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 Post subject: Re: warhead's dev room
PostPosted: Mon Mar 16, 2015 6:57 pm 
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The cable evaluation went well so far, and we are doing a 2nd round of evaluation where we are adding world collisions when hooking out and pulling. This will allow you to spring board yourself off a wall when pulling to be able to pull of some really cool moves. Still prototype under evaluation. Work is under way..

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 Post subject: Re: warhead's dev room
PostPosted: Thu Mar 19, 2015 1:29 pm 
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Cable evaluation is over and we are moving forward with it. IR5 has started. This IR includes an upgrade to the latest version of Unreal Tournament, and they have oodles of improvements for us. I will be standardizing the cable into a reusable actor so we can use it for other things, and improving it's technology. We got a really cool new feature to implement (will reveal later) and ofc lots of bug fixes.

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Thu Mar 26, 2015 4:19 pm 
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Upgrading to the latest version of UT.
Many improvements have been made by Epic, and loving it so far.
Especially notable are improvements to the build and deploy process, and it should make our lives a lot easier.

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Sat Jun 13, 2015 4:42 am 
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Chaos IR5 is finally out!!
After 2.5 months of battle, it is done.

Wall Walking.
Rappelling.
New Pull mechanics.

We have everything you need to dominate your friends from the walls, turning the 2D play space of Unreal to a 3D play space.
Maps now have that upwards dimension to play in!

Check out the cool video on our home page http://chaoticdreams.org/

IR6 will start up in about a week!
I will finish the awesome Bendy cable, among other things.

:borg: Long live Chaos

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Mon Jun 22, 2015 3:36 pm 
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Work for Internal Release 6 for Chaos for Unreal Tournament 4 has begun!

In this release we will take the grapple cable, dubbed "Bendy", out of prototype, and put all the spit 'n shine on it, and make it of good Chaos quality.

This will include turning the cable into a stand alone UT object, so that it can be used for other purposes like trip wires and etc.
Once we do this, the applications are endless. Ropes, wires, whips, etc and you name it.

There will also be support added for moving objects so that the cable will bend and adapt if the thing it's wrapping around moves.

It's hard to say how much we will get done in this IR, but we will also be seeking to improve our new Wall Walking feature. The first round of that for IR5 went very well, and time now for the second round if we can squeeze it in.

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Sat Jul 25, 2015 4:29 am 
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IR6 has been released to the dev team!
Make sure to peek at my twitter account to see some cool videos of the hook in action.

What an IR, and a historic occasion.
The cable, dubbed Bendy, which wraps around things, is now out of prototype.
Support was added for moving objects, and many other improvements were made, such as ramping up the swinging to be more natural and fluid so you feel like Tarzan or Spidey Guy.
The core of cable work is done, after a hard core season of development.
I am really happy to be over this milestone, and we basically did everything we dared to dream about.

The hook is a center piece of Chaos, and therefore we have spent a lot of time on it, but we will begin to work on other things soon.
IR7 will begin soon, and very soon(IR7 or IR8 is my hope) we are fixing to finally get started on the Chaos Relics!

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Mon Jul 27, 2015 1:46 pm 
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Internal Release 7, or IR7, for Chaos for Unreal Tournament 4, starts tonight. We'll focus mainly on bugs, and get started on relics if time allows.

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Wed Sep 09, 2015 3:04 pm 
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We are actively working on IR8 right now and the Vampire Relic.
Work is going very well.
You can head over to my twitter feed or youtube channel to see some prelim work on it.

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https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Thu Oct 08, 2015 2:29 pm 
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IR8 is released to team and the long awaited Vampire Relic is finally out, at long last!
Worth the wait, and what a relic it is!
We've gone for more carnage and more disturbing visceral effects than ever before, going with concepts akin to Resident Evil.

A video will be coming, but for now you can checkout my twitter feed for some pics, or head over to my youtube channel for vids of some of the prototypes we went through.

For IR9 we will bring about the Armor Shard, made from the recycled contents of Chaos victims, eeewwww.....
IR9 development will start Monday, Oct 12

:proxy: Long live Chaos

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https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Mon Nov 02, 2015 6:27 pm 
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IR9 is out to team (Armor Shard) and tonight development starts for IR10. For IR10 we will create a brand new relic: Gravity Relic.

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Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Fri Apr 08, 2016 6:11 pm 
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:proxy: Greetings Chaotics, been a while.

So where are we at?

IR16 will be hitting the internal testing team soon.

With this IR, we have Alpha versions done of these relics:

Anti Grav - Fly high
Vampire - Leech health
Vengeance - Get sweet revenge
Pestilence - Leave poison behind you
Medusa - Freeze those you look at

Three more to go!

We also have an alpha version of the Chaos Teleporter, complete with Spy Cam and Remote Pilot

For next IR, I think I shall attack a brand new relic: Zen

Be calm in the presence of your enemies, for you are Zen 8)

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https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Thu May 19, 2016 4:23 pm 
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Ever wonder what goes on inside the ring of chaos?
Here's a sneak peek at all the work for IR18, which started the dev cycle this week.
As you can see, ima busy boy.
Zen relic is out, and two more relics to go!

IR18 issues

Development starts 5/16/2016

Investigate grapple cable net play jerkiness when bending
Investigate some more cable first person tests
Grapple cable not displaying on left hand on client when wall walking
Add a small velocity throttle to AntiGrav Repulse
Implement 360 degree AntiGrav Repulse
Grapple hook falling out of map
Implement double tap repulse scheme
Vamp Wings (3/31 build or higher)
Armor shards to bob/rotate like heath vials
Sometimes teleporter is selected when respawning
Sometimes after dying with zen relic and respawning, and picking up the relic again, you hear two relic activating/deactivating sounds when pressing activate key
destroy grapple hook when going into zen mode
remove player pain sounds during zen mode
was able to remain in teleporter camera mode after being killed by bot while activating camera
Low energy Kami doesn't always kill you. Kami @36 with a keg of health.
Kami while holding tele disk doesn't destroy disk
if medusa gets you in the air, you fall hard to floor
turn off grapple when going into zen mode
zen will deflect non energy projectiles
play special sound when zen aborbs or deflects a shot

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https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Wed Jul 06, 2016 7:50 pm 
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We are currently working on IR20 and the Gemini Relic!
Gemini is the last relic.
Where will we go from there?
To the next star, and to the right?

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https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Thu Jul 28, 2016 2:08 pm 
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All right! We got IR20 done and the Gemini Twin becomes your diabolical partner in your online exploits.

After all, every Chaotic Warrior needs a Minion! (evilg)

For IR21 it's on to some more mundane stuff, bug fixes, User Interface and whatever. Hey, it's not all glamour! :lol:

But.......they are cooooming....do you hear their little 'foot' steps....


Yesh...oh yesh.....the luvable proxies :proxy: will soon begin development!!

New and diabolical AI (Artificial Intelligence) will arise and from ashes of the old Chaos, such is always the way with the machines.... :twisted:

Stay tuned, and as always you can check out my Twitter channel for the latest news!

:proxy: :proxy: :proxy:

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https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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 Post subject: Re: warhead's dev room
PostPosted: Mon Sep 12, 2016 4:51 pm 
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Hoverboards are being worked on! Checkout my twitter feed for some pics.

UT has not even come out with vehicle code yet, but we are pushing ahead with hoverboards anyways.
Our hoverboard system will need to be different from UT's vehicle system anyways, so we don't need to wait, we can get to work on that right away.

Our system will differ from theirs in that we will allow on board use of your player inventory, and this will bring a whole new light on "run and gun".

You know the old saying "At Epic, you don't drive vehicle, vehicle drive YOU" ..um..actually..that may be a slant on some other old sayin' ;)

Well we are going to make it so YOU drive the vehicle, and can still do "you" stuff while driving.

Imagine using grapple hook and board at same time. Holly Shite, right?

Shooting and driving ok, just don't text and drive, Ok? ;) :P

:proxy:

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https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJxsIPQ7l8s-0ug_Etgg
Often thought to be intimidating, "warhead" is actually an inside joke poking fun at me, referring to the earlier days of my Unreal Redeemer fetish :D


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