Ultra Gore update release (version D)

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rdy2bz
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Re: Ultra Gore update release (version D)

Post by rdy2bz »

So ... UT now has it's own kind of Brutal Doom? Brutal UT? Good job!
norocel
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Re: Ultra Gore update release (version D)

Post by norocel »

Truly awesome, thank you so much for the mod update and the many improvements !!! I tested with bots and I cannot believe that a mod so complex and technically advanced was made for UT, and later was further polished to this grade.
The custom gibs added does not take damage, unlike the stock ones. It is possible to make them destroyable, too?
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EvilGrins
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

Feralidragon wrote: Thu May 30, 2024 1:13 pmAnd so, that's that.
That sounds like a "maybe".
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Feralidragon
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Re: Ultra Gore update release (version D)

Post by Feralidragon »

Thank you. :tu:
norocel wrote: Wed Jun 05, 2024 7:41 pm The custom gibs added does not take damage, unlike the stock ones. It is possible to make them destroyable, too?
Unfortunately, no.

The gibs of this mod are entirely client-side, meaning that the server is not aware about them, thus weapons cannot really apply any damage to them in order to destroy or even interact with them.
And they are client-side to spare the server from having to process and replicate a lot of data on what amounts to just a visual effect, so it was a deliberate design choice on my end, which has this kind of trade-off.

Otherwise servers would need more CPU power and bandwidth to run this mod, and clients themselves could start lagging even if they opted out from having the gore enabled through their game settings, which wouldn't be good.

So it's simultaneously a feature (optimization) and a limitation of this mod in particular.

Having that said, even that being the case, it would be possible to affect the client-side gibs with damage given server-side with minimal processing/bandwidth, if I were to build a reliable way to detect the actual damage itself.
However, each weapon, projectile, etc, tends to handle damage in their own way, and you can only catch damage being given if it's actually being given to something or someone else, making it quite tricky and bound to not work everywhere.

If I ever release another version with new features, I may take this into account (although unlikely). :)
EvilGrins wrote: Wed Jun 05, 2024 9:20 pm
Feralidragon wrote: Thu May 30, 2024 1:13 pmAnd so, that's that.
That sounds like a "maybe".
:face:
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EvilGrins
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

So, I've noticed when I kill someone at close range and they explode into a whole bunch of gooey bits I seem to be taking damage too.

That supposed to happen?
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UTPe
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Re: Ultra Gore update release (version D)

Post by UTPe »

I post two test videos using new Ultra Gore SSE recorded on two recent sniper maps made by Lunic, DM-[NES]Crypt and DM-[NES]AsylumV2.
this mutator rocks also with sniper rifles :highfive:



Personal map database: http://www.ut99maps.net

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EvilGrins
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Re: Ultra Gore update release (version D)

Post by EvilGrins »

Testing the mutator out under ideal conditions...
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Que
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Re: Ultra Gore update release (version D)

Post by Que »

so we have an issue with ace and its inbuilt tweakblocker

anths has pointed me towards this post: https://github.com/Deaod/InstaGibPlus/b ... ibPlus.txt

as an example of what we need to do to whitelist it..

but what classes to allow perhaps someone could write up the list for it;

Image

Image

have attached Ace Tweaklist.txt for instructs

heres the kick log from ace :
ACE UltraGore Blocks.txt
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[rev]rato.skt
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Re: Ultra Gore update release (version D)

Post by [rev]rato.skt »

thx man, this mutator is very ultra cool :D
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