Yeah, you can start a topic in the dev section of the mod or post in an existing one.Dr.Flay wrote:Ok we better have a separate thread.
Can't find my original posting with the list I made at the time (oh, could be in the dev section).
I'll copy what I have so far in my IRPR config anyway.
Well, I have played with the former in some UT2k4 servers in the past (there were pretty good RSB mod servers back then), but I only saw the ballistics gore in the link you have shown (the videos).Dr.Flay wrote: For some sort of context; Have you used Runestorm's Ballisics gore mod (2K4), or the Ballisics gore for U.227
http://www.unrealsp.org/forums/viewtopic.php?f=3&t=1887
and if so, how would you compare it ?
The U.227 version produces such a heavy load, when used with the new 227 features switched-on, or combined with another 227 mod such as the Hi-Res weapons, I can only use it on it's own.
I am guessing this will be much lighter on the CPU, as UT does not have the new shadow options etc.
Comparison? Well, in one hand is lighter (less CPU and probably less memory needed), but things can get laggy pretty quickly if there are too many bots in a small amount of space.
Affects wise, my gore is just different, it isn't better nor worse per say imo. Runestorm focused in gibs and blood decals, the U227 one is focused in decals, carcasses and blood itself (dripping and whatnot), while mine focus in diversity and believability (bones, meat, hanging guts) and makes perhaps some things seem a bit disgusting if I may add (since all the meat parts are fluid and they slide down the walls and all, and there's a whole sound on the meat ripping apart), but it's also worth to mention that I am a bit limited here relative the ones you mentioned (I can't have alpha channels, nor particle emitters, nor vertexes I can freely manipulate with joints).
Also, I don't know about the Runestorm or U227 ones, but the NW3 gore is mostly client side, therefore the gore a client sees may not be exactly the same as what other client sees (since it has a bit of randomness in it to feel more dynamic), just like the debris effects, which means that the gore has almost zero-impact server-side.
Soon, after I finish the docs and advance a bit on the new weapon, I am planning to do a short preview on the final version of mod and then it will be easier to show in what the gore is all about.
Yes. It can be toggled, and adjusted to meet your hardware or simply your taste in gore. You can scale up or down the parts themselves, or change the number of parts, toggle the sliding decals, blood decals lifespan (can be set to forever ofc), etc, etc...Dr.Flay wrote: I assume it will also be as configurable as NW3, so I imagine everyone will be able to use it. Even on minimum it will be better than standard.
Not really. From the player or admin, they can configure the pawns and the kind of gore they want, blood color and such (just like the IRPR heat list, but a bit more featured), however a mapper cannot specify those himself.Dr.Flay wrote: How about scripted events ? Can a mapper easily add a configurable gore event ? (time/direction/volume/colour/blood/gibs...)
A mapper can setup a pawn and then kill him and the gore system does the rest though. But, as I intend to release a standalone version of the gore (since it doesn't rely on the NW3 system that much, it's mostly independent), one can later on enhance it for a mapper to have such scripted events, and it wouldn't be difficult at all to do so.
That's impossible to do. The floor friction is defined by the zone itself and not the surface, plus decals are actually normal actors with some native mambo jambo behind them to attach to BSP surfaces, and adding to that, they're client-side only and depend on the player's decal settings (which means that in online play it would be impossible anyway even if the other former problems didn't exist).Dr.Flay wrote: Also I have raised a question with Loathsome in the past, and would like to ask the same here.
If the blood decals are textures, can they be set with friction like ice or polished surface ?
A floor covered in blood should be slippery.
Yes, the mod is not dependent on the weapons themselves. I am actually going to release a standalone version of it after the final release.Wises wrote: Will it be compatible with normal weapons?..
I don't see those gore settings, therefore if those players want to disable gore, they have to go the NW3 client menu and do so themselves.Wises wrote:also .. because some people play with Gore=UltraLow , will that disable these effects for these players?
This gore system is independent from the rest, therefore it has its own toggling settings.
Yes, it was nice of him indeed.Dr.Flay wrote: Oh this is nice http://forums.beyondunreal.com/showthre ... ost2588075