Ultra Gore update release (version D)

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Feralidragon
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Ultra Gore update release (version D)

Post by Feralidragon »



Download
NWUltraGoreSSEd.zip

Source
(for developers)
NWUltraGoreSSEd_SRC.zip



Change log
Click to expand
  • 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:
      • enableBodySkeletonGlow
      • enableBodySkeletonGlowOver
      • enableBodySkeletonSmoke
      • GoreSkeletonFX
    • 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:
      • enableDynamicLighting
      • UseClientGoreLightingSettings
  • 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:
      • HeadshotDirectionalMultiplier
      • BodyshotDirectionalMultiplier
      • DamageDirectionalMultipliers
  • Sound FX:
    • Added the following new settings to toggle the gore explosion sound effects:
      • enableHeadshotSound
      • enableBodyshotSound
  • Water FX:
    • Added blood mist and trails to meat underwater, with the following new setting in the configuration file:
      • enableWaterBloodFX
    • 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
  • 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
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EvilGrins
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

Impressive as always, looking forward to testing later... "holiday" stuff at the moment.

Hope you don't mind · https://unreal-games.livejournal.com/223467.html
darksonny
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Re: Ultra Gore update release (version D)

Post by darksonny »

is naliweapans 3 included in this package?
pd:thanks!
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Re: Ultra Gore update release (version D)

Post by Virgile »

I don't know why I like this mod, but I use it all the time. It must be the fact that it splatters all over the place that amuses me, without having a taste for blood. I think a mod that made players explode into flowers or sweets would amuse me just as much, without tiring me out. x')
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

darksonny wrote: Tue May 28, 2024 8:49 am is naliweapans 3 included in this package?
Video says it's standalone, so I think it's not connected to NW3...
...or NW4 either.

Slight retraction: In the .int file it lists this UltraGore as part of NW3, so my bad.

Also, those two red blood hazes were Nelsona & Medor... both of which use Unreal1 models... which used to be a problem that UltraGore didn't used to work on Unreal1 models. Guess that's no longer an issue!
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Re: Ultra Gore update release (version D)

Post by sektor2111 »

EvilGrins wrote: Tue May 28, 2024 1:57 pm Also, those two red blood hazes were Nelsona & Medor... both of which use Unreal1 models...
Already solved in a conformed version "b" - using the right ini file generated from adjusted main class and opened to "preferences" menu command... and triggering UT itself for writing corresponding INI file... where mainly "green blooded" creatures will have corresponding gore... and it was not the only mod with limited configuration which I loved a bit in order to remove any "bad Text termination" messages due to syntax used in configuration files of those mods... UT itself can generate an INI file in less than an eye blink and perfectly recognized by itself.
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Re: Ultra Gore update release (version D)

Post by Feralidragon »

Virgile wrote: Tue May 28, 2024 9:04 am I don't know why I like this mod, but I use it all the time. It must be the fact that it splatters all over the place that amuses me, without having a taste for blood. I think a mod that made players explode into flowers or sweets would amuse me just as much, without tiring me out. x')
Fun fact: I started this version with the intent of releasing a special Xmas version of it, where skeletons would wear the typical Xmas hats, the gore bits would instead be Xmas decorations, players would disintegrate into lights, etc, which was inspired by something that medor showed me last year, since he asked how to make the existing Ultra Gore mod to work with a mod that replaced gore with lights, and it was really cool.

But Xmas went by and I never finished this on time (clearly :lol: ), so I never did it, and ended up extending the mod a bit further like this instead, and release it this week.

But I get what you mean, and in fact in some games those kinds of effects are monetized, without involving any blood: goal score effects in Rocket League, custom kill effects in the infamous CoD, etc, exactly because it does give that feeling of satisfaction and fun, which these companies exploit for extra profit. :roll:

EvilGrins wrote: Tue May 28, 2024 1:57 pm
darksonny wrote: Tue May 28, 2024 8:49 am is naliweapans 3 included in this package?
Video says it's standalone, so I think it's not connected to NW3...
...or NW4 either.

Slight retraction: In the .int file it lists this UltraGore as part of NW3, so my bad.
To clarify: no, this mod doesn't include NW3 itself, meaning that it's indeed a standalone mod that can be used in its own with the vanilla game or with other mods.
That's what the "SSE" stands for: "Special Standalone Edition". :)

However, it can be used with NW3: if you load this mutator first in the list before the NW3 one, then NW3 will use this version of Ultra Gore instead of the one that comes with NW3 itself, since NW3 was prepared for that from the start, since I wanted to have the ability to update Ultra Gore without having to release new NW3 versions.

This mixup is my fault, sorry about that. :facepalm:
I should have made the gore mod a standalone thing from the start, when I first released it years ago, and it would have avoided this confusion later on.

If I ever redo the mod from scratch as its own thing (unlikely) I will do it as a separate thing from the start.

sektor2111 wrote: Tue May 28, 2024 6:42 pm
EvilGrins wrote: Tue May 28, 2024 1:57 pm Also, those two red blood hazes were Nelsona & Medor... both of which use Unreal1 models...
Already solved in a conformed version "b" - using the right ini file generated from adjusted main class and opened to "preferences" menu command... and triggering UT itself for writing corresponding INI file... where mainly "green blooded" creatures will have corresponding gore... and it was not the only mod with limited configuration which I loved a bit in order to remove any "bad Text termination" messages due to syntax used in configuration files of those mods... UT itself can generate an INI file in less than an eye blink and perfectly recognized by itself.
This new version does solve a lot of bugs, and concerning Unreal1 models and such, and in the video above you can see, for a fraction of a second, near the end, Unreal1 bots being the ones sacrificed as a group to show the massive amounts of gore.

I am not sure if this specific version was the one that fixed that, especially due to what sektor mentioned abouve about the "b" version, which had indeed a big problem in the configuration file, but what I can tell is that the "c" version was the one that fixed the configuration file itself, and this new "d" version solves a lot of issues relating with gore activating and not activating in specific cases, as you can see at the end of the change log I posted above, in the "Fixes" section. :)
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Re: Ultra Gore update release (version D)

Post by OjitroC »

Any idea what would give rise to these Script Warnings?

Code: Select all

ScriptWarning: NWBloodyMess_UGSSE DM-{SFL}-House.NWBloodyMess_UGSSE0 (Function NWUltraGoreSSEd.NWBloodyMess_UGSSE.ProcessClientGore:04EE) Accessed None 'nwGS'
ScriptWarning: NWBloodyMess_UGSSE DM-{SFL}-House.NWBloodyMess_UGSSE0 (Function NWUltraGoreSSEd.NWBloodyMess_UGSSE.ProcessClientGore:04F6) Accessed None 'Zone'
Got a number of these lines when playing (against Scripted Pawns in MonsterSpawn) off-line in 2 out of five maps today - the other map was DM-KyliesShootingRange. I was not playing with Nali Weapons but using mostly Counter Strike weapons.
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Re: Ultra Gore update release (version D)

Post by sektor2111 »

Something which I remember about these generic "spawns" in the game. This mod was often spreading "gibs" behind thin walls. Such a situation was in some "SwarmSpawn" mutator where monsters were simply dropped in useless areas... But there I added some "love" into the code and I went to deploy a temporary checker for figuring a direct trace to desired spot from checker origin. When things went wrong, simply actors supposed to spawn were no longer called because spot is difficult. This way I solved issues concerning monsters that were non-killable due to their locations and everything worked correctly + Ultragore. Of course there I've done other modifications because I had monsters capable to recognize teams and working correctly toward their team members - any members. These new classes also were requiring a specific configuration in Ultragore - it was easy after opening full access in "preferences". Mod saved INI itself and it's all clean as a crystal.
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Re: Ultra Gore update release (version D)

Post by OjitroC »

Unfortunately I don't have the capability to mess around with the code of whatever needs to be messed around with.

A couple of points I should have made earlier :
1) I've played thousands of games with earlier versions of UltraGore and MonsterSpawn - have not had these ScriptWarnings before - which suggests it is something in the new version rather than an issue with MonsterSpawn or with the ScriptedPawns(?);
2) This is the first time I have used the new version of UltraGore;
3) It is also the first time I have played those maps (so I can't, of course, be sure that it is not something to do with the maps).

I got those Warnings in 2 of the 4 maps with pathnodes that I played.

I normally kill a lot of the ScriptedPawns with headshots and, if I am feeling particularly vindictive, I gib the bodies with my SMG or AR (I did that quite a bit this time to see what the effects of the new UltraGore version were) - it may be that the Warnings arise from that?

None of the ScriptedPawns I killed were in unaccessible areas - I don't think the gibs spread behind walls though I can't be sure.
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

Using nukes & playing with UltraGore is fun!

Think that may be a personal best, insofar as height.
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Re: Ultra Gore update release (version D)

Post by OjitroC »

Following on from my previous post, something to do with this?

Code: Select all

nwGS = Spawn(GoreTypeClasses[id],,, spLoc, R);
GetAxes(rotator(nwGS.Region.Zone.ZoneGravity), X, Y, Z);
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Re: Ultra Gore update release (version D)

Post by Feralidragon »

Yeah, that's where the gore parts are spawned, and it may be the case that sometimes they are being spawned in locations which they cannot spawn at (outside of the world, such as inside walls and such), and so the spawn function returns None and then generates those warnings.

And in this version it may happen more often since I have set the meat parts to spawn at a random offset from the pawn (although inside the collision cylinder, so it should always work regardless, but...), because before they were always being spawned at the center, and so it looked weird especially underwater, where everything was coming from the exact center of the pawn.

I can later on release an "E" version with these kinds of fixes.
I meant this one to be the last one for a while, but since this is a major version with major additions and a ton of fixes already, I might as well release a patched version to iron out the remaining rough edges it may have. :)

Let me know of any other problems you find for me to fix them later in a new release.
I will likely do so within 2 weeks, to give it some time for people to report more issues, and also because I will be on a short vacation around that time. :mrgreen:

Thank you for the feedback and bug reporting. :tu:
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

Feralidragon wrote: Wed May 29, 2024 11:04 pmI meant this one to be the last one for a while, but since this is a major version with major additions and a ton of fixes already, I might as well release a patched version to iron out the remaining rough edges it may have.
If you're going to do that anyway, why not do NW4 too?
*runs & hides before you can kill me*
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Re: Ultra Gore update release (version D)

Post by Feralidragon »

I know you're joking, but allow me to put out a real statement on that: there's literally no merit for me in doing it.

The game has been delisted, it doesn't have many players left, AND a sequel always gets compared to its prequel, so no matter what I would put out there, some would enjoy the new one, others would hate it, since I have since matured a bit more and my own tastes changed a bit since then, so while you would get something of a much higher quality for sure, you might actually not enjoy it or feel it fits the game, unlike NW3.

The only true positive things the game has going for it right now is the OldUnreal patches and the nice community left, with some people returning every now and then, which is bringing real talent into not only contributing with patches, but even new tools to be used in it, some new mods and other content, which is really cool and something I always loved about this specific game, and so is one of the things that keeps myself around to be honest.

In other words, at least from my side, it's time for something new, and I am far more likely to do a similar big project akin to a "NW4" of sorts in some other game and even monetize it in the next few years, than I am doing such a big project for UT99 again.

However, I already considered releasing something akin to a remastered version of NW3, with bug fixes and such, given the new features of 469 and such, but even that's something I gave up on pursuing almost immediately after having the thought, it's just not worth it for me at this time, especially all the while trying to make a living (I no longer have the free time either that I had when I developed NW3).

Even Ultra Gore was not meant to have this major update, it just happened that I ended up getting swept into it around Xmas last year and really enjoyed working on it a bit further until now, and since it's a much smaller and specific mod, it was viable for me to do so and release it. :)

And so, that's that.