(for developers)
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- Skeleton:
- Created 8 brand new falling animations to replace the previous one, which look more natural and varied between them, from which one is played at random
- Adjusted skeleton size and position in relation to the player
- Mercenary creatures now have their own skeleton model, instead of using the same one as humans
- Added new glowing and smoke effects to skeletons, with the following new settings in the configuration file:
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enableBodySkeletonGlow
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enableBodySkeletonGlowOver
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enableBodySkeletonSmoke
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GoreSkeletonFX
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- Added dynamic lighting as well when the glowing is enabled (only for version 469 of the game and later), with the following new settings in the configuration file:
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enableDynamicLighting
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UseClientGoreLightingSettings
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- Directional FX:
- Gore now closely respects and follows the momentum of the given damage, meaning that gore parts now fly along the same direction of the damage with just some spread, rather than flying in all directions randomly
- To tweak and adjust the strength of this effect, the following new settings have been added to the configuration file:
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HeadshotDirectionalMultiplier
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BodyshotDirectionalMultiplier
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DamageDirectionalMultipliers
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- Sound FX:
- Added the following new settings to toggle the gore explosion sound effects:
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enableHeadshotSound
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enableBodyshotSound
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- Added the following new settings to toggle the gore explosion sound effects:
- Water FX:
- Added blood mist and trails to meat underwater, with the following new setting in the configuration file:
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enableWaterBloodFX
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- Some gore types, such as meat and guts (especially the latter), now simulate the water wavyness and turbulence as they fall, to reinforce the look and feel of them being underwater
- Tweaked physics and buoyancy of gore parts so that their movement and speed act according to what is expected for submerged parts
- Tweaked the internals of water splashes so they behave more consistently and according to the gore type and size
- All gore types now visually dissolve within a short period of time when submerged in damaging or destructive fluids (such as the toxic pools from DM-Deck16][), instead of just disappearing immediately
- Added blood mist and trails to meat underwater, with the following new setting in the configuration file:
- Physics:
- Gore now has a more dynamic behavior and better physics overall
- Gore parts now slide down floor level slopes and ramps, rather than just walls, and the slide speed and acceleration has been tweaked and improved
- Gore parts are now more likely to drop off from a sloped wall the closer its angle gets to that of a ceiling
- Reworked blood pools and trails, and other similar effects
- Changed the meat parts to a more flattened look when sticking on a wall or floor
- Sliding gore parts now move, rotate and curl up when hitting and stopping at the floor or water surface
- Support:
- All documentation has been recreated and updated with all the latest changes
- Fixes:
- Fixed double gore effects: in some cases the gore effects were being spawned twice, due to a player carcass being spawned by the game
- Fixed gore effects sometimes not showing up, especially with the Flak Cannon
- Fixed sliding gore parts not reaching the floor on sloped walls
- Fixed gore parts not properly attaching to movers (elevators/lifts, doors, etc)
- Fixed skeletons falling through movers (elevators/lifts, doors, etc)
- Fixed skeletons not spawning a splash effect when falling into water
- Fixed Nali Weapons 3 missing flaming gore effects, from the W.R.E. grenade, Flame Tracker, Bolt Rifle, Super Bolt Rifle, MultiMissile Launcher T-Missile and others which are meant to spawn gore parts engulfed in flames
- Fixed the physics of gore such as guts, intestines and veins, on the following:
- they no longer extend past their limits
- they no longer go haywire in maps such as CTF-Face][
- they no longer get stuck in weird locations (such as floating in mid air)
- fixed and improved several aspects of their collision and physics overall