------------------------------------------
Originally posted by Krambo
Great mod! I like the idea of a breakout clone w/ nice ut2003 graphics, and it's a very good breakout game. I'd like an option to use the mouse to move the paddle though. Great mod. keep up the good work .
--------------------------------------------------------------------------------

Ill thrid it :)

legacy-Mike230224
01-30-2003, 09:24 PM
just a question for the mappers. how are the maps going and any pics?

Kyllian
01-31-2003, 11:27 AM
I just found a weird bug. Had the settings as such

[NaliBricks.NBMutRandomPowerUps]
PercentProbability=50
;Powerups=NaliBricks.AcidBallPowerUp
;Powerups=NaliBricks.FastBallPowerUp
;Powerups=NaliBricks.Holy****BallPowerUp
;Powerups=NaliBricks.InvisibleBallPowerUp
;Powerups=NaliBricks.LudicrousBallPowerUp
;Powerups=NaliBricks.MonsterBallPowerUp
;Powerups=NaliBricks.SmallBallPowerUp
;Powerups=NaliBricks.UltraBallPowerUp
Powerups=NaliBricks.ASMDBallPowerUp
Powerups=NaliBricks.BigBallPowerUp
Powerups=NaliBricks.BombBallPowerUp
Powerups=NaliBricks.DoubleBallPowerUp
Powerups=NaliBricks.HardBallPowerUp
Powerups=NaliBricks.InflamedBallPowerUp
Powerups=NaliBricks.IonCannonPowerUp
Powerups=NaliBricks.LightningGunPowerUp
Powerups=NaliBricks.MegaBallPowerUp
Powerups=NaliBricks.RocketLauncherPowerUp
Powerups=NaliBricks.SlowBallPowerUp
Powerups=NaliBricks.StickyPaddlePowerUp
And on many occasions, with many powerups, especially the multi-ball ones, I discovered I could affect the direction of at least one ball by moving the paddle, only horizontally tho.

legacy-Mr Evil
01-31-2003, 12:48 PM
The ladder is coming along nicely. Unfortunately I had to write it almost from scratch, since Epic/DE (or whoever is to blame) saw fit to do a lot of inflexible stuff, like not allowing custom screenshots on the map buttons. Anyway, it's sort of working: It displays a list of six maps (just for a start), with only the first one enabled initially. Completing it enables the next one etc. Unavailable maps are also not present in the normal map list, so you have to complete each map once to access them all.


Originally posted by Kel
I just found a weird bug. Had the settings as such

And on many occasions, with many powerups, especially the multi-ball ones, I discovered I could affect the direction of at least one ball by moving the paddle, only horizontally tho.
I'll try and reproduce it. BTW, only one map has the Ion Cannon in it so far, so enabling it won't be much use on the other maps.


Originally posted by Some People
[Some people saying stuff]
I can see I won't get any peace until I implement mouse control.

legacy-JaFO(JBE)
01-31-2003, 05:54 PM
Are you writing that ladder to be a bit more 'flexible'/universal ?
Because it sounds like something other ppl could use unlike the one that Epic/DE made.

legacy-Mr Evil
01-31-2003, 08:36 PM
I am trying to make it as flexible as possible, but at the moment it relies on code within my gametype and menus, so it couldn't be used for any standard gametype. It's probably possible to make it totally universal but that would be a complete project in itself.

On a more positive note, I have it loading the map list from an .int file, which is only one step away from allowing custom ladders to be easily created.

Kyllian
02-01-2003, 02:07 AM
Originally posted by Mr Evil
BTW, only one map has the Ion Cannon in it so far, so enabling it won't be much use on the other maps
Figured it wouldn't hurt to have it on

legacy-Mr Evil
02-01-2003, 10:06 PM
Originally posted by Kel
Figured it wouldn't hurt to have it on
I suppose it would be a good idea for me to add an Ion cannon to all the maps.

I thought you might all like to see the ladder system, which is now almost working perfectly:
http://www.cheese83.eurobell.co.uk/temp/NaliBricks20.jpg
It supports an unlimited number of maps in the ladder (as many as will fit on the screen anyway). Creating a ladder is simply a matter of listing them in an .int file entry. Any maps listed in a ladder will automatically be removed from the instant-action map list until they have been beaten in the ladder.

I just need to fill that space on the right, probably with the level screenshot and description.

legacy-Loosecontroll6
02-02-2003, 07:02 AM
The map with Bridge and water has textures missing i noticed!.

There were a couple of Bricks and stuff that werent textured and had that nasty bubbly tgexture on them!.

legacy-Mr Evil
02-02-2003, 12:02 PM
Originally posted by Kel
I just found a weird bug. Had the settings as such

And on many occasions, with many powerups, especially the multi-ball ones, I discovered I could affect the direction of at least one ball by moving the paddle, only horizontally tho.
I haven't been able to reproduce that bug so far. I will keep looking into it...



Originally posted by Loosecontroll6
The map with Bridge and water has textures missing i noticed!.

There were a couple of Bricks and stuff that werent textured and had that nasty bubbly tgexture on them!.
Can you take a screenshot of that please?

legacy-Mike230224
02-02-2003, 12:14 PM
heres one here (http://www.geocities.com/unrealprob/index.html)

legacy-Mike230224
02-03-2003, 10:54 AM
did u look?

legacy-Mr Evil
02-03-2003, 11:33 AM
Yes, I saw it. It looks really bad, but I'm not sure what could be causing it yet.

legacy-Mr Evil
02-03-2003, 02:28 PM
Mouse control is done. Be warned that it feels really weird if mouse acceleration is on.

Kyllian
02-04-2003, 05:19 PM
W00TEH!! New beta!

legacy-Desaparecido
02-05-2003, 12:09 AM
that oine river map is still all ****ed up for me, and i also see those really bad bublly textures.

legacy-Mr Evil
02-05-2003, 12:20 AM
It should be fixed for the next release.

The ladder is finished now - it even has a nice ending sequence. Just polishing from here on I think.

legacy-_ut=n00b_
02-05-2003, 04:41 PM
just an idea but maby u could add some static meshes (indestructable) in the level so u could kindof have two sections in a level

legacy-Mr Evil
02-06-2003, 03:35 PM
Yes, it's possible to have obstacles in a level. It's possible to have absolutely anything, like movers, warpzones etc.

legacy-Devastation 8
02-06-2003, 03:39 PM
Hey MR Evil, i have some map concepts buy i'm an awful mapper (if making one room without textures or anything defines you as a mapper) so should i post the here?

legacy-Mr Evil
02-06-2003, 03:44 PM
Post them in the thread in the editing forum (http://www.ina-community.com/forums/showthread.php?s=&postid=3406017#post3406017). Maybe it will encourage the mappers there to be more enthusiatic.

But if you're an awful mapper, shouldn't you practice?:)

legacy-Mr Evil
02-07-2003, 10:11 PM
I have released v1.0: http://www.cheeseofdoom.freeserve.co.uk/temp/NaliBricks[v1_0].zip

Two months of work finally finished! I'm giving it a rest for now, but there will be more to add in the future. Thank you all very much for your input; I hope you all enjoy it (I know I do:)).

Plumb_Drumb
02-07-2003, 10:13 PM
a *bump* for those that may have missed Mr.Evil's last post.

legacy-Railgunner
02-07-2003, 10:28 PM
yay. finally something to do on this boring day.

legacy-§uper-]V[oose
02-08-2003, 08:39 AM
w00t. Downloading.

legacy-Dougal
02-08-2003, 09:27 AM
i cant be bothered to read the whole thread so, is there a link to the finished product yet? :)

legacy-§uper-]V[oose
02-08-2003, 09:39 AM
How about looking three posts above yours? :rolleyes:

legacy-Mike230224
02-08-2003, 10:44 AM
Originally posted by §uper-]V[oose
How about looking three posts above yours? :rolleyes:

LOL

legacy-Dougal
02-08-2003, 11:33 AM
Originally posted by §uper-]V[oose
How about looking three posts above yours? :rolleyes:

how was i supposed to know the link was just posted on this page?

idiot

legacy-Mike230224
02-08-2003, 03:18 PM
because it was posted yesterday? :bulb:

legacy-Mr Evil
02-08-2003, 03:23 PM
I know it can be a pain to look through a mammoth thread like this, but I did put a link right at the top of the first page.

Anyway, I just need to say that I left a line out of the installation instructions (d'oh!). It should tell you to put the file 'Surface.ogg' in the 'UT2003/Music' directory, although I'm sure you all noticed that already.

legacy-Kirin RiotCrash
02-08-2003, 03:45 PM
Mr Evil, I downloaded the file but the ZIP appears to be corrupt. Any ideas? I downloaded it once with DAP then a second time without DAP, so I'm thinking it's the ZIP file.

legacy-Mr Evil
02-08-2003, 04:12 PM
If you tried within the last half hour it's probably because I'm overwriting the file with one including a correction to the documentation. It will be like that for another half an hour because I can only update my website via modem, which is so sloooowwww.

legacy-jatfield
02-08-2003, 04:42 PM
Until then, you can get it from our site (link in sig). It's on the right, under "Letöltés".

legacy-Mr Evil
02-08-2003, 04:54 PM
Thanks jatfield.

The file is uploaded now and definitely works.

legacy-jatfield
02-08-2003, 05:27 PM
NP :)

I got an error when advancing in the ladder after I've won the frozen map. I tried the map before this happened, which unlocked the next (though I didn't win then). Can this be the problem?
Anyway, here's the log:


UT2003 Build UT2003_Build_[2003-01-23_16.56]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1405 MHz with 383MB RAM
Video: RADEON 9700/9500 SERIES (6255)

General protection fault!

History: UStruct::SerializeBin <- (Class NaliBricks.NBLadderUtils PlayerOwner[0]) <- UObject::Serialize <- (NBLadderUtils Package.InteractionMaster.GUIController.GUITabCont rol.Tab_IANaliBricks.NBLadderUtils) <- UStruct::SerializeBin <- (Class NaliBricks.Tab_IANaliBricks LadderUtils[0]) <- UObject::Serialize <- (Tab_IANaliBricks Package.InteractionMaster.GUIController.GUITabCont rol.Tab_IANaliBricks) <- UStruct::SerializeBin <- (Class XInterface.GUITabButton MyPanel[0]) <- UObject::Serialize <- (GUITabButton Package.InteractionMaster.GUIController.GUITabCont rol.GUITabButton) <- UStruct::SerializeBin <- (Class XInterface.GUITabControl TabStack[0]) <- UObject::Serialize <- (GUITabControl Package.InteractionMaster.GUIController.GUITabCont rol) <- UObject::Serialize <- (Tab_InstantActionMain Package.InteractionMaster.GUIController.GUITabCont rol.Tab_InstantActionMain) <- UStruct::SerializeBin <- (Class XInterface.UT2InstantActionPage pMain[0]) <- UObject::Serialize <- (UT2InstantActionPage Package.InteractionMaster.GUIController.UT2Instant ActionPage) <- UStruct::SerializeBin <- (Class XInterface.GUIController ActivePage[0]) <- UObject::Serialize <- (GUIController Package.InteractionMaster.GUIController) <- UStruct::SerializeBin <- (Class Engine.InteractionMaster GlobalInteractions[0]) <- UObject::Serialize <- (InteractionMaster Package.InteractionMaster) <- UObject::Serialize <- (ExtendedConsole Package.InteractionMaster.ExtendedConsole) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport Console[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TArray<< <- UClient::Serialize <- UStruct::SerializeBin <- (Class Engine.GameEngine Client[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::SerializeRootSet <- FArchiveTraceRoute::FindShortestRootPath <- TestReach <- (Level NB-Empirical.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TestReach <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::SerializeRootSet <- UObject::CollectGarbage <- Cleanup <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ServerTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

legacy-Alchemy
02-08-2003, 06:06 PM
Jatfield, I had a similar problem as you with the final. The full install zip of 1.0 by Mr Evil does not contain the map NB-Ifrit, but does include it in the single player ladder so when it comes to its turn in the ladder the map simply isn't there(hence our errors), so u have to download and install the map from a seperate zip posted by Angel Mapper on the 5th page of this topic. It fixed everything for me. Hope we're talking about the same error anyway but i think we are...hope that helps.:)

Anyway on a different note i just registered to this forum for the sole reason of this mod, i've been reading here for about two weeks as a guest but never saw a need to post(just downloaded the goody's when u all were done and posted links to them(maps,models,mods..whatever). And i am very impressed with all of your work. This mod is awesome and i hope to see some more maps for it, it seems to be the most complete 1.0 version i can ever remember being released for a mod ,the Ifrit map thing was the only bug i saw while playing it all the trough, from the gameplay(coding) to the maps its prime quality, just my 2 cents.

-Alchemy129

legacy-Mr Evil
02-08-2003, 06:16 PM
:cry: I am so daft. Somehow the bit where I checked if the game was won or not got lost, so you always progress up the ladder whether you win or not, and I forgot to put NB-Ifrit in the zip.:bulb: Arg!

Uploading a fixed version now...

legacy-jatfield
02-08-2003, 06:36 PM
Thanks for the help, Alchemy! :up:

Mr Evil, when should I check back for the new download?

legacy-Mr Evil
02-08-2003, 07:06 PM
It's up now: http://www.cheeseofdoom.freeserve.co.uk/temp/NaliBricks[v1_0a].zip
I hope I haven't forgotten anything else...

I glad you like it, Alchemy. It's the first time I've done anything this big. It's a lot of work, but well worth it.

legacy-NickB
02-08-2003, 08:29 PM
Why does it keep looping the Empirical map? :\

Kyllian
02-09-2003, 05:17 AM
Originally posted by NickB
Why does it keep looping the Empirical map? :\
Check your map list, that might be the only map on it

legacy-§uper-]V[oose
02-09-2003, 08:46 AM
What sound do the gibs in NB-FreezingPoint use. I'm asking because my robot gibs make the sound when they bounce and I'm sure they didn't use to. :confused: Is it the sound bot gibs are supossed to make?

Love the new version btw. Great ending. :):up:

legacy-Mr Evil
02-09-2003, 09:15 AM
Those gibs use sounds that I have added myself - they aren't part of UT2003, so robot gibs shouldn't sound like that.

Kyllian
02-09-2003, 09:38 AM
Somethings I just noticed.
1. The paddle on Hydric is kind of jerky(best I can explain)
2. The paddle feels sluggish on Ifrit

I know you made if final(v.1) but could you change the item drop speed? More than once I had to decide if I either wanted the powerup or chase after the ball, gets kind of annoying

legacy-§uper-]V[oose
02-10-2003, 07:10 AM
I opened nbsounds in ued and didn't find it. :weird:
Any idea what could be causing the problem then? :(

legacy-Mr Evil
02-10-2003, 08:19 AM
Ahh, sorry. I re-read your post and noticed it's the bounce sound you are interested in, not the sound they make on appearing.

The bounce sound is WeaponSounds.P1GrenFloor1. The same sound as bot gibs, and also the same sound as the assault rifle grenades.


Originally posted by Kel
Somethings I just noticed.
1. The paddle on Hydric is kind of jerky(best I can explain)
2. The paddle feels sluggish on Ifrit

I know you made if final(v.1) but could you change the item drop speed? More than once I had to decide if I either wanted the powerup or chase after the ball, gets kind of annoying
I've noticed the jerky paddle myself a few times. It seems to be performace related (Hydric is the slowest map overall, and Ifrit gets slow with lots of gibs flying around). There's not much I can do about it.

The power-ups are supposed to be difficult to get sometimes. You have to plan when you are going to get them. Try to have the ball going straight up when you do, so you don't have to move the paddle.

legacy-§uper-]V[oose
02-11-2003, 07:57 AM
So that is the sound they're supposed to make. Thanks for the help Mr E. :up:

virax
02-13-2003, 04:59 PM
The link to download isn't working. I first saw this thread before a beta was released, but I forgot all about it. Now I've come back, and I dearly want this mod! :D

EDIT: Ohh... my bad. Didn't see the post like 5 above this one. Nevermind. :p

legacy-Mr Evil
02-13-2003, 05:14 PM
I made a typo in that link. It works now.

Plumb_Drumb
02-13-2003, 05:17 PM
Mod is very cool Mr. Evil (just installed version 1.0). MORE MAPS PLZ!!

:up:

legacy-Mike230224
02-18-2003, 12:58 PM
Any news Mr Evil. its been to long.:cry:

legacy-Jiggy
02-18-2003, 01:46 PM
I can't get to play anymore maps other than freezing point

When I select Nalibricks in Instant Action the only map available is FreezingPoint and even when I add the rest of the maps in from the "Map list" tab it still only plays freezing point

What am I doing wrong cos this mod rocks twicely

legacy-Mike230224
02-18-2003, 02:02 PM
you go to game rules and u must complete the ladder option. each map u beat will then become available.

legacy-Mr Evil
02-18-2003, 03:36 PM
Originally posted by Mike230224
Any news Mr Evil. its been to long.:cry:
Nothing to report. I'm working on other things at the moment, but maybe after that I will do a few more maps.

legacy-MikeSobe
02-18-2003, 05:22 PM
I cannot get it to work, I put everything in the correct place (obviously not but I dbl checked) and every time I try to play the game i get this message.
Cannot import private object GUIImage GUIImage XInterface.Tab_InstantActionBaseRules.IARulesBK1
which map is supposed to be the first lvl and how can i get this to work. Thanks. (No pictures or summary come up for the map previews is it supposed to be that way)

legacy-MikeSobe
02-18-2003, 06:03 PM
DOES ANYONE KNOW WHAT THIS ERROR MEANS


Cannot import private object GUIImage GUIImage XInterface.Tab_InstantActionBaseRules.IARulesBK1


I really want to play Nali Bricks.

legacy-Mr Evil
02-18-2003, 06:52 PM
I'm sorry I don't know why that error occured. Have you got the most recent UT2003 patch (http://unreal.epicgames.com/ut2003patchlinks.htm)?

legacy-MikeSobe
02-18-2003, 06:54 PM
No do i NEED it or are u just suggesting it.

legacy-MikeSobe
02-18-2003, 06:56 PM
ACtually ya i do.

legacy-Mike230224
02-18-2003, 07:11 PM
try reinstalling nalibricks 1.0. if that doesnt work reinstall ut2003

legacy-Mike230224
02-26-2003, 04:05 PM
NEWS???

legacy-MikeSobe
02-26-2003, 04:12 PM
If you are talking about me, I got it working and it is great. If you are talking about more lvls I have no idea.

legacy-Mike230224
02-26-2003, 04:21 PM
nope i want Mr. Evil

legacy-bigtoe
02-27-2003, 03:52 AM
Another great work from Mr Evil!
I dont know what to say because im stunned!
This works great in 2166 and 2199 and very simple to install and use, Also easy to take out if you want but, Im sure it wont create conflict as far as I can tell. "Brilliant", Nuff said..;) ;) :D

Plumb_Drumb
03-01-2003, 02:15 AM
This mod is great. I forgot I had it installed and just found it again today.

So I beat it, and let me say the hardest level for me was the Gloom map. Man there is so many distractions going on in that map that it creates such a challenge. You have gibs falling everywhere, the sounds they make, the steam from up top, the projected light masking your paddle. MAN! that took me forever to beat. Actually the last level (The Guardians) took a while too, becasue of the oddly shaped boundaries bouncing the ball everywhich way.

Total fun.

I have a few suggestions for your next release, which are really jsut for polish.

1) rework the hud so that it only shows how many balls you have and your score, and maybe a little icon showing any powerups you are using. Move the amount of balls to the top of the screen because it can hinder the view of the ball and paddle at times.

2) in the ladder screen, when you click on a map, have its name light up in a title box to the right, so we can more plainly see what map is selected. ALso, put names under each maps picture so we know what name is for what map. I would like to see small descriptions for maps too, displayed under the large title box to the right.

3) add a slider or something to control the sensitivity of the keyboard movements, and maybe a separate one for mouse sensitivity. If you can, make the mouse sensitivity work separately from UT2k3's native one. Is there a way to make the mouse movement less laggy as well? It seems to "sway" a little too much, so I just use the key board (i'd like to use the mouse tho)

4) Move the paddle, ball, movement, and question mark options to the ladder screen, so we dont have to click as many tabs if we want to change something.

5) add a "play this map again" and a "return to ladder screen" button for the esc. menu, so we dont have to forfeit and find our way back if, say, we wanted to try a different map in the ladder.

6) More maps (of course), although I might be working on a couple here soon. More paddles with different shapes, for instane a pyramid shaped one with a flat top.
More cool looking balls would be nice too.

7) there should also be guidlines for mappers. Make them create a clear boundary so people that play know where it is. Like in NB-Frustration, you cant tell exactly where the boundary of the map is until you see it bounce a few times, and where it is doesnt seem very appropriate, for that particular map.

Again, awesome mod!!

legacy-Tib. Claudius Nero
03-01-2003, 07:01 AM
great mod!

thx a lot for the work you put in it. really enjoying it.

legacy-Mr Evil
03-02-2003, 10:08 AM
Plumb_Drumb: That's a lot of feedback, thanks!

1) I will move the balls remaining to the top for the next version. Why would you want only balls and score and not adrenaline?

2) Will do.

3) Sensitivity adjustments is something I meant to add, but never got around to. I will for the next version. There is some inertia when using mouse control, which is deliberate to stop it being too easy, however I shall remove the effect of mouse acceleration, which makes it feel rather weird.

4) That would be better for ladder game, but once the ladder is finished there is no need to access the ladder screen.

5) Good idea.

6) It would be nice to see some more 3rd party content:)

7) I don't think any more guidance is needed. Mappers are generally a clever lot and should be able to work it out themselves.

Plumb_Drumb
03-02-2003, 11:35 AM
Ill be sure and post any maps, paddles or balls I create. :up:

Nali Bricks and Marble Madness will probably be the most original mods made in a long time. They deserve to be acknowledged more.
I wonder... have you sent the mod in to Cliffy (ignoring the fact that he doesn't always have good taste)? That would be good publicity for NB. If you haven't, wait till the next version, so it's even better.

Kyllian
03-02-2003, 11:38 AM
Originally posted by Plumb_Drumb
Ill be sure and post any maps, paddles or balls I create. :up:

Nali Bricks and Marble Madness will probably be the most original mods made in a long time. They deserve to be acknowledged more.
I wonder... have you sent the mod in to Cliffy (ignoring the fact that he doesn't always have good taste)? That would be good publicity for NB. If you haven't, wait till the next version, so it's even better. And probably the only 2 that make it to final version within the next "2 weeks"(had to)

legacy-EasyCo
03-04-2003, 12:35 PM
Yes, I know I am a n00b, but where do you extract these files in the Unreal Directory?

legacy-§uper-]V[oose
03-04-2003, 05:29 PM
In the zip, click on "Documentation". Click on "Index". Read. :)

legacy-DuSt0fF
03-05-2003, 01:01 AM
for the next update, make it so that the powerups glow or something, because i cannot for the life of me distinguish them from the see of decals falling to the ground :\

Angel_Mapper
03-13-2003, 01:38 AM
Hmm.... I think I'll make a few more maps for this mod, I really love it. :D

legacy-Mr Evil
03-15-2003, 02:11 PM
Originally posted by DuSt0fF
for the next update, make it so that the powerups glow or something, because i cannot for the life of me distinguish them from the see of decals falling to the ground :\
I shall add that to the list of things to do.



Originally posted by Angel_Mapper
Hmm.... I think I'll make a few more maps for this mod, I really love it. :D
Excellent!

BTW, you can remove the download for NB-Ifrit from your site, since it is included with the mod itself.

Angel_Mapper
03-21-2003, 07:08 AM
Ok, as promised here's another map for Nali Bricks! I give you...

Wacing Forlds

http://www.angelmapper.com/nalibrickinfo.htm

http://angelmapper.com/WacingForldsThumbnail.jpg


This level includes a remix of the original song for Facing Worlds, "Forgone Destruction". Remix by Simon Saiz with permission from Michiel van den Bos. Used with permission.

Level based on the original Facing Worlds by Innox.

legacy-§uper-]V[oose
03-21-2003, 08:27 AM
Look's great. :up: Downloading.

Plumb_Drumb
03-21-2003, 11:39 AM
yay!

legacy-Mr Evil
03-21-2003, 11:52 AM
Originally posted by Angel_Mapper
Ok, as promised here's another map for Nali Bricks! I give you...

Wacing Forlds
I've played it a bit now. It's quite challenging with the slight angle to the sides and the brick textures are very nice, but I think it could have done with a bit more detail since when playing, most of what is visible is the plain walls to either side. A higher resolution texture or a bit of static mesh detailing wouldn't go amiss. The music is good too.

Overall very good. I hope you do some more:) I shall add a link to it on my site next time I update it.