warhead's dev room

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

kk all is upgraded to 4.6 and all technical issues resolved including hud.

Starting up new sprint today, 12/8/14, and plan to try to complete in two weeks, ending on 12/22/14.
That's not set in stone but we'll see how well that works out.

Main sprint work will be doing all tweaks and fixes brought up by qa team during last test run, to the hook, belt, etc.
Sprint length will be extended until I complete all that work, but I *if* get done before two weeks are up, then I will start work on Vampire, and get as much done of that before two weeks are up.

If Vampire Relic work is done, the plan is to simply spawn each player with the relic in their inventory, be able to drop and pickup the relic, and use the relic, and that is all for this time, simple and effective.

So I'm making it a two week time box to get as much done as possible, but when time is up *and* tweaks/fixes are done, then the sprint will end, and a release will be made.

This won't always be the way I do it, but that's the plan for this time.
This will keep the process moving forward for everyone, which currently in my mind is pretty important due to all the tech issues we've had lately with the engine.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
thatscrawnykid
Chaotic Dreams Team
Posts: 849
Joined: Fri Sep 19, 2014 1:45 am

Re: warhead's dev room

Post by thatscrawnykid »

ooh vampire relic, let me know when your ready for a fancy blood particle effect thing.
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

sorry folks i must cancel this sprint

**** sprint canceled

things were looking good, and then the tail end of the process has turned out to be totally busted.
working with epic to resolve, but things don't look good for timely completion of a sprint.
i haven't done a shred of work on chaos, once again spending all my time fixing issues with the latest build.
i'll start the sprint again when all these technical woes are fixed.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
R.Flagg
Chaotic Dreams Team
Posts: 8460
Joined: Thu May 09, 2002 2:55 pm

Re: warhead's dev room

Post by R.Flagg »

Understood.

You're a hell of a warrior Mark. Your time in the trenches will not be forgotten.
thatscrawnykid
Chaotic Dreams Team
Posts: 849
Joined: Fri Sep 19, 2014 1:45 am

Re: warhead's dev room

Post by thatscrawnykid »

I hate that you haven't been able to do anything besides bang your head up against this wall again and again. Is there any way you could work on something outside of the UT framework and then when things are stable we could start shoehorning things in? Idk I just don't want you getting bogged down and discouraged while trying to work this out. So if there is a way we could build some fun stuff in the meantime, maybe we could do that?
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

That's a great idea tsk but it's not my policy at the moment. If things aren't working right in the engine which prevents me from doing and End to End dev cycle, then i don't want to work on anything.

Reasons:
-Such issues point to instability which invalidate any code i might write. Any code is I write has a high chance of becoming invalid when they fix issues, and thus all the work is a waste.

-Such instability increases the length of the dev cycle, wasting time.

-Current issue was causing me not to be able to release, so any work is pointless and also against the rules of Agile Programming (which says one must do short pieces of work and then release them), which rules i tend to follow. Industry professional have been working on these rules for decades and they do serve a good purpose, the main thing being productive work and good product. A good example of this is that when you get the next release you will have a working hud, instead of me plowing on with the hack in place. Good product is the result.

-All my time needs to be devoted to solving these issues, so there is no time to do other dev work. I am quite capable of solving any kind of problem, but it takes time and devotion to do that.

-It is unlikely Epic will solve anything on their own. I need to be actively involved and also hounding them or the problem will not likely be fixed. This takes time and devotion.

So that's just how i roll. I'm flexible however, and nothing above is written in stone. I've actually bent the rules to my needs as a hobbyist, but so far they are serving me well but i'm not against breaking them if need arises, but they are here to help. As long as they help and not hinder, they are good.

All that being said, if the a problem would drag on and on and not be solved then i would likely try to find some way to work around it and just continue work, so it's a judgement call to be made.

------------------

Anyways, i am happy to announce the issues have been resolved and i have the end to end process working and all the current fixes (MGE back on hud, blueprint working, etc) are working great.

So what i am going to do now is to get everything i found documented and change the release automation files to accommodate the new process, and then i will get that source code release to you tsk.

Then i will start up a new sprint :)
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
thatscrawnykid
Chaotic Dreams Team
Posts: 849
Joined: Fri Sep 19, 2014 1:45 am

Re: warhead's dev room

Post by thatscrawnykid »

:roll:

Hey man if that's how you roll that's how you roll. It all seems over complicated compared to the art side of things, but hey good to hear things are plugging along. I'm running into my fair share of issues with art, but things seem to be working out okay I'll take your lead and just keep at it. :spin:
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

Allright since i have been able to resolve issues and get a source release out to tsk, starting up a new sprint. Same stuff as before.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

Working is going good on sprint. fixed small handful of issues already and plowing onwards.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

finished last sprint and another has started. we will continue with small tweaks and will be adding a few new features and enhancing the player's jumping abilities to be a tad more like ut2004.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

IR3 has been released! We will start a new cycle on monday and will begin some exciting work on the cable, hoping to make the cable to be able to wrap around things. We have dubbed this Bendy.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

another sprint is a go for tonight. IR3 was very successful with only a handful of issues found so far.

work on the plate:

-make the cable to be able to wrap on things, around corners, etc

-fixing issues which came up in ir3

-implementing some very cool new sounds from the sound team. these sounds will complement the new look of the hook very well, as we are going for a different look and feel this time around
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

Our work on the cable Bendy project seems to be a success! I will be releasing a prototype to the dev team. The Grapple Hook cable will detect world collision and wrap around objects. Still working on that, and it's going very well.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

A bendy cable prototype is finished! We will be releasing some video soon, and currently working on fixing IR3 bugs and getting ready to make a release of IR4.
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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
warhead
Chaotic Dreams Team
Posts: 2046
Joined: Thu Oct 23, 2014 6:18 pm

Re: warhead's dev room

Post by warhead »

Chaos release IR4 is out with new Bendy cable prototype and testing so far is going well. We are liking it so far.
Checkout my twitter account or the chaos web site at http://www.ChaoticDreams.org for a video demo!
https://twitter.com/warhead328
https://www.youtube.com/channel/UC0pIJx ... s-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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