Rajada - 12/15/2018 - 22:41

Most everyone is there now.

Rajada - 12/15/2018 - 22:41

Get on our Discord man

Rajada - 12/15/2018 - 22:41

Yo.

spladder - 12/15/2018 - 20:37

Hey! just checking in to say hi to everyone who's still around!

nimmoisa000 - 11/10/2018 - 05:27

Would anyone be interested in pitching in to make my proposal for a really good single player campaign, it would pick up right where Nerf Jr; Foam FIghters Attack Of The Kleptons had left off.

pomtom44 - 09/12/2018 - 20:56

Would anyone be interested in a 24/7 server being hosted? Check out my thread post for more info.

nimmoisa000 - 06/19/2018 - 01:08

https://www.nerfarena.net/index.php/forum/off-topic/75-thoghts-on-nerf-jr-foam-blaster-attack-of-the-kleptons

nimmoisa000 - 06/19/2018 - 01:08

Hey members of the NAB community, come check out this new thread I made

Rajada - 06/14/2018 - 06:14

It should work fine with ctf maps. Unfortunately, there currently is no way to copy and paste to the console.

riukas - 06/13/2018 - 20:40

And also, how can one paste (or copy) things to (from) console?

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Nerf 300 beta Patch Notes Thread

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7 months 3 weeks ago #544 by Rajada
  • Now using hardware calculated lighting by default.
  • Moved remaining resources out of code packages. This is a large update, but should prevent large updates in the future.
  • Fixed an issue 3D to 2D coordinate transformations used in Sidewinder not using the correct rotation variables.
  • Fixed guided Sidewinder disc HUD elements fading out with kill messages.
  • Removed some more unneeded dynamic loading code.
  • Added a replacement server commandlet.
  • Fixed ending cutscene still playing if you cheat to beat all the arenas.
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7 months 3 weeks ago #545 by Rajada
  • Fixed an overlap between challenge titles and mutator icons.
  • Fixed a variable sharing the same name in code that could cause some issues.
  • Fixed some issues detecting where to travel after a match ends.
  • Loading overlay is now a less blinding color effect.
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7 months 3 weeks ago #546 by Rajada
  • OpenGL updates.
  • Fixed window expansion dots displaying garbage characters after them.
  • Dependency updates.
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7 months 2 weeks ago #550 by Rajada
  • Fixed OpenGL brightness issues in NerfEd.
  • Fixed cheats not properly disabling matriculation (end game cutscene).
  • Removed a couple more instances of unneeded dynamic loading code.
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7 months 1 week ago #551 by Rajada
  • Total re-organization of texture pack groups.
  • Removed most duplicated textures.
  • Fixed all bad texture references in all maps.
  • Added cheat logging.
  • TriggeredDeath actors now ignore cheat flying players.
  • Fixed an issue with map and mutator lists where two items could be selected after clearing the list.
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7 months 1 week ago #554 by Rajada
  • Corrected the scale and rotation of the Sidewinder disc model import code so that it is no longer stretched and tilted.
  • Updated the Hyperstrike scope graphics (might not be final).
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7 months 1 day ago #558 by Rajada
  • Updated new Hyperstrike scope crosshair to look a bit cleaner.
  • Fixed some missing textures on movers in AR-Barracuda.
  • Fixed missing skybox in PM-Barracuda.
  • Fixed messed up lighting in AR-Tut.
  • Fixed an incorrect cheat log.
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7 months 14 hours ago #559 by Rajada
  • Fixed a few more missing textures on movers in AR-Barracuda.
  • Fixed Engine textures being compressed at lower quality than intended.
  • Added experimental wall-jump feature. Test it out with the Wall Jump mutator. You can wall jump by being close to a wall and pressing jump while falling. You'll get a small upward boost and a larger boost away from the wall.
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6 months 1 week ago - 6 months 1 week ago #563 by Rajada
  • Added support for double (or multiple) jumps.
  • Tweaked wall-jump to be activated when in the air and you press a direction key opposite of a wall you are touching.
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6 months 6 days ago #578 by Rajada
  • Added some missing linkage warning logging for LiftCenters, LiftExits, JumpCenters, and JumpExits.
  • Added mutator icons for some mutators that lacked them.
  • Re-named the Mega Jump arena mutator to "Jump Around" and used "Jump the Gun" for a new mutator.
  • Added "Jump the Gun" mutator which allows you to eliminate pre-game warmup time.
  • Added "Speedrun" mutator which gives all players an infinite Mega Speed.
  • Added "No Fall Damage" mutator which eliminates all falling damage.
  • Added a speed trails effect to Mega Speed pickups.
  • Debug Mutator now outputs warning messages instead of just log messages.
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6 months 2 days ago #579 by Rajada
  • Disabled bot re-balancing in default career and singleplayer games as it caused issues with bot spawning. Custom games can still override this if necessary.
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6 months 1 day ago #580 by Rajada
  • Fixed some corrupt UI textures in UWindow package.
  • Fixed combo box UI elements not closing when another UI button is clicked.
  • Fixed some accessed nones in console.
  • Removed some unneeded logging.
  • Implemented a wider PDA to allow room for more tabs. Additional buttons are currently a work in progress.
  • Added a "Retry Event" button to the main PDA for easily restarting single player matches or mutator challenges.
  • Fixed ammo's ReceiveLocalizedMessage function referring to itself instead of the item sending the query.
  • Enforced a max player range from 1 to 32.
  • Added some additional logging for when playerstarts are not found.
  • Spectators no longer undergo pain timers from zones with damage per second values.
  • Updated WarpZoneInfo code to be more efficient with the values it changes when a player walks between two linked zones.
  • WayBeacon class no longer refers to an Unreal specific class.
  • Fixed inconsistent shapes, spacing, and masking on the three right-hand PDA buttons.
  • Removed web link references to unreal specific help sites and replaced them with links to nerf community site.
  • Fixed a default property that identified the GameName as unreal instead of nerf for the purposes of server connections.
  • Fixed a reference to .unr file extension instead of .nrf.
  • Fixed some strings that contained "Unreal" instead of "Nerf".
  • Removed a temporary mover brush from AR-Luna.
  • Resized most controls where it was necessary to fit the new wider PDA. Note that some things are still off because I am in the process of adding further items.
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6 months 11 hours ago - 6 months 11 hours ago #583 by Rajada
  • Fixed a crash when cancelling a connection attempt.
  • Fixed some more mover texture issues in AR-Luna.
  • Players can no longer drop weapons without ammotypes (broken weapons).
  • Suicide command is now ignored during death routine and endgame state.
  • Players can no longer throw weapons, taunt, or change views when the match is over.
  • SavedMoves, firing states, and movement variables are now cleared and reset on death, so that there will not be any inappropriately carried over data. This was the cause of the "firing after respawn" bug.
  • Re-implemented removed right-click menu for server browser. Use it to direct connect, refresh servers, or add servers to your favorites.
  • Re-implemented removed favorite servers tab in server browser.
  • Added missing graphics for hourglass "wait" cursor.
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6 months 11 hours ago #584 by Rajada
  • Fixed JumpCenters and JumpExits using lift validation code and spamming unneeded log messages about bad links.
  • Updated all code dependencies.
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5 months 3 weeks ago #585 by Rajada
  • Further refined UI for new wider PDA.
  • Fixed spacing in some logging messages for RacePoints.
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5 months 3 weeks ago #586 by Rajada
  • Fixed New Game, New Player, and Delete Player buttons being rendered off-screen due to new wider PDA.
  • Fixed a crash caused by creating a new player with the botmatch or any non-stats screen open. The stats screen will now automatically become the main screen whenever you perform an action dependent on player data.
  • Fixed longstanding issue where the multiplayer screen does not actually disable the New Game button on the main PDA despite changing the button to a disabled mode.
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5 months 2 weeks ago #587 by Rajada
  • Special jump animations are now used by players on wall-jumps or double jumps.
  • Added post-teleportation code for pawns such that certain variables can be force-reset upon physics-interrupting teleportation.
  • Fixed an issue with strafing where right strafing animations were never used, causing left strafing animations to always be used no matter what direction you were strafing.
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5 months 2 weeks ago #588 by Rajada
  • Fixed exit event button not working.
  • Fixed some masking and alignment issues with the new PDA and the four righthand buttons.
  • Fixed Hyperstrike and Lightningstrike crosshairs not masking.
  • Fixed special jump animations restarting with subsequent jumps instead of just looping.
  • Fixed another mover brush that lingered in AR-Luna.
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5 months 2 weeks ago #589 by Rajada
  • Fixed weapon icons for Triplestrike and Whomper not working.
  • Whomper now uses two separate sounds for firing and charging.
  • Whomper now hides its crosshair while you are guiding an alternate fire.
  • Whomper now uses the previously unused alternate fire animation when alternate firing.
  • Fixed an accessed none when creating StartGuns in levels that don't have them that are subsequently removed by the no start guns mutator.
  • Increased the travel speed of all darts.
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5 months 2 days ago - 5 months 2 days ago #591 by Rajada
  • Fixed some menu strings that incorrectly described bot recommendation.
  • Fixed incorrect button sizes in the interface options menu.
  • Fixed some logging in lift exits / centers being incorrectly spaced.
  • Further updates to Amateur illumination maps.
  • Fixed pain effects playing when shot during invulnerable states.
  • Fixed being able to bolo-stun players who are cheat-flying (not to be confused with players who may be flying due to legitimate reasons).
  • Implemented out of bounds code for maps that may need it.
  • Fixed knocked out players and bots spawning a suit de-power effect on both their "carcass" and the player. Only Carcasses spawn the suit de-power effect now, meaning there will no longer be a suit de-power effect following invisible players around.
  • Minor rendering updates.
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