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 Post subject: Re: warhead's dev room
PostPosted: Fri Jan 06, 2017 7:43 pm 
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The prototype for a Hoverboard is finally out, along with a new map TSK Skate Park.
Picture a freestyle snowboard park, but for hoverboards, or better yet, check out the video posted on you tube or twitter.

People will be racing around, doing tricks, and murdering each other using UT weapons as well as board based Road Kills, very similar to what you could do with the UT2004 Manta.

Glorious! :borg:

In the next IR, we will be doing a lot of quality and revamping work.

For example, Vampire Relic users will now eat the heart of their victims..
Yea...it's getting morbid, but what did ya expect from a mod with a Skull for a Mascot? :wink:
No worries though, it's a good clean fun with your friends.
For Robots, we will have to come out with some kind of mechanical heart....
Maybe then vampires eat the Cpu's of their victims...yea...it's going to get weird...
:proxy:

Gemini is also getting a buff.
They will spawn locked, loaded, and ready to go, carrying your weapons and sticking close like a friend.
You can summon them on the spot and they can go to work for you immediately, rather than running around looking for stuff.
So far in play testing this is working out well, real well.
Playing as a Gemini feels real good.
Watching Bot On Bot violence as my twin goes after the game bot which is after me, is pretty cool.
Ofc, you couldn't tell i loved bot violence by reading the vamp paragraph, eh? :D
:proxy:

Lots of work going on here in the Dark Labs..Stay Tuned (evil)

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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: Tue Feb 14, 2017 3:17 am 
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:proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy:
:proxy: PROXY WORK HAS BEGUN! :proxy:
:proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy: :proxy:

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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: Tue Feb 28, 2017 4:25 pm 
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They are.... alive :proxy:


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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 Mar 31, 2017 6:33 pm 
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Proxies are in the game! See our main web site at http://chaoticdreams.org/ for a nice vid of them.

Next IR will just address various fixes n stuff. Due to technical engine issues, we may have to put in on pause, but rest assured, the work will go on!

:proxy:

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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 10, 2017 5:03 pm 
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:arrow: Bastard Sword development is underway!

:spin: As we knew, there are serious technical challenges to getting it working.
It is difficult to override the animation behavior in UT4 because they use what is called an Animation Blueprint.
This blueprint isn't code, and doesn't always have the nice stuff that code has which allows us to make modifications to default behavior.

We were able to perform the needed hacks to get the player to be able to run and swing their sword at same time.
The 'running' comes from UT4's animation blueprint, the 'swinging' comes from our own sword code, and we have blended the two together using the latest in Beautiful Haxx :borg:

:spin: Also a challenge is the Panini settings. Panini is a flat rendering of your weapon in First Person mode, which stops your weapon from sticking into a wall when you walk up to it. However, the Bastard Sword needs to be Non Panini so that can you slice people and things, the sword must be able to stick into things in first person mode. Panini mode must be removed from the hands, as otherwise you could not see the hand as actually holding the sword in the palm, so Panini must be turned off, but the setting to turn it off on the hands is not made available to a mod.

I was able to work out a clever hack by adjusting other settings that I did have access to, and the below is the result: the hand holds the sword, and the sword can slice into any world object, as desired.

By manipulating these settings in real time, i still can stop the sword from sticking into walls when walking up to them, and only activate the 'slice into objects' mode when you actually swing the sword by pressing the Fire button.

Ah, a day in the life of a coder! The finished results are always fun and awesome, but along the way, to get to that point, it's just a lot of hard work, even just to create what you see below, took so many hours of research and experimentation. Sometimes even things that appear simple, are actually very very difficult. :borg:

Attachment:
BS1.png
BS1.png [ 925.43 KiB | Viewed 79 times ]

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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: Tue Jul 11, 2017 5:00 pm 
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We have achieved Slicing! More to come. I plan to try out nifty special moves like you might see in a Dragon Age game, Templar style. Below is right out of my dev studio. You are watching it happen as it happens.


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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 Jul 12, 2017 4:49 am 
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Hot off the presses. You saw it Here first!

The Templar Strike (prototype with placeholder effects)
Thou shalt vanquish thy foes!


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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 Jul 12, 2017 1:36 pm 
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The templar strike is a prototype we are playing around with. Will it make the cut into the final game? Who knows? Have any strong feelings about it? Feel free to post up what you think!

Or feel free to just sit back, and watch us figure out how to roll out the next diabolical version of Chaos

Just remember you saw it here first!

:)

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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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