Chaotic Dreams

warhead's dev room
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Author:  warhead [ Fri Jan 06, 2017 7:43 pm ]
Post subject:  Re: warhead's dev room

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..'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's going to get weird...

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

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

Author:  warhead [ Tue Feb 14, 2017 3:17 am ]
Post subject:  Re: warhead's dev room

: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:

Author:  warhead [ Tue Feb 28, 2017 4:25 pm ]
Post subject:  Re: warhead's dev room

They are.... alive :proxy:

Author:  warhead [ Fri Mar 31, 2017 6:33 pm ]
Post subject:  Re: warhead's dev room

Proxies are in the game! See our main web site at 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!


Author:  warhead [ Mon Jul 10, 2017 5:03 pm ]
Post subject:  Re: warhead's dev room

: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:

BS1.png [ 925.43 KiB | Viewed 8213 times ]

Author:  warhead [ Tue Jul 11, 2017 5:00 pm ]
Post subject:  Re: warhead's dev room

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.

Author:  warhead [ Wed Jul 12, 2017 4:49 am ]
Post subject:  Re: warhead's dev room

Hot off the presses. You saw it Here first!

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

Author:  warhead [ Wed Jul 12, 2017 1:36 pm ]
Post subject:  Re: warhead's dev room

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!


Author:  warhead [ Mon Oct 16, 2017 5:07 pm ]
Post subject:  Re: warhead's dev room

Progress progress....

Been busy fixing tons of bugs and making improvements to our Sword.
You can now block using the sword and it's pretty sweet to do so.
You get a nice sound and sparks and can block all kinds of shots.
:arrow: There is no limit to how much you can do this. We decided to let Physics make the call, so depending on the angle, timing, etc, shots can get through. I mean, hey, you're sticking a sword out, yea, stuff is going to get through.
Seems a pretty balanced feature, as both defender and attacker have options and blocking has some skill dependency.

The Bug Hunt continues as our testers continue to find many issues, and we also, hopefully in IR28, put up on the development plate this thing of beauty:

EMC.jpg [ 24.32 KiB | Viewed 7900 times ]

What exactly it is, is another story, but it's not your typical "bang bang" item, in fact, it doesn't go "bang" at all.... :proxy:

Author:  warhead [ Thu Jan 04, 2018 3:30 pm ]
Post subject:  Re: warhead's dev room

IR28 went out to testers a few weeks back and includes a new EMC device, crossbow, and Turrets!
Work on IR29 is underway....

Author:  warhead [ Wed Mar 07, 2018 4:38 am ]
Post subject:  Re: warhead's dev room

IR29 is out and i think it's time to introduce our Energy Mass Converter, a multi purpose energy device for item creation and power'in stuff up!
All graphics still very WIP and we are continuing to work on them next IR.

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dome.jpg [ 44.08 KiB | Viewed 7687 times ]

pickup.jpg [ 65.57 KiB | Viewed 7687 times ]

Author:  warhead [ Wed Sep 19, 2018 1:42 am ]
Post subject:  Re: warhead's dev room

Hi all, i'm working on Internal Release 32 right now. Been a lot of bug fixes and small enhancements lately.

I just recently added a bunch of new swords to the game, and you can choose in game which sword to use, to hack up your opponents.

Currently working on streamlining our Hoverboard and coming up with new physics code so you can glide even more smoothly along rough surfaces.
UT4 is still very young, so these things are hard to do, heck we are doing vehicles in a game that doesn't (yet) have vehicles.
Epic has walked away from UT4 for an unknown time, and hopefully they come back to us, but in the meantime we just keep plugging away!


Author:  warhead [ Sun Dec 23, 2018 5:10 pm ]
Post subject:  Re: warhead's dev room

Greetings all and Merry Chistmas!

We just came out with IR32 which has lots of improvements to our hoverboard.

Due to the long standing sleep mode of Unreal Tournament, the team has decided to shut down Chaos as a mod for Unreal Tourament and move on to trying our hand at making it a standalone game. New territory for us! We don't even know if the effort will work out or not. If anyone wants to help, please feel free to contact R.Flagg. You can also find us on our discord channel, just go check out


Author:  Dr.Flay [ Mon Dec 24, 2018 8:18 am ]
Post subject:  Re: warhead's dev room

only you spelled fiends wrong :twisted:

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