NW3 Ultra Gore SSE

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Wises
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Re: NW3 Ultra Gore SSE

Post by Wises »

WooHoo , at last someone can fix our Pure for us :)

this would be fking AWESOME for UT overall.. I do believe that it was one of the main reason why devs gave up many moons ago.. release a 7J or something with whitelisting and we have the ability once more to use custom mods like SLV etc with it :)
not too mention you will be put at the TOP of my Book of LEGENDS.. even dare I say it ... Above the Mighty 'Bruce Lee'

I think you know .. that 6A is the latest version as it was last worked on in 2007 .. not the version from all source downloads but this one;

http://www.unrealadmin.org/forums/showp ... ostcount=6
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Re: NW3 Ultra Gore SSE

Post by Feralidragon »

Hold on, I am not committing myself to fix Pure, furthermore I am not the most indicated person to do so given that, although I know the rules on security, there are plenty of vulnerabilities and other stuff I am not aware about in the game since I don't handle with that sort of things often.

At most, I might grab 1 of the versions, add support on whitelisting of packages, release and done, if it proves to be simple enough (although even if it isn't I have the bad habit of not resting and insisting on things until they work). I have no time to work on things like Pure in depth and do more than this.

I suggest in the meanwhile for you guys to create a topic and post which problems Pure brings to mods and which need to get rid off with the implementation of whitelisting. I don't create one myself because I can't commit to anything as of yet. Also which version should be used (which one is most stable from the sources available).
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Re: NW3 Ultra Gore SSE

Post by Wises »

hey mate , could you split this post off into a new thread perhaps with a detailed header so that we may list the problems sep from this thread?
appreciate your efforts.

on topic though , is there something wrong with this picture?.. I just can't figure it out lol, it's like this guy defeats gravity..
Image
is there anyway of doing something physical with these mesh/skeletons?.. like have them bend, flip, fall, disintegrate into the acid bath below.. perhaps?

:Edit:

I have come up with a new name for this maneuver.. 'Extreme Planking'
Last edited by Wises on Fri Jun 14, 2013 12:43 pm, edited 1 time in total.
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Re: NW3 Ultra Gore SSE

Post by UTDeath »

Alright, I changed the order but only the headshots changed from red to silver, and my multimesh aliens still don't blow up green.
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Re: NW3 Ultra Gore SSE

Post by Feralidragon »

Could you post your entire .ini file of the mod? I find that weird to happen...
Wises wrote:hey mate , could you split this post off into a new thread perhaps with a detailed header so that we may list the problems sep from this thread?
appreciate your efforts.
Well, looking back at the posts they started from the potential issues NW3 tech has with UTPure and the whitelisting debunking. I think instead of splitting, you or someone else can create a whole new topic about Pure, perhaps with the debunk of that list which some admins thought to be whitelisting.
Wises wrote:on topic though , is there something wrong with this picture?.. I just can't figure it out lol, it's like this guy defeats gravity..
<img>
is there anyway of doing something physical with these mesh/skeletons?.. like have them bend, flip, fall, disintegrate into the acid bath below.. perhaps?
That was my idea at first: make them ragdoll-like, to avoid those issues, but the physics involved is not that simple.
UT is *very* limited, and the guts you see hanging around in the ceilings and stuff already have physics I implemented entirely in UScript alone, and I tried to adapt them to create ragdolls by limiting the angle of turn, and it failed miserably due to the nature of the physics in question. I would have to implement constraints and other things to do something like that properly (just like it's done in newer engines), but I am not up to it and that would quite make an impact at the CPU level if done from UScript.
So I opted for the fast and simple: a single animated model with a single collision point, thus things like those are bound to happen sometimes.
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Re: NW3 Ultra Gore SSE

Post by papercoffee »

what is with this sausages? ...I mean guts. they have physical behavior?
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Re: NW3 Ultra Gore SSE

Post by Feralidragon »

papercoffee wrote:what is with this sausages? ...I mean guts. they have physical behavior?
They do look like sausages sometimes (damn engine...), but yeah, they have physical behavior.
If they get hanged somewhere, go there and jump towards them to bump on them, and watch it interact and act physically like a rope.
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Re: NW3 Ultra Gore SSE

Post by papercoffee »

one time flew this guts through a portal zone ...it got stretched over 5 virtual meters.
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Re: NW3 Ultra Gore SSE

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papercoffee wrote:one time flew this guts through a portal zone ...it got stretched over 5 virtual meters.
Hey that sounds very cool (even realistic?) - leave that alone LOL :lol2:
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Re: NW3 Ultra Gore SSE

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papercoffee wrote:what is with this sausages? ...I mean guts. they have physical behavior?
papercoffee wrote:one time flew this guts through a portal zone ...it got stretched over 5 virtual meters.
CMU (Crack Me UP!~) youre a funny fella papercoffee.. seriously Hook is right! you need your own show lmao.
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Re: NW3 Ultra Gore SSE

Post by Wises »

soz DP.. twice now.. grr.

Just an idea for this one , with the Skeletons.. how they remain standing for a bit and you can like run through them.. perhaps if ever a new version have the bones scatter if dodged into ?.. perhaps even lol.. have an announcer 'Annihilated' haha.. anyways just a thought grate mod.
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Re: NW3 Ultra Gore SSE

Post by EvilGrins »

Random (sadly missed the screenshot) but one of my bots which is an SKtrooper got killed yesterday, he fell over without being gibbed and a skeleton fell in the other direction.

Did the kill just knock his bones out of his body?!?
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Re: NW3 Ultra Gore SSE

Post by Feralidragon »

@Wises: It's possible, but needs some work though. I will think about it, not sure if I am going to make it.

@EvilGrins: The mod has indeed a bug that sometimes it thinks a bot was gibbed when in fact it wasn't, and that leads to sometimes the bot spawning gore or skeletons without its body disappear. It's something I still have to find the cause of and fix.
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Re: NW3 Ultra Gore SSE

Post by UTDeath »

Leave it like that for some kills, kind of Motal Kombat just taking their bones out, that's actually pretty cool.
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Re: NW3 Ultra Gore SSE

Post by papercoffee »

Feralidragon wrote: @EvilGrins: The mod has indeed a bug that sometimes it thinks a bot was gibbed when in fact it wasn't, and that leads to sometimes the bot spawning gore or skeletons without its body disappear. It's something I still have to find the cause of and fix.
This issue appears in many games where a bot or player got splash damage from the Shock Rifle combo or a Rocket Launcher blast of 3 or more rockets on the same spot ...I could notice this very often because I use the Damage mutator what has an adjustable momentum (if you got hit you fly around a little bit). If a Bot or player get blown out of the actual death-zone of the impact will it be registered as gibed (with skeleton and all the mush on the wall) but the player model is still there ...death but not turned into minced meat.
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