Ace - 03/23/2021 - 20:13

What's up Nerf herders?

Ben - 09/30/2020 - 20:57

Man this game brings back some memories. It's been a while since I've played so I'm just downloading the community pack again cause I got a new computer recently.

Portalboy - 09/30/2020 - 03:03

Nvm, problem doesn't happen if I host as a Dedicated server on the same box! Prob some kind of threading issue I guess. Yay!

Portalboy - 09/30/2020 - 02:58

Latest CP, ran Updater until it said up-to-date, tried manually running Ini Patcher from homepage

Portalboy - 09/30/2020 - 02:58

Yo! We're trying to get an old LAN server spun up for our house but people spike to 1,000 ping any time they die and can't respawn for like 6 full seconds. Ideas?

B-Ball - 07/15/2020 - 01:20

Huhu :)

spladder - 05/04/2020 - 15:29

I love coming back to this site every year or 2 and seeing that it's still here. Like a little nostalgia timecapsule

Rajada - 02/08/2020 - 01:16

Basically, the progressive march of updates to HTML slowly killed it, made it incompatible to run. We technically still have it archived, but it's not really possible to browse it.

rion888888888888 - 02/08/2020 - 00:55

So what happened to the old site?

rion888888888888 - 02/08/2020 - 00:48

Oh NAB, I don't think I have been active in the NAB community since like 2008

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Nerf 300 beta Patch Notes Thread

3 years 2 months ago #618 by Rajada
  • Added a pickup sound for the Air Tank.
  • Amphibious cheat now is a toggle command, complete with messages indicating the state of the cheat.
  • Fixed Amphibious command so it no longer breaks when you're already underwater / drowning when you use it.
  • Fixed being able to lower invincible player's health to 1 with the Smite commands.
  • Water World mutator now removes Air Tanks (since all players are amphibious in this mutator anyway).
  • Water World mutator now sets all "stand open timed" movers to "bump open timed" since you are incable of standing on a mover when underwater.
  • Amphibious players can no longer pick up air tanks (they don't need them).
  • Amphibious bots will no longer want to path to Air Tanks.
  • To prevent soft-locks, you can no longer use the KillAll command on the Actor class, Pawn class, your own class, and any subclass of the PlayerPawn class. Bot classes can still be used within these restrictions.
  • Updated package dependencies.
The topic has been locked.
3 years 2 months ago #622 by Rajada
  • Re-organized some decorative actors in the Orbital and Asteroid decoration packs for more sane default settings.
  • Fixed BallBlast balls getting stuck in out of bounds areas. They now respawn.
  • Improved the art for the BallBlast double score signs.
  • Fixed some implementations of fatal fall damage that used absolute damage instead of directly calling the death functions.
  • Mappers can now specify fall damage reduction on a per-zone basis.
  • Fixed some masking issues on icon textures for lights, race-points, bot baits, blocked paths, alt paths, autosaves, and patrol points.
  • Added new texture for ScorePoints to make them stand out more.
  • Added a 100% black texture to NerfMap.utx for use in BallBlast receptacles.
  • Fixed RockingSkyZoneInfo not working in online games on clients.
  • Added new ToggledAmbientSound class for use for ambient sounds that turn on or off and may have "wind-ups" or "wind-downs".
  • YahooTriggers now only activate on "falling" players or non-cheating flying ones (usually affected by AccelTriggers).
The topic has been locked.
3 years 2 months ago - 3 years 2 months ago #624 by Rajada
  • Added new in-editor icons for LiftCenters, LiftExits, TriggerLights, TriggeredBlinkers, BallTriggers, JumpCenters, JumpExits, JumpTriggers, ToggledAmbientSounds, and TriggeredAmbientSounds.
  • Fixed some masking issues on icons for PathNodes.
  • Updated Icons for ScorePoints and LocationIDs.
  • Fixed a backwards detail on the Ball Shooter skin.
  • Added AimPoint class for easier identification of BallBlast bot scoring / aiming locations.
  • Added volatile ammo support to all vanilla ammo. This feature can be activated with the new "Live Ammo" mutator.
  • Fixed assumptions of non-negative scores causing some point losses to revert your score to 0 when you have a negative score.
  • Added missing minus sign to score fonts.
  • Added the Bounty mutator.
  • Set default point, time and frag limits to 0 on all career games.
  • Fixed PlayerReplicationInfo's spree variable not updating.
  • Moved score away from the edge of the screen to match standing.
  • Fixed assumptions of non-negative score and kill counts causing incorrect drawing offsets in HUDs and scoreboards.
  • Updated scoreboard drawing code to be more efficient and reliable with drawing offsets.
  • Placed some more space between point and kill limit drawing when both are in use on a scoreboard.
  • Fixed a bug where team kill limits were being drawn over team kills due to incorrect offset math.
The topic has been locked.
3 years 2 months ago #627 by Rajada
  • More (not yet implemented) PBR code refinement.
  • Fixed two Nerf-specific engine fonts transposing the "+" and "," glyphs.
  • Updated underscore glyphs in Nerf-specific engine fonts to be more readable.
  • Updated countdown clock rendering to not break on time limits greater than an hour long (in case a future update utilizes long time limits).
  • Updated countdown clock rendering to only show a leading 0 when necessary.
  • Updated time limit modification code to allow un-owned time changes for gamemodes where adding time to the game might be needed (think like capture points from TF2).
  • Updated HUD rendering for point and frag limit to not overlap vertically.
  • Updated HUD rendering for frag limit to match the offset from the side of the screen point limit has.
  • Replaced rendering of slashes and pluses for frag and point limits and trials with font glyphs rather than textures. This also allowed for more simplified and efficient code.
  • Added glyphs for plus, slash, and space to score fonts.
  • Fixed a bug where the colon in the countdown clock readout wasn't appearing.
  • Removed score font plus and slash textures from PDA.utx.
The topic has been locked.
3 years 1 month ago #628 by Rajada
  • Fixed an accidental introduction of a bug where projectiles' momentum were reduced by fluid friction code when entering a non-fluid zone.
The topic has been locked.
3 years 1 month ago - 3 years 1 month ago #629 by Rajada
  • Player camera position is now calculated such that screen effects while spectating, guiding discs, or viewing from other non-player entities are relative to the position of those entities, and not always based on the position of the player.
  • Updated some more menu strings to be clearer. (Thanks Binary!)
  • Corrected a string that referred to the old amount of ammo in a Dart Pack.
  • Fixed missing text and inconsistent offsets of player identification info when spectating a player.
  • Fixed an issue where player identification info would not show correctly when spectating with the scoreboard open.
  • Localized the string for lives player identification info.
  • Fixed incorrect offsets for lives player identification info.
  • Fixed an issue where one could see both spectator player identification info and info for players "looked at" at the same time overlayed on top of eachother.
  • Renamed Armor and Health abstract base classes to NerfArmorPickup and NerfHealthPickup respectively to eliminate classname conflicts when importing Unreal maps to NerfEd.
  • Added NerfUtilityWeapon and NerfUtilityAmmo abstract base classes to help mod authors protect future gametype-dependent tools / weapons from mutators that may wish to remove them.
  • Added the Chatty mutator.
  • Fixed darts and rockets leaving behind streams of bubbles after exiting a body of water.
  • Fixed darts not leaving bubble trails when fired from inside a body of water.
  • Fixed Whomper shockwaves not respecting player knockback reduction.
The topic has been locked.
2 years 11 months ago #636 by Rajada
Please note that I am aware of some lighting and texture issues in this version of the game. Some major steps forward were made in the rendering engine, and not all materials reacted well to the changes. You might find that there are some really inappropriately shiny surfaces and some textures missing transparency. I am aware of these, but you may report the missing transparencies so that I can track them down quicker.
  • Per map backdrop support added (still being worked on).
  • Removed the hit and death effect textures from Engine and moved them to the more appropriate NerfRes package.
  • Lots of rendering back-end changes.
  • Fixed wrapped textures not displaying correctly in editor texture browser.
  • Now using FP16 HDR framebuffer for lighting calculations and rendering.
  • Solved some of the shading issues on surfs with code cleanup.
  • Textures now require alpha channels to be interpreted as translucent. Added new settings in texture to help facilitate other cases of translucency including coverage vs opacity rendering.
  • Code cleanup on team-checks for damage events. Solved many small issues with interpreting whether a shot was friendly fire or not, or even should count as damage.
  • Fixed a bug that prevented the bonus 25 or 100 points for a hit or chest-hit from being awarded when the hit resulted in a knockout.
  • Removed all references to engine-bound sound effects from point targets in default maps. They were replaced with correct file references as the sounds had been moved.
  • Removed HitPoint and PointPickup classes from Engine and moved them to NerfI. Old implementations utilizing these items were updated to be no longer engine-dependent.
  • GameInfo classes now handle the spawning of PointPickups instead of the player's code, meaning it can now be modified or disabled in custom gametypes.
  • Replaced several instances of "goomba stomp" code doing some finite amount of damage. These now directly call death routines, making them impossible to "cheese" with the right armor setup.
  • Fixed a mip-map texture loading bug.
  • Added some initial translucency alpha channels to vanilla textures that need them. Note that I may have missed some, but I am still working on them.
  • NerfTeleporters and any child class can now discriminate entry based on team number. By default this behavior is disabled.
  • Fixed a bug in NerfEd where focus would be lost when clicking inside any viewports, requiring you to click the toolbar to use any commands and shortcuts.
  • Fixed an out of date texture package (NerfMap.utx) throwing logspamming errors about alpha properties.
  • Fixed an improperly formatted error string for class load mismatch errors.
  • Fixed some incorrect metaclass descriptors in that were changed in a recent patch.
  • Fixed some outdated instances of 'Health' and 'Armor' base classes used in code.
  • Updated all file dependencies.
The topic has been locked.
2 years 10 months ago - 2 years 10 months ago #637 by Rajada
  • Fixed some more translucency errors in the Sequoia maps.
  • Fixed some missing texture property issues.
  • Split rendering code into editor and game portions.
  • Updated configuration for new rendering code. Please note this will reset your configuration. Profiles should not be affected.
  • Fixed an issue with respawning in AR-Sequoia, adding some extra platforms to accommodate new spawns.
The topic has been locked.
2 years 10 months ago #638 by Rajada
  • Mass resource update to eliminate missing texture property warnings.
The topic has been locked.
1 year 5 months ago #645 by Rajada
  • Renderer updated.
  • Changed GameInfo to use functions that can be changed by subclasses for sending time remaining messages and time limit expiration functionality.
  • Cleaned up all health pickup code.
  • Fixed a bug in the Water World mutator.
  • Fixed a bunch of broken translucency settings on default procedural textures.
The topic has been locked.
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