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 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. :)
Are you saying the Megaton Decoder? It is used to disarm enemy Megatons. You find the passcard and then input the code into the decoder by pressing alt fire it should then ask you to use number keys to enter the code. Once you enter the code press primary fire in front the Megaton to disarm it but you have to be still. Hope this helps :).
Curse you Feralidragon for making an awesome mod, now I keep drooling 'cause of it.
Joking aside the mod is highly detailed, especially for a game from 1999.
Looks like the godlike announcement really WAS used years before it should have been.
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 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 :\.
Excuse me but what's the numeric keypad for? I can't seem to activate it..
Are you saying the Megaton Decoder? It is used to disarm enemy Megatons. You find the passcard and then input the code into the decoder by pressing alt fire it should then ask you to use number keys to enter the code. Once you enter the code press primary fire in front the Megaton to disarm it but you have to be still. Hope this helps :).
OK thanks! :) I was too busy blasting off bots to keep going through the whole procedure :)
Curse you Feralidragon for making an awesome mod, now I keep drooling 'cause of it.
Joking aside the mod is highly detailed, especially for a game from 1999.
Looks like the godlike announcement really WAS used years before it should have been.
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i have UT v400 and i cant use Nali weapons, What do i need to make it work ?
thx
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I think you need the latest version (Ver 436 I think) after that it should work.