NW3 Ultra Gore SSE
- EvilGrins
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Re: NW3 Ultra Gore SSE
Because a single screenshot would not be enough · http://unreal-games.livejournal.com/86645.html
Go gore!
Go gore!
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- UTDeath
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Re: NW3 Ultra Gore SSE
You should really make that "Bone out of your body" a thing, better yet, make a weapon that extracts the bones from a player to kill him and call it "The Boner".
You cannot kill what is already dead.
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Re: NW3 Ultra Gore SSE
Too many highly inappropriate jokes are coming to mind right now.UTDeath wrote:make a weapon that extracts the bones from a player to kill him and call it "The Boner".
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: NW3 Ultra Gore SSE
EvilGrins wrote:Too many highly inappropriate jokes are coming to mind right now.UTDeath wrote:make a weapon that extracts the bones from a player to kill him and call it "The Boner".
Re: NW3 Ultra Gore SSE
Check out this pic I took with the mod...
Yep... Somehow my computer can cope with this...
Yep... Somehow my computer can cope with this...
I've been playing UT for so long it's practically tradition.
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Re: NW3 Ultra Gore SSE
What are those fan looking things at the bottom of the screenshot?
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Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: NW3 Ultra Gore SSE
NW3 weapon modifier ...You pick them up and can get faster shots or bigger splash damage.
http://www.moddb.com/mods/nali-weapons- ... r#imagebox
You did never activate them in your matches??
http://www.moddb.com/mods/nali-weapons- ... r#imagebox
You did never activate them in your matches??
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Re: NW3 Ultra Gore SSE
Yes, that question bothers me too much. The Fast modifier is my favorite one, mixed with the War Ready Enforcer or the Multi Missile Launcher.EvilGrins wrote:What are those fan looking things at the bottom of the screenshot?
You cannot kill what is already dead.
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Re: NW3 Ultra Gore SSE
The fast modifier combined with the Freezer is bad ass ...but you can pretty fast freeze yourself too .
The power modifier is evil combined with the Bold Rifle. I try some times to get the highest multiplicator. One shot is then devastating like the super Bolt Rifle, but you can kill enemies in water really fast and you keep the Bolt-Combo
Very handy in Monster Hunt.
The power modifier is evil combined with the Bold Rifle. I try some times to get the highest multiplicator. One shot is then devastating like the super Bolt Rifle, but you can kill enemies in water really fast and you keep the Bolt-Combo
Very handy in Monster Hunt.
Re: NW3 Ultra Gore SSE
Just out of curiosity...
UT was made well before ragdoll physics came into play... So how did you do it with the intestines?
UT was made well before ragdoll physics came into play... So how did you do it with the intestines?
I've been playing UT for so long it's practically tradition.
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Re: NW3 Ultra Gore SSE
Dark magic....
Jokes aside, yeah, UT doesn't have ragdoll physics implemented. What I did was to implement my own physics code (using plain UScript) and made 2 kinds of physical behavior: elastic (Graviton beam) and rope physics (the intestines you see, and also certain cords when you blow someone's head up).
That's why when they get hang up in a ceiling or something, you can interact with them (if you go against them, they behave like a true rope as you may have noticed).
I didn't implement ragdoll physics itself though, although it was initially planned for the skeleton itself, but then I ended up not doing it, since there was already a lot going on in the client when it comes to processing (all the blood sliding down the walls, meat behaving like meat, etc).
Jokes aside, yeah, UT doesn't have ragdoll physics implemented. What I did was to implement my own physics code (using plain UScript) and made 2 kinds of physical behavior: elastic (Graviton beam) and rope physics (the intestines you see, and also certain cords when you blow someone's head up).
That's why when they get hang up in a ceiling or something, you can interact with them (if you go against them, they behave like a true rope as you may have noticed).
I didn't implement ragdoll physics itself though, although it was initially planned for the skeleton itself, but then I ended up not doing it, since there was already a lot going on in the client when it comes to processing (all the blood sliding down the walls, meat behaving like meat, etc).
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Re: NW3 Ultra Gore SSE
Turns out that massive water effect splash is just a product of ferali's mutators.
This right here was just with NW3 Gore running:
Wasn't even using Nali weapons.
Standard instagib rifle.
This right here was just with NW3 Gore running:
Wasn't even using Nali weapons.
Standard instagib rifle.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: NW3 Ultra Gore SSE
The large splash effects are awesome but kill my FPS, Probably my client settings I can imagine. The physics are pretty nice Feralidragon. Question (don't know if I asked you this already) Can you make base properties for all the weapons like fire speed, and damage? and such so the modifiers can modify off of that base? That would be nice The enforcer and sniper feel slow compared to their NW2 counterparts and I'd like to turn up the base speed and damage and such. Right now the compromise has been raising the modifiers however that influences some of the other weapons too much. Don't mean to hijack the thread just trying to drop some requests to you hear and there before you done, pack up and close shop.
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Re: NW3 Ultra Gore SSE
Base firerate and damage multipliers were already implemented in the final version, and they're separated by fire mode: so you can setup different multiplers for the fire and altfire independently.
The base firerate and damage multipliers can also be used by an external mod to be modified on the pickup of a bonus or so. For example, in Gauntlet you could then add a small mod to give someone a bonus, or implement a level up system with stats per weapon where the player could add level points to each weapon properties (a bit like UT2k4 RPG mod), on firerate, damage, and even others like max ammo, max health, max player speed, jump height, etc.
As for the mod close up, you're absolutely right. Take advantage of this time where the final version is still under active development to request anything you want to see added, because after the final version is released, I will close the project from my end (well someone else may improve it afterwards, but it won't be me to be absolutely clear, I will work on another more serious thing for UT after this).
The base firerate and damage multipliers can also be used by an external mod to be modified on the pickup of a bonus or so. For example, in Gauntlet you could then add a small mod to give someone a bonus, or implement a level up system with stats per weapon where the player could add level points to each weapon properties (a bit like UT2k4 RPG mod), on firerate, damage, and even others like max ammo, max health, max player speed, jump height, etc.
As for the mod close up, you're absolutely right. Take advantage of this time where the final version is still under active development to request anything you want to see added, because after the final version is released, I will close the project from my end (well someone else may improve it afterwards, but it won't be me to be absolutely clear, I will work on another more serious thing for UT after this).