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Posts posted by URA
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And how does one test the mod?
Download and install if you don't already have it > LivesForeverPlus Download
Select the mod from the custom menu on the launcher and start NOLF2, select your screen resolution in display options in game (if its not already set) and then start a new single player game or host a multiplayer game.
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I've been playing around with the display resolutions. It appears that changing the resolutions using the methods above, does not give you that resolution natively. Instead it takes a lower resolution (1280x960 for me)& stretches it to 1920x1080. For me, using lower resolutions has a negative effect on gameplay. That and it really hurst my eyes.

I prefer keeping the original 'pvmodelfov' setting (65) but changing 'pvmodelaspect' since it keeps PV weapons & gadgets looking the same as they did on a 4x3 display.
pvmodelaspect settings
16x10 = 1.439977
16x9 = 1.59995
5x4 = 1.125005
4x3 = 1.2
But you should also try my LivesForeverPlus mod, it has greater support for widescreen resolutions and auto FOV settings (doesn't make things look stretched).
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From the Contract JACK documentation, Adding and Modifying Weapons
FIRE_KEY - Only valid in prefire, fire and postfire animations.
Lets the weapon know when to fire.
SOUND_KEY (integer)
Tells the weapon to play a sound that is associated with the given number. Valid numbers and their mapping to the sound files in the weapon definition (weapons.txt) are:
1 – ReloadSnd
2 – ReloadSnd2
3 – ReloadSnd3
4 – SelectSnd
5 – DeselectSnd
6 – FireSnd
7 – DryFireSnd
8 – AltFireSnd
9 – SilencedFireSnd
10 – MiscSnd1
11 – MiscSnd2
12 – MiscSnd3
13 – MiscSnd4
14 – MiscSnd5
BUTE_SOUND_KEY (string)
Tells the weapon to play a buted sound of the given name. (see soundbutes.txt for more info on soundbutes)
LOOP_SOUND_KEY (integer) - Every SMG & AR in NOLF2/CJ uses this to loop a fire sound, it can be used for anything, I used it for the hum sound for my Lightsaber.
Same as SOUND_KEY except the sound will begin to loop. To stop the looping sound use the frame string “LOOP_SOUND_KEY stop”. Usually you want the sound to begin looping during its prefire animation and stop during its postfire animation.
FX (string) - I used this for my Lightsaber beam effect in another game mod.
Play the specifed FxEd created fx.
FIREFX_KEY (string) - This can be used to play a left and right muzzle flash effect on a dual weapon.
Fires the weapon and plays the specified FxEd create FX. Same as doing “FIRE_KEY; FIREFX_KEY (fx name)”
FLASHLIGHT (string) - NOLF2's Keychain light and my Lightsaber use this for the light effect.
Lets the weapon turn the flashlight on and off. Valid strings:
ON
OFF
DEFLECT (float)
When a weapon hits this key it specifies the time, in seconds, that this weapon can deflect hits from other weapons that are deflecting.
HIDE_PIECE_KEY (string) - Some NOLF2/CJ weapons like the AK-47 use this to hide the right hand when it's not in view.
Sets the specified piece name invisible.
SHOW_PIECE_KEY (string)
Sets the specified piece name visible again.
HIDE_PVATTACHFX (integer)
Hides specifed PVAttachFXName# on the weapon
SHOW_PVATTACHFX (integer) - I used this for my Lightsaber's beam effect in my CJ & NOLF2 mods.
Shows the specified PVAttachFXName#.
HIDE_PVATTACHMENT (integer)
Hides the specified PlayerViewAttachmentX (set on a per player model basis. See modelbutes.txt for more info)
SHOW_PVATTACHMENT (integer)
Shows the specified PlayerViewAttachmentX. (set on a per player model basis. See modelbutes.txt for more info)
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2.) Can i use other Mods too, to host a Server? Or do i have to use LivesForever Mod?
Yes, you can use any mod with my server mod, you just have to make sure that its set to internet mode not LAN (profile (player.txt) > LANOnly = false) or it wont add itself to the list.
LivesForever, Weapons-05a, Weapons-05b and LivesForeverPlus are the only mods that I know of that skip the CDKey check, so there about your only choices.
1.) When you start the server it will be added to the list and when you turn it off, it will be removed. (and yes, of course this will work with private servers too)True, but if the server crashes, forced to close or something else goes wrong, it probably wont be removed
2.) As far as I know the Weapons05 has the LivesForeverMod feature included (wich basically is that you can join without CD-Key verification) and therefore you can host and play this mod.Yes, Weapons-05a and LivesForever share the same or similar feature of skipping the CDKey check.
My latest mods, Weapons-05b and LivesForeverPlus (a stripped down version of 05b) have the feature of downloading a server list and displaying it in the LAN browser and also able to populate that server list from dedicated and non-dedicated hosts.
Cause I need to figure out why the database isn't releasing them when servers restart or stop etc
Hmm... it should remove itself if it shuts down normally

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@ Hugo: Great to hear that! Have a nice day!
@ Sasser: Sorry have to use German, its easier to explain! Also kannst du URA wegen dieser server.exe fragen? Wäre dir echt dankbar! Und noch was: Mein Server wird von mir gehostet, und der von Unity wird ja bezahl usw. Geht das mit meinem selbstgehosteten Server dann auch, das der in der Liste erscheint??
Best regards!
Hello

Here is the link: NOLF2Srv_Beta2.zip
Just extract it into NOLF2's directory, it will overwrite your original NOLF2Srv.exe unless you rename the original before you extract it, if you want to keep it that is

(this archive also includes the older version of Join by IP)
Also, my LivesForeverPlus & Weapons-05b mods do the same thing as my server mod does, but they work with any server .exe

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Hey there,
I have one question: I'm now able to host my own Server. But there is one problem. People can join my server, BUT only if i give my IP adress to them, so they have to use the "Custom IP" sectioon in the Join by IP Tool. My Server isn't in the f.ex.: Deathmatch list.....??
Can anyone explain, why i don't see my Server in this list??
Hi there

You server won't show up if your not using something to tell the server to add you

If you are hosting from the dedicated server, this one will tell sfi's server to add your IP: NOLF2Srv_Beta2.zip
Also. my LivesForeverPlus & Weapons-05b mods do the same thing with or without my NOLF2Srv_Beta2 and in game hosted servers are added to this list with these mods.
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Sadly, I only have the update for the US ver: contractjack_update_en_10_11
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Thank you, Sasser. I tried. Downloaded and replaced Lithtech Client MFC application. But I get the answer "Invalid shell DLL cshell.dll." when I try to start the game.
So either it doesnt work or I dont know how to handle it.
(Hugo
It looks like it's the wrong version too me, I'm assuming you downloaded the one for v1.0?
Lithtech.exe was updated in v1.3 and you get the same error if you try to use the old 1.0 Lithtech.exe with NOLF2 v1.3 (the other way around too (1.3 .exe on 1.0 game)).
There is another option other than using a NoCD patch, you can use CD emulation software like Alcohol 120% to rip and load the CD's image from your HDD.
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Hmm it says the mod is loaded in the console. I have LivesForever running on it right now. I can setup a testing server for the mod if you like.
It says it loaded, but I'm unable to join with LivesForever. I'm only able to join without using the mod via the LAN screen.
If it's not too much you can, to verify that LivesForeverPlus is running, check the console for this line:
** LivesForeverPlus Mod by: URA (ura.exofire.net) (MMIX) **
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Sorry I switched it back as some people wanted to play the custom maps.
When I switch it to the Livesforever Plus no one can connect. myself included. They all get the kicked or banned message.
I can't join the Custom maps server with LivesForever, I don't think the mod is enabled or loading (it's running as Retail).
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Yep tried that too.
I run it as a dedicated (console) not through a desktop client.
What is the server running now? It is showing up as running LivesForever, but I couldn't join it last night with this mod... I do know that it's not running a mod atm (it's Retail).
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Tried that on the server and it's still kicking everyone. Any other ideas?
The server was kicking everyone with Weapons-05b too?
Have you tried running the mod with the original server .exe? I know it has poor mod support for host.
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Any ideas URA?
The server is setup to run only the LivesForever Plus mod (took the other one out)
Now the console says it's loading the widescreen fix too. Wonder if is the issue. I'll take it out and reboot the server.
I'm getting the same error too when trying to join (banned or kicked).
I did have in my server test do the same thing only when using my NOLF2Srv_Beta2 or Dan's, but not in the original server .exe. After messing around with it a bit (testing with another mod, repacking the mod without a folder, repacking with the folder again), it now works.
You can try running my Weapons-05b mod as a test (download link), see if someone can join and then switch back to LivesForeverPlus if the error is gone (this is about what I did).
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WS-TIme out or CD key error..no servers

btw..dont forget..todays Nolf nite on dd server 2 pm...20.00...
Come Nolfing
To me it sound like the mod isn't running, on the main screen, does it say "v1.3 - LivesForeverPlus::2009" or "v1.3 - LivesForeverPlus"?
If it doesn't say 2009, then the mod isn't really running. There could be too many .rez files in Custom/Resources or if using Vista/Windows 7, UAC may be getting in the way (if the game is installed to the default location).
The mod runs but no servers detected... not even unityHQ custom
Ill be there tonight at 20:00! (One hour left
)It appears that the server was switched back to LivesForever.
When I try to join the custom server with the mod it says I have been kicked or banned from the serverI was getting the same message too. I was able to reproduce this using my NOLF2Srv_Beta2 and Dan's NOLF2SrvMoD, but now I can't

Reinstalling the mod may fix it on the server side or restarting the server...
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+ Micro Uzi > Dual Micro Uzi's
URA,
I looked for a video of the Dual Micro Uzi's but couldn't find it, if there is one. I wanted to see if you were able to make both Uzi's flash at the end of both barrels, like two flash sockets in the pv. Do you have a video of the Uzi_pv shooting? I was wondering how to do that in Lithtech. I figured it was in code because the only example I know of is the N1 helicopter guns. If you were able to make two flash sockets work (in game) in the pv, how were you able to do that? Can you do that? To have both Guns firing at different locations (end of each barrel) in the pv.
Thanks
Yes, they both flash. It was a bit tricky to setup at first, I setup two flash sockets (flashleft & flashright) then I was going to use FIREFX_KEY rightflash then in the next fire frame FIREFX_KEY leftflash. But the left and right flashes didn't look right, so I used FIRE_KEY and FIREFX_KEY null instead, the fire_key starts the muzzle flash fx (2xUzi fx, plays both flashes one after the other) and firefx_key is used just to fire without attaching an FX.
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LivesForeverPlus
Another mod that allows you to join servers without the master server, but from in game! (Join by IP works too)
Features:
List and join servers from in game
Internet game servers auto publish themself to a server list
SP missions available in Coop
3 cheats added to Coop:
- rosebud, spawn a snowmobile in case you need a ride
- shootme, spawn a gun, code example: shootme ak-47 or shootme 41
- giftbox, spawn a ammo box in case you run out of ammo, code example: giftbox 7.62x39 fmj or giftbox 22
Private messaging (basic usage)
Basic anti-cheat
Widescreen support
Big thanks to Eliteone and SFI Clan for hosting the server list database!
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So who's working on emulating a master server so that we don't have to use a mod and an IP tool? Also, it'd be nice to be able to actually see who's in the servers before joining/how many, and the ability to see what map is loading between load screens. Does anyone know what the game looks for when trying to find the master server? IP address?
I've been working on and off on using the LAN screen to download an IP list and allow you to join from there, but as you can tell, this is all mod

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The link is ok, there just isn't an index page there, that link goes into the Join by IP tool. It downloads 10 files from there like this one:
This should work with mods a little better...
NOLF2Srv_Beta2
Beta2 Added -mod command option (-mod <mod name>, e.g., -mod Weapons-05a)
Moved disconnect code
I also made this batch file, it works for me

NOLF2Batch
A batch file to join and query selected servers. It also auto loads the needed mod for that server.
Includes GSInfo 0.4
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I was able to join both server

Btw. I heard the chat sound just as I was leaving the one server

I'll try too

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Port over the Nolf 2 stuff including the nanas

But we got something even better and nanas
This is the parameter for the mod right? -mod Weapons-05a.rezYes and no, clip the .rez off the end and then yes for Dan's server:
-mod Weapons-05a
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If we did, CJ could gain more playersWe don't give up that easily

Ah, I seen that a few times yesterday when testing if my fix worked. I noticed that when trying to join a Retail server with my mod loaded, the client and server get stuck in an endless loop with the server reporting this message... Are you sure the mod is loading?I noticed this though Neo and URA in the weapons mod dedicated server console after someone tried to connect.Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Error: ServerShell::OnClientEnterWorld returned LTNULL!
Any ideas on that one?
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Hmmm it says his mod is running on them. I've tried Dan's modified server exe even as it's supposed to be more mod friendly.
I setup the Servers with a Folder called LivesForever at the path Custom\Mods\LivesForever the LivesForever.rez is located inside the LivesForever folder.
Still not working

You can try my mod above, it reports to the server console that its running:
** No One Lives Forever 2 Weapons Mod by: URA (ura.exofire.net) (MMVIII) **
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No go



Anyway to get 16:9 resolutions?
in NOLF2 Technical Help
Posted
The problem here is that NOLF2, CJ & Tron 2.0 (even FEAR before the v1.08 patch) where made with only standard 4:3 resolutions in mind, so the game ends up being stretched in non-standard resolutions (5:4, 16:10, 16:9, ect).
The only mods for NOLF2 that I know of that support widescreen resolutions more natively are my Weapons-05/a/b & LviesForeverPlus.
However I just found out about a few command-line options that are a lot better than the autoexec.cfg & display.cfg edits.
Start NOLF2's launcher and goto options
Copy either the 16:10 or 16:9 line and past it into the command-line
16:10
+screenwidth 1440 +screenheight 900 +fovx 100.38 +fovxinterface 100.38 +fovyuwmax 124 +pvmodelfov 65 +pvmodelaspect 1.439977
16:9
+screenwidth 1920 +screenheight 1080 +fovx 106.260208 +fovxinterface 106.260208 +fovyuwmax 124 +pvmodelfov 65 +pvmodelaspect 1.59995
Change the +screenwidth and +screenheight to match your resolution and check the box next to Always pass command line arguments to the game
I also recommend downloading this to help keep things like the chat input and other menu items from running off screen, just place this in LivesForever folder > Wide Screen Menu fix