I always felt that the skeletons were quite lackluster compared with the rest of the mod, thus they have been completely reworked with the following changes:
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 new settings to toggle and customize them;
Added dynamic lighting when the glowing is enabled (only works in version 469 of the game and later).
Directional gibs & Nali Weapons 3 FX fixes
Another thing which the mod was lacking, and something which players had already requested before years ago, was having the gibs to fly on the direction of the damage momentum, as it would be physically expected, and this update brings exactly that, as follows:
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, toggle and adjust the strength of this effect, new settings have been added.
Furthermore, one of the things I personally noticed from early on, was that the original gore effects which were present in the first Nali Weapons 3 release were no longer there whenever Ultra Gore was used, but now the root cause of the issue was identified and fixed, thus now the original effects, namely flames on the gibs, have made a comeback with this release.
Water FX
Large quantities of blood mist are now cast underwater, making underwater maps such as AS-OceanFloor far more interesting and fun to play, as well coop game types such as Monster Hunt when dealing with underwater monsters, as follows:
Added blood mist and trails to meat underwater, with a new setting to toggle it (enabled by default);
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.
Blood & Physics
The blood, physics and overall behavior of gibs and other gore parts have been reworked in order to appear more fluid and dynamic, with the following changes:
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.
Other changes
Many other changes have been made in this update, especially concerning bug fixes which were long overdue, but also a few QoL changes through new settings and new documentation:
Sound FX: added new settings to toggle the gore explosion sound effects;
Support: all documentation has been recreated and updated with all the latest changes;
Bug 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.
For more details, please see the documentation included with the mod, located in the Help directory.
Last year, a small team has started to work in a new UT99 patch: v469. This patch already fixes many issues, including the ability to raise NW3 to max...
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After another year, a new major update to the standalone version of the Ultra Gore mod has been released (version D), with significant improvements, additions...
Localization files meant to be translated into other languages, in order to translate captions, labels, messages and other text for Nali Weapons 3 mod...
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i need some help!!! the mod doesn't work on my pc at all, I choose the nw mutators and i have the original weapons instead and i can't see the mod menu
I know this is supposed to be the last version of the mod,but I noticed that the Replace Old Unreal Weapons option specifically when used in OldSkool mod's SP Mutators list doesn't work.The Ammo is there,but the weapons are still the same (Automag,Stinger,Ect.)
And Nali Weapons Final is the only mutator being used in OldSkool's SP Mutators list.
It's probably because the weapons used in OldSkool do not match the ones I am expecting.
I added that setting thinking in the OL weapons from Monster Hunt.
However, I can work out an ini to fix that, it's rather easy to do, I just need a list of those weapons (class name and the package/file they're in).
All I can say is you are a god. I am an old fart(all but 60) but have been playing UnReal games since they first came out. I have all of the UnReal games. I must have been under a rock because I just got this yesterday. Up until now my favorite Mod was U4E. And your mod is right along with his. I really love your stuff.
But now I have a question for you and I hope you don't mind. Is there anyway you could do this for UT3. If not, how about UT2004. I play FPS. For me they are the best. Some are 3rd person Like Mass Effect 1,2,and 3 and the others. But I always come back to UT,UT2004,and UT3.
Hell I would even give a donation to you if you need it. Talent like yours should not go to just one type of game. I wish I could do what you do.
Thank you for taking the time to read this and I hope to hear from you.
As for a version for UT2k4 or UT3, that won't happen, sorry.
However any other developer is free to replicate or try to port the mod to those games (I won't stop anyone from doing so).
But, I am going to work on something else far better and with far more potential than this mod (using UT as well as base to at least prototype it), which I am already starting to develop, and which depending on the reception may indeed get ported to other platforms later on, and where some of the concepts of this mod may get recycled into new things, but it will of course take a good deal of time to get a first release.
I replaced the files from the original download links, but it seems that ModDB doesn't update the submission date.
But they are all the final updated files. :)
In years I didn't have so much fun playing Unreal Tournament as I had with Nali Weapons 3. It's a masterpiece. Functionality, gameplay and graphics are beyond imaginable.
i need some help!!! the mod doesn't work on my pc at all, I choose the nw mutators and i have the original weapons instead and i can't see the mod menu
excuse me I had forgotten to install the patchs. now it works correctly and thanks for making such good mod
I know this is supposed to be the last version of the mod,but I noticed that the Replace Old Unreal Weapons option specifically when used in OldSkool mod's SP Mutators list doesn't work.The Ammo is there,but the weapons are still the same (Automag,Stinger,Ect.)
And Nali Weapons Final is the only mutator being used in OldSkool's SP Mutators list.
It's probably because the weapons used in OldSkool do not match the ones I am expecting.
I added that setting thinking in the OL weapons from Monster Hunt.
However, I can work out an ini to fix that, it's rather easy to do, I just need a list of those weapons (class name and the package/file they're in).
OLweapons.olautomag
OLweapons.oldpistol
olweapons.olstinger
olweapons.olasmd
olweapons.oleightball
olweapons.olflakcannon
olweapons.olrazorjack
olweapons.olgesbiorifle
olweapons.olrifle
olweapons.olminigun
olweapons.olsmmag (not sure what that one is)
olweapons.olquadshot
All I can say is you are a god. I am an old fart(all but 60) but have been playing UnReal games since they first came out. I have all of the UnReal games. I must have been under a rock because I just got this yesterday. Up until now my favorite Mod was U4E. And your mod is right along with his. I really love your stuff.
But now I have a question for you and I hope you don't mind. Is there anyway you could do this for UT3. If not, how about UT2004. I play FPS. For me they are the best. Some are 3rd person Like Mass Effect 1,2,and 3 and the others. But I always come back to UT,UT2004,and UT3.
Hell I would even give a donation to you if you need it. Talent like yours should not go to just one type of game. I wish I could do what you do.
Thank you for taking the time to read this and I hope to hear from you.
Thanks :)
As for a version for UT2k4 or UT3, that won't happen, sorry.
However any other developer is free to replicate or try to port the mod to those games (I won't stop anyone from doing so).
But, I am going to work on something else far better and with far more potential than this mod (using UT as well as base to at least prototype it), which I am already starting to develop, and which depending on the reception may indeed get ported to other platforms later on, and where some of the concepts of this mod may get recycled into new things, but it will of course take a good deal of time to get a first release.
Thanks for your incredible work!
It inspired me to start my career as an Computer programmer.
Good Luck! And awaiting your next masterpiece!
I only see "Nov 3rd, 2012" builds in download section....
I replaced the files from the original download links, but it seems that ModDB doesn't update the submission date.
But they are all the final updated files. :)
Thanks! (for the answer and for the mod :D)
They are actually the final version, It confused me as well when I first saw them :\.