Unreal Tournament is the sucessor to the awesome game that was Unreal. Boosting the most advanced gaming engine when it was released, this game kicks some serious arse.

Unreal Tournament's got it all without a doubt: ton's of amazing levels, kick-ass weapons, brain-melting modes of play, unbelievably deadly bots, and a slew of other features bound to have your happiness glands working overtime!

I have not even mentioned the mod's either, and boy are they bountiful and bloody brilliant, with titles such as Strike Force. So give this game and spin, then crank up a few of it's mods and you will be wondering how you lived without this game!

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Skeletons FX


Ultra Gore Skeleton


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


Ultra Gore NW3


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


Ultra Gore Water


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


Ultra Gore Blood


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.

ModDB Page Overhaul and Ultra Gore update

ModDB Page Overhaul and Ultra Gore update

Nali Weapons 3

The Nali Weapons 3 ModDB page has been fully transformed with a brand new look and feel, and Ultra Gore has been updated after almost 10 years.

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Post comment Comments  (50 - 60 of 180)
Frontrider
Frontrider - - 13 comments

q3? deathmatch on maps,witch are bad for deathmatch(all maps have a sickness:room corridor room syndrome)ut? a very good game with many maps,mods,gametypes.

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KeeperUTX
KeeperUTX - - 38 comments

Actually I have a problem: UT WON'T START!!! SOMEONE PLEASE HELP!!!

Reply Good karma Bad karma+2 votes
KeeperUTX
KeeperUTX - - 38 comments

Join the UNREALity now! ;D

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RangerC
RangerC - - 1,484 comments

(buried)

when i got this game, i decided to play Quake instead.
Sorry guys, but Quake was first, and id software knew what the community liked.
Very interesting Technology of course, and maps!

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ArchDukeInstinct
ArchDukeInstinct - - 709 comments

So you only played Quake because it was first? That doesn't make any sense.

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ShadowFear
ShadowFear - - 864 comments

Yeah I feel sorry for him too. FOR NOT CHOOSING TO BE GODLIKE!

MMMMMMMMONSTER KILL KILL KILL

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hakaru-x
hakaru-x - - 592 comments

so you only play id software games??
im sorry for you

Reply Good karma Bad karma+8 votes
SkedarX9
SkedarX9 - - 52 comments

Sorry i was gona update what i said before this comment... but forgot to... i already know how to summon weapons and crap...still looking for Nights Edge Wetwork weapons.. like.. the Autolazer or the Scorpion pistol :l........ill re post if i find out :l

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UT99_Shadow
UT99_Shadow - - 389 comments

you have too look up their correct class names, use wot greal exporter to browse unreal packages

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SkedarX9
SkedarX9 - - 52 comments

Does nay one know how to spawn Mod weapons.. for example.. Spawn a Nali Weapons ll Flame Tracker...

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UT99_Shadow
UT99_Shadow - - 389 comments

Console Command: "Summon Package.Class", for example: "Summon Botpack.UT_EightBall" spawn the UT Rocketlauncher

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