NW3 Ultra Gore SSE

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Re: NW3 Ultra Gore SSE

Postby JackGriffin » Tue Jul 15, 2014 3:00 pm

Ballistics blood isn't a good way to test "is it ready" since that mod itself has issues and isn't finished.

I'll tell you what, Smirf and the guys who are still creating content for Unreal 227 are running rings around the things available for UT. The argument that 227 is superior to UT in nearly every way can easily be made and it shows in the toolbox that's ready to be used. I was shocked at how much I was able to simply delete from my coop controller by moving to that base. Problems disappear that have been consistent issues, both in the mod itself and in the playable maps. I was able to remove EVERY single weapon replacement I had been using and about 95% of the non-teleporter map "repairs". My controller fell from 30+ classes to 2. Yeah, two.

Someone would be very wise to consider jumping over and bringing some of the great mods with them like Monsterhunt, etc and redoing them there. The Ultragore mod I'm using is only an example of what's possible in that framework.
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Re: NW3 Ultra Gore SSE

Postby Dr.Flay » Tue Jul 15, 2014 6:01 pm

Hehe, yeah true enough, Ballistics already has problems.
Indeed the ease of replacing items in UEd2.1 is such a blissful relief if you change your mind half way through a map.
The Firetrucks mod also looks very inspiring for those wanting to add more feedback and story aspects.
The potential for rich and dynamic Unreal SP games has gone through the roof.
UEd2 was always a nice tool, but 2.1 is real a pleasure to use. Going back to v2 feels like someone cut my fingers off.
Even the pathing is easier due to extra feedback in the views, so less broken pathing before you even test.

I even play UT in Unreal now most of the time, as my new PC has the power to use the shadows on everything.
Maps with lots of decos (especially trees), look fantastic.
It feels a little different to play, but it also feels better all-round.
A finalised, and rock-solid Botpack would allow us to completely jump ship, ironically backwards and forwards at the same time.
For the mean-time linking both installs and adding the ported missing parts is the best option.
Feralis last map looks and sounds amazing in Unreal227. Very shiny indeed.
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Re: NW3 Ultra Gore SSE

Postby brandandon » Sat Jan 03, 2015 3:27 am

papercoffee wrote:
SC]-[LONG_{HoF} wrote:I've noticed that even if I turn off the skeleton its still gets rendered in the game.

yup ...here the same.
I tried the SSEa version again and everything works fine ...the SSEb version ignores the ini.


I am sure this is way late but if you load the mod locally then configure it through the menu it creates a NWconfig.ini and that is what it uses instead of the other i then loaded that file to the server.. I have another noob question about this mut. Is there a way to set it to spawn chunks for fall damage and regular shot damage (i.e. getting shot but not killed with sniper rifle)


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Re: NW3 Ultra Gore SSE

Postby Torax » Sat Jan 03, 2015 4:02 pm

Dr.Flay wrote:I even play UT in Unreal now most of the time

Erm... i missed something?
How the hell you play UT in Unreal?
Sory for off-topic but it seems i'm really behind the times
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Re: NW3 Ultra Gore SSE

Postby papercoffee » Wed Jan 07, 2015 7:40 pm

brandandon wrote:
papercoffee wrote:
SC]-[LONG_{HoF} wrote:I've noticed that even if I turn off the skeleton its still gets rendered in the game.

yup ...here the same.
I tried the SSEa version again and everything works fine ...the SSEb version ignores the ini.


I am sure this is way late but if you load the mod locally then configure it through the menu it creates a NWconfig.ini and that is what it uses instead of the other i then loaded that file to the server.. I have another noob question about this mut. Is there a way to set it to spawn chunks for fall damage and regular shot damage (i.e. getting shot but not killed with sniper rifle)


Thanks

As far as I know ...no there is no way. without coding something new.
But maybe it's better to ask Feralidragon directly.
He is a little bit active on Moddb.
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Re: NW3 Ultra Gore SSE

Postby EvilGrins » Wed Jan 07, 2015 9:25 pm

Dr. Flay, when NW3 first came out, showed screenshots that he's either got a mod that let's him NW3 in Unreal1 or something that makes ut99 look like Unreal1.
http://unreal-games.livejournal.com/
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Re: NW3 Ultra Gore SSE

Postby papercoffee » Wed Jan 07, 2015 10:41 pm

He can play UT stuff in Unreal... damn ...can't find the thread where he explained it.
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Re: NW3 Ultra Gore SSE

Postby Dr. Walter » Thu Jan 08, 2015 12:59 am

papercoffee wrote:He can play UT stuff in Unreal... damn ...can't find the thread where he explained it.


There is a custom version of botpack that is compatible with Unreal v227. Links can be found within the oldunreal forums. I will not provide a direct link here, as it may be classed as warez in some respects.

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Re: NW3 Ultra Gore SSE

Postby EvilGrins » Thu Jan 08, 2015 7:18 pm

papercoffee wrote:He can play UT stuff in Unreal... damn ...can't find the thread where he explained it.

Figured it might be in the Screenshots for Fun thread, so I skimmed it.

Here · viewtopic.php?p=44716#p44716
http://unreal-games.livejournal.com/
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Re: NW3 Ultra Gore SSE

Postby Emperor » Wed Nov 28, 2018 5:25 pm

Love the mod, gives better, more satisfying kills/deaths compared to the exploding into several checks then evaporating, I have a problem tho, for some reason certain maps crash, like DM-Pressure, can I get some help with this please?
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Re: NW3 Ultra Gore SSE

Postby Feralidragon » Thu Nov 29, 2018 2:56 pm

Emperor wrote:I have a problem tho, for some reason certain maps crash, like DM-Pressure, can I get some help with this please?

The mod may crash maps but due to a reason which is beyond my control: this mod spawns a lot of decals (for the blood on the walls), and the engine sometimes just randomly crashes when decals are created, and a higher number of decals increases the likelihood for this to happen, although I may spam the map with decals for the entire match and it never crashing, it's really random, and it is map-dependent (some maps are more susceptible than others, generally outdoor maps are more likely to crash).

Having that said however, I have played DM-Pressure quite a lot with this mod (namely NW3 as a whole, there was populated a server running NW3 DM), and I don't remember it ever crashing there.

So I wonder: could you post here a screenshot of the crash message that appears to you to confirm if it's this kind of crash is decal-related or not?
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Re: NW3 Ultra Gore SSE

Postby JackGriffin » Thu Nov 29, 2018 3:03 pm

Feralidragon wrote:may crash maps

Better sit this one out. He wants to talk to someone who knows the mod.
(/s)

Is that the CanSeeMe thing Ferali?

BTW, I've used this and the Unreal version over hundreds of maps and I've never seen it crash. I've got some insane maps on my MH server too so it should have reared it's crashy head if there was a substantial problem. Can you post your log Emp? There might be something else going on.
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Re: NW3 Ultra Gore SSE

Postby papercoffee » Thu Nov 29, 2018 6:34 pm

I bet it's the pressure chamber trap.
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Re: NW3 Ultra Gore SSE

Postby OjitroC » Thu Nov 29, 2018 7:13 pm

I've had quite a few crashes over the years (playing offline and using NW3UltraGoreSSEb) of the same type as this one 120#p66064 - to do with BloodTrails and CleanupDestroyed. I switched to Q3Gore for that reason but, reading through this thread, it seems that NW3UltraGoreSSEa may give rise to fewer problems and so I'm now running that - without any crashes thus far.
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Re: NW3 Ultra Gore SSE

Postby JackGriffin » Thu Nov 29, 2018 7:53 pm

I wonder if this is a result of running the gore mod at too high a setting? I went a bit conservative because it's immediately obvious that the effects are increased and improved, so there's no great benefit in trying to push it way over to crazy.
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