NW3 Ultra Gore SSE

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EvilGrins
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Re: NW3 Ultra Gore SSE

Post by EvilGrins » Fri Feb 14, 2014 7:11 am

Okay, I don't know the issue is, but it's the 1st 3 pics in this gallery · http://evilgrins.livejournal.com/pics/catalog/3241

At least its the 1st 3 until I add something else. I'll hold off about a week.
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Re: NW3 Ultra Gore SSE

Post by papercoffee » Fri Feb 14, 2014 11:48 am

lol ...Now do the pictures work on the previous page.

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Re: NW3 Ultra Gore SSE

Post by EvilGrins » Sat Feb 15, 2014 1:47 am

papercoffee wrote:lol ...Now do the pictures work on the previous page.
Arg! Image
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Re: NW3 Ultra Gore SSE

Post by Carbon » Sat Feb 15, 2014 2:56 pm

In the mod options, turning up the water GFX to full got me a GPF. Scaling it back again made everything stable again.

Great mod though...love the crimson mists!!

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Re: NW3 Ultra Gore SSE

Post by Feralidragon » Sun Feb 23, 2014 1:04 am

UPDATE (version B): Here it is, a new fixed and improved version.

Download: http://www.mediafire.com/download/usood ... reSSEb.zip


Change log:

Features:
- Added option to tweak the lifespan of the blood “fog”
- Added option to disable the full body skeleton
- Added option to make the effects fully network-relevant (if someone is gibbed and you don't see it nor hear it, you won't see any remains once you get to the place if this setting is disabled)

Changes and enhancements:
- Corpses are now detected, so if you shoot a corpse, it will gib the same way as the player himself (this also fixes the gibbing with the Flak Cannon primary fire mode and others)

Bug fixes:
- Fixed blood decals in fog zones
- Fixed occasional glitch where gibs or a skeleton would appear but the victim body would remain intact
- Fixed occasional glitch where the victim would suffer a head explosion (headshot) but the head would remain (only in standard UT player models pre-Bonus Pack 4, the rest of the models have no “head-off” animation so those cannot be fixed)
- Fixed occasional huge slashes of lava in maps like CTF-LavaGiant and CTF-EternalCave
- Fixed the text localization of the menus, so they can now be translated to other languages

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Carbon
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Re: NW3 Ultra Gore SSE

Post by Carbon » Sun Feb 23, 2014 4:36 am

Any thoughts about the GPF with the water GFX slider? Like I said, if one raises that too much the game crashes. Looks like some kind of infinite loop problem when looking at the log.

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Re: NW3 Ultra Gore SSE

Post by Dr.Flay » Sun Feb 23, 2014 6:53 am

I think the TWT_ZombiePawn (that covers every ones build of it) may have to be excluded or factored down to half.
The only time I ever suffer much lag with it, is because a hoard of zombies just got turned into soup.
They are by nature kept as low-res as possible, because so many are spawned.

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Re: NW3 Ultra Gore SSE

Post by Hook » Sun Feb 23, 2014 7:56 am

Thanks Feralidragon - will have to try it out on CMM soon. :gj:
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Re: NW3 Ultra Gore SSE

Post by Feralidragon » Sun Feb 23, 2014 1:37 pm

Carbon wrote:Any thoughts about the GPF with the water GFX slider? Like I said, if one raises that too much the game crashes. Looks like some kind of infinite loop problem when looking at the log.
I couldn't reproduce it. Which render did you use?

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Re: NW3 Ultra Gore SSE

Post by Carbon » Sun Feb 23, 2014 4:04 pm

OGL. Like I said, it only happens when the "Water GFX Detail" is slid all the way up. No need to do it I suppose (always looking for the most eye candy), but when I did once, it crashed.

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Re: NW3 Ultra Gore SSE

Post by EvilGrins » Mon Feb 24, 2014 3:18 pm

Tried this more advanced version out for the first time last night. The gore is enhanced and it was fun destroying corpses with it. Also think the Titan on my team was having a blast with it as he was splatting people more than he usually does...
Image
...there was really only 1 problem I faced and it may not be related, but it only started after I installed it.

Everytime I exit outta ut99 now, my computer shuts down.

Pretty sure that's an issue more on my side, but just in case I'm going back to the beginning of this thread to download the original NWUG.
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No, wait... can't. You also changed the download link at the beginning of the thread.

Arg!

Ferali, you still got a download to the previous UltraGore?
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Re: NW3 Ultra Gore SSE

Post by UT99.org » Mon Feb 24, 2014 11:00 pm


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Re: NW3 Ultra Gore SSE

Post by EvilGrins » Mon Feb 24, 2014 11:37 pm

Medor, as always...
Image Image Image Image
...you rule!
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Re: NW3 Ultra Gore SSE

Post by papercoffee » Fri Mar 14, 2014 12:40 am

Somehow can't I add my Scavenger/Smasher Bot to the Robot blood/gore type ...the line is written in the ini but with no effect.
I will try it with the old version.
(sorry for post this issue so late ...but I had lately a little break from UT playing)

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Re: NW3 Ultra Gore SSE

Post by SC]-[WARTZ_{HoF} » Fri Mar 14, 2014 12:50 am

I've noticed that even if I turn off the skeleton its still gets rendered in the game.
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