Discussions about server side mods.
Posts: 434
Joined: Tue Feb 24, 2015 1:33 pm
Status: Offline

Re: UltimateNewNet

Post by medor » Tue Apr 24, 2018 10:57 am

If you look at screen there is...

a rextender with announces and sound announces into (low right)
info number players by teams ( low left) 9 players blue 9 players red
Ping ( high right )


User avatar
Posts: 60
Joined: Mon Dec 26, 2016 9:30 pm
Status: Offline

Re: UltimateNewNet

Post by isense » Wed Apr 25, 2018 5:38 pm

Didnt noticed those details sry my man!

I use RextendedCTFv2-4 for that purpose (showing flagholders names), but this looks better though. (also no sound voices)
Rextended also has the bug where you see the players name from the flag right under to the left under of your screen.

Does that mod also shows a counter underneath the flag, when the flag is dropped ? (returntimer)
Image Image

Posts: 434
Joined: Tue Feb 24, 2015 1:33 pm
Status: Offline

Re: UltimateNewNet

Post by medor » Thu Jun 28, 2018 3:25 pm


5/ Iptocountry not work with the LeagueAS140 scoreboard
you can test on the test server we can't see to the little green flags for warmup tournament on.

Deepu: No problem with NewNet, maybe as140 scoreboard is broken?

No i have give the bad way it come with LeagueAS140-Addon1g not working fine.
* New Scoreboard:
-> New Scoreboard Team design with shading Textures
-> Support for Countryflags (thats an external mod by [es]Rush)
-> Specators shown on the right side of the screen (EUT-Style)
-> Servername and actual DateTime shown on the bottom
-> Assault game state (Attacking/Defending, Part1/Part2) shown on the bottom
-> The useless "Assault the base" startmessage is replaced by "You are Attacking" or "You are Defending"
* Critical Message HudFix
http://medor.no-ip.org/index.php?dir=Ga ... ddon1g.zip

My be work only with CountryFlags2 we are under CountryFlags3

Here a source assault and LeagueAS140 http://medor.no-ip.org/index.php?dir=Ga ... 40_deO.zip

Hammer bad personal damages count
Must be ....
With full charge it must remaining 46/100 life OK done
With a little charge it must remaining 73/100 life this remove 36 instead of 27
For a right fire 94/100 this remove 10 instead of 6

Deepu: Now you can adjust damage rate of hammer (HammerDamagePri & HammerDamageSec)

With Instagib or ZIG i shoot when i click to respawn.
I see myself shooting 1 time when i click to spawn.

zoom insta ======> autofire at respond
insta arena ======> autofire at respond
insta rx arena ======> autofire at respond
insta slv arena ======> autofire at respond

AS-Rook teles leading to sniper and flak are bugged 95% of the time and as you go in(modifié)
you exit out of it


1/ Make back TeamShockEffects

2/ Remove green HUD for back to the original one.

3/ 2k4combos option for disabling/enabling
and add air under announce shot like in EUT ( when the two players are in air) http://medor.no-ip.org/index.php?dir=an ... Source.rar
this EUTSource is not the source but the last build

Last edited by Medor

User avatar
Site Admin
Posts: 462
Joined: Sat Dec 27, 2014 12:14 pm
Status: Offline

Re: UltimateNewNet

Post by Deepu » Sun Oct 20, 2019 4:06 pm

Post is re-updated, jump here: viewtopic.php?f=15&t=987

Posts: 15
Joined: Sat Oct 19, 2019 4:50 am
Status: Offline


Post by xXx » Tue Oct 22, 2019 5:48 am

Moved by - Deepu

Howdy all I have been using Newnet1e for several weeks now and have come across some weird behaviors that i will detail below;

Firstly in botmatches with normal weapons the Shock Rifle, ComboGib and Goo gun do no damage when bots are firing at you using alt fire (shock rifle) and. I think primary fire with Goo gun.

The shock balls have no effect on players from bots.

Secondly this happens randomly but Bots using both Shock Rifle and Instagib weapons will fire multiple beams sometimes upto 3 beams in different directions this i think also happens in original Newnet.

Thirdly maps with (Jump pads) do not function correctly with Ultimate Newnet i have not tested yet with Timtim newnet but with Ultimate Newnet the jump pads in wootabulous sometimes force the player down instead of up and over to the opposing bases. This is a random behaviour .

On other wootabulous styled maps some Jump pads dont work at all.

Thats my findings so far, be interested to see if others have experienced similar issues.

Another bug is with Doublejump , it becomes disabled in CTF matches once players grab the flag. This could be considered a feature whereby it forces the player to run up the ramps in woot instead of double jumping upto the home flag.

However it would be good to have an option for this in the .ini bDisableWithFlag=True/False and let admin decide weather to Activate it or not?


User avatar
Site Admin
Posts: 462
Joined: Sat Dec 27, 2014 12:14 pm
Status: Offline

Re: UltimateNewNet

Post by Deepu » Tue Oct 22, 2019 6:18 am

Are you tested with "UN1e.DisablePortals" mutator for Jump pads?

Post Reply