Dev Update

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

06/01/2004

The deadline looms. We have had another IR and will have another one very soon. We have done a lot of tweaking to the main menu, map selection screens, gametype screen, bug fixing and the turret launcher 1st/3rd model is in. So here is the eddited and combined Change List from the last IR as well as the current one due out soon to the team

* Changed ver
* Corrected spelling in various places
* Disable then greyed out the Option to load only Offical maps in the Chaos
games broswer
* Updated menu images
* Added fix for the FillPlayInfo bug to all ChaosGames types that causes
issues when you play a non standard game (ie chaos, woe, JB, ect)
* Fixed some AN (chaosWeapon Tick, ProxyMine Tick, Mug Flame Effect PBP,
ect)
* Added loading hints-
* MUG excess damage to vehicles should be fixed, need to double check nodes
and assault objectives
* Final (hopefully ;)) gametype selection screens added
* Added a few spraypaints
* Added a CUT2 Maplist edditor which can list vCTF maps when the ChaosCTF
game is selected
* Added 2 more MapLoad Screens
* Added Pickup Static For Turret Launcher
* Added 1st p For the turret launcher
* Added Anims for Turret Launcher
* Added a minimum limit to the grapple so it automatically switches to
swing mode once you arrive at the hook
* Removed reflecting ability from Melee weapons (commented out) -
* Adjusted lifespan on ERDW projectiles and Cutter Projectiles (doubled and
halved, respectively)
* Tweaked mug projectiles to spawn closer to the barrel and added visuals
to fire and ice pools
* Added in new medal textures
* Added TLauncher icon, edited CPP icon
* Fixed Proxy Driving Vehicle Bug
* Possible fix to CCTF radar dots not appearing online
* Added Beacon Static -
* Added 3p Turret launcher -
* Tweaked ChaosCTFBaseFlag to make sure it was always relvent in network
games
* Network tweak to claw needle bomb
* Tweak to drawing the ChaosDM medals (have a box around them, value
displayed and text is more centered)
* added to hud to show friendly carries flag (not rflagg)
* Added config(user) to MUG class decleration (should fix some xhair ini
problems)]
* Changed DoC to cacheexempt, so doesn't show up in UCL's
* Added and edited all gametype descriptions for gametype menu -
* Fixed issue with ChaosDM not auto showing the Scoreboard at the end of
Game
* Fixed indexing error in ChaosPropsText of the ChaosUT mut
* Fixed bug where you could see proxy hud in 3rd mode
* Mug Air blast does effect vehciles but because the vehicles have much
more mass the effect is minimal
* Fixed issue with MUG that allowed you to fire underwater
* Fixed the Chaos Projectiles so that most of them dont spawn their "trail"
effects if they are fired underwater or fired into water
* Removed the Community menu from the Chaos Main Menu GUI
* Added a quit message that plays a random quit message
* Tweaked the Chaos Main Menu and all tabs to have "chaos in them" (ie
backgrounds, text, help hints, ect)
* Fixed replication issues that caused the Flash effect to not blank out
your screen when your are flashed (it used to take a second for this to happen, now its instant)
* Added check to ensure vehiciles don't get poisoned, note a poison
dirver/gunner that enters while he/she IS currently poisoned can still spew
out posion
* Added check to clawfire mind did not hurt ONSPowerNodes
* fix for dissappearing CCTF flags
* Added a check in the grapple projectile's tick to check distance from
owner, and snap cable if necessary
* fix for Duel 2/3 OT
* Fixed MUG Decals from wraping on terrian objects (however need to
redownload Tex5)
* Fixed Turret not letting you reload it (large turrets are the only ones
that can reload)
* Changed TurretController to NOT USE Enemy, and instead use Target, so it
can now target objects other than pawns (powercores, redeemers, ect)
* Added in SPA's turret HUD
* Added in Shadowstar's new MUG Effects (fire and ice)
* Added Spy Proxy Face
* Tweaked spawn height of rockets and minigun bullets on big turrets as
they had been spawning too high on the model
* Fixed issue with Grapple not letting you connect to a vehicle when it was
being driven by others
* Changed napalm damage area to look for Pawns instead of xPawns so they
can detect vehicles
* Fixed issue with proxy not facing the proper rotation when it jumped in
on-line games
* Adjusted placement of info on Turretcam
* stopped CCTF mega-scoring, hidden flags, hud
* Forced CUT Mut to autoload when games are lunched in the Chaos game
browsers (both off/on line), there are some conditions to this
* Fixed issue when Player controlled proxy fell into a kill zone and took
his master with him (meaning your player also died)
* Fixed 3rd person model of akimbo CPP being the wrong direction, and fixed
the hand break bug it was causing
* Fixed CPP muzzle flash effects not lining up
* Added default chaos keybinds
* Tweaked grapple limit handling to it to lock and go into swing state if
possible
* Freeze kills now log in stats correctly as MUG kills ]
* Chaos Games now listed ahead of all other gametypes in the gametype
screens when the Chaos Mod is activated ]
* Updated ChaosDM's pawn class TakeDamage() function to mirror current
Pawn's version (basically it detects pushed kills now)
* Mug effects should not effect teammates now
Most of the above was coded in the last 8 days...not bad eh? So we are almost done with the polish part of the mod...now its down to a bug hunt and then we are in a good spot for PR3.0....
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

06-11-2004

Well you all know about PR3.0 but what you don't know about it PR3.01 and how thats coming along. This patch will go into testing very soon. Not sure when it can be out. But ASAP is the goal. We have found work around to fix 99.99% of the weapon switching bug. And have also found a work around for the bot roster stuff. Other tweaks and fixes have been adeded (to duel and chaos ctf). Stay tunned for more info....
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

06/23/2004

Wow I am so sorry we did not up date this section sooner. But IR3 went up this AM and it has more fixes and some of your tweaks. We plan to get this patch out ASAP just we found a few more issues we wanted to correct. I think the plan is if we dont get them before this weekend, then we will go with what we have (as there are some needed fixes) then follow up with another patch after that. So here is the complete (edited) change log from PR3.0 to what we have now (its a big one and not in any order):
* Tweak to remove ANs in ClawFireMineProj and CrossbowStandardBolt Proj
* Fixed typo in the ChaosUT muts Spray texture settings that casues an AN at every load
* Tweaked Chaos Spray textures to have Kyl's newest ones (not critcal for PR3.01)
* Moved Flag Drop On Grapple option to CCTF
* Added code for CCTF Warmup round (commented out for now)
* Removed laser XHair option from menus, set to on by default
* Cleaned up the Settings, Mut, and Midgame GUI's
* Changed some option names in ChaosUT mut, most importantly: ReplaceUTWeapons (interger) is now CycleUTWeapons (true/false)
* Bumped up inital ammo on CPP per user feedback
* Tweaked text in Chaos Mut Arena to match text
* Added a "better" fall back for the turret hud in tex06
* Check box option to remove all pickups added in for Duel melee mode (note in non-melee modes the pickups are already removed)
* Went through duel option hints
* Added who pushed me sensing to kick and mug air blast
* Twaaked turrets to they play the correct fire sounds and upped the volume a bit when the turret did fire its weapon
* Minor grammar edits
* Added code in ChaosCTFHudC so that the flag location dot does not show when you have the flag.
* Added in ShadowStar's new effects for Disruptor emitters
* Added in Shadowstar's new effect for MUG Air Blast
* Put AttachmentClasses in the alternate ammo weapons
* Added background images to default properties of loading class
* Tweaked mug ice to not effect teammates, and tweaked the texture overlay so it displays better
* Tweaked the way min players and max players are handled in Duel games.. so they user has some leeway (min players has to be at least 2, max at most 8 still)
* Added in bot number checking for LMS duels to keep at least 2 people in the game if people quit -
* Added a frozen texture to the HUD to make it a bit easier to tell when you actually have been frozen
* Fixed Crossbow bolt head size not matching right
* Cutter blades now actually spin as they fly!
* Claw AWO spelling fixes
* Edit to the way defuser.ini changes controls
* Tweaks to ClawKamiEffect, Neeblebomb, StatusPoisonBurp and ChaosXPawn to avoid AN log spam
* Tweaked how the turrets die and/or self destruct to ensure they spawn the gibs and do a small explosion (when they self destruct there is a small tweak to the texture so you see it going "haywire")
* Removed Flak sounds from Claw fire (now they will play the "laser sound" for all but proxies)
* Modified many ammo pickup messages (picky grammar demons) and the Turret failed to beam in message
* Fixed second death weapon not spawning if you were using daggers and died in duel
* Cleaned up freezing code a tad (may help prevent crashes)
* Tweaked Melee weapons so that when they hit the turret they don't play the normal pawn "flesh" sounds
* Tweaked StatusIce to drop both flaggs if a player has them (err at least thats what I ment to do)
* Made melee weapon pickup messages consistent with other weapons
* Fixed issue where "dead" players had the poison effects
* Edited melee weapon ingame tab's title and hint as per suggestion
* Added a more blatant indicator to the Flag Finder of the sniper rifle scope and also increased its range -
* Tweaked ChaosUT mut to remove some AN's in the CheckReplace function when used with some other muts (AnglePhyics, Strangelove, ect)
* Small tweak to DM Medal screen,and fixed the long name of the medals from overlapping score
* Limited Spectating in Duel, can't spectate if an active participant
* Consolidated ChaosUT options into a single page
* Cleaned up sniper rifle overlays..
* Created new array for our backgrounds - no more getting custom ones from the regular User.ini
* Added Chaos Weapon Arena - like regular Arena but it also supports alternate ammo weapons
* Duel: Removed OUT that appeared instead of victories from scoreboard.
* Duel: MidgameMenu waits until it can find GRI before it opens. This is so the message talks about the right mode.
* Duel: If game time remaining is less than round length, round length is set to time remaining. This should fix some issues with OT, when it was happening in the middle of a round.
* Duel: If there's less than 15 seconds of game time left at end of round, just end the game. (There's about 6-8 seconds of waiting included in that) ]
* Duel: Will create as many bots as needed to fill the game mode's numbers at the beginning of each round.
* Duel: Will use pathnodes if there aren't enough start points in 4-way.
* Set up ChaosUT2\Music folder
* Added improved Next/PrevWeapon code to combat switching loops.
* Added bOnlyShowOfficial(maps)=False to the DefUser.ini
* Added AWO and ChangeAmmo calls to hoverboard so it tries to use those functions
* Fixed issue with Claw2 Firing sounds in on-line games
* Extended turret placement rules to cover all GameObjectives so they wont be placed too close to dom points, AS obejectives Jb Release switches ect
* Added a fix for CCTF flag drop bug, so that the flags will return to the nearest pathnode and not get stuck like in Bridge of Fate
* Made new base HUD for Chaos game types, all have code for displaying melee stance in ammo bar
* Upgraded ChaosDM ending scoreboard
* Fixed game menu code that was forcing bots to always be set to Specify Number
* Hosting a dedicated game from GUI will now add the -mod=ChaosUT2 option
* StartChaos.bat added to root \ChaosUT2\
* Announcer moved from ChaosGames.ucl to ChaosUT2.ucl; shows up in UT2004
* Tweaked the Ice Effects to not spawn projectors or emitter if they currently had some spawned
* Prevented Kami in duel as well as it lead to cases where you could still survie it when you started it
* Removed log=... from our command line; it already automatically uses a ChaosUT2.log when you start Chaos
* Swapped backgrounds so that the CUT2logo back ground and the proxy background change placed from where they are in PR3 which made server browers much more readable
* Major attack against the Duel Spectating bug.
* Change CCTF double flag scoring to only touch base once
* Added fix to prevent being stuck in 3rd mode after you swtich to a "standard weapon" in Chaos games when your a client on a listen server
* tweaked ChaosUT mut so it would not cause a crash on Weaponlocker swaping when used with the UT2k4RPG mod
So you can see ALOT OF work has went on these past few weeks. Now keep in mind this will be more of a bug release version. The next version will contain bug fixes, we will look at some of the user feedback more to add in more of your changes and some new stuff :)
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

07/02/2004

RC of the PR3.01 patch when out last night. Just a few final tweaks in this version since the last one:
* Slight tweak to Duel so it would only use pathnodes to spawn if the map did not have enough player starts in LMS/4 man mode
* fixed CCTF online issue where you dont score 2 flags...
* All needler, and CGL/Xbow: Poison/Napalm kills should now correctly log the weapon in stats
* Twaeked Duel Remove Pickup option to work with all weapon modes (not just Melee) tweaked the text to refelect this as well
* Yet more text nit-pickings
* fix CCTF drop both flags when frozen by Mug and when grappling
* Failsafes, etc. to prevent people getting stuck in a duel match without a competitor.
* Tweaked ChaosMelee weapons to increase the BotAI a bit
* Tweaked Claw so that you can not drop it or use the AWO key on it once a kami move is under way
* Fixed ChaosDM so that it displays he melee option on the server info area
* Turrets can now be loaded if you don't have the right gun
* Added ChaosTransLauncher and ChaosRecall to use for Translauncher in CCTF for dropping both flags
* Added in checks to the status types to make sure the player effects (posion, napalm, ice, ect) are removed from a player if he wins in Duel
* Uploaded KoTH melee tweaks
* Added new turret minigun sound
Since this is an RC build it means its should be any day now. We did throw in a few "new" things to cover for us being late :)
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

07/06/2004

We were able to get the last tweaks in and working this weekend. The PR3.01 ZIP version of the patch is ready. However we want to release both the UMOD and ZIP versions at the same time. The UMOD had a slight tweak to it and a new version went up at 6:30 this morning to check. All's that seem to be wrong with the UMOD is it was overly restrictive of the requirements (meaning I screwed up when I told it to check the users UT2004 install for other files it needed). I would expect to hear soon this AM that this version is Good To Go. Thus sometime today or first thing tomorrow you should have the PR3.01 patch :)

We are sorry for the delay no idea why it took so long :(
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

07/06/2004

Its ready... Download links to appear very soon. Remember this was only a bug fix, tweak type of thing. A few new small items were added but nothing to get excited about. Now lets see if we can add some more stuff (as well as contiune to tweak/bug fix) for the next one!
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

07/16/2004

Just thought to let you know we have already started on the next version. So far its been tweaking some stuff and a few bugs to be killed. However we are close to agreeing on what new stuff needs to be added and then should be adding it soon. We will post more details once we have them settled. Also we know have some one fully dedicated to gather public feedback. So far he is doing this on his "spare" time but I hope we can make it his full time job. The idea is we will use the data/info he collects from your (the fans) feedback to make us a list. Then the development team comes up with a list of what we wanted to do. We will then compare the two to come up with a "final" list of what to do for the next one. Again we can not add everything. And with another deadline fast approaching us we don't have as much time. But the point is we now have a system in place to help collectively gather and report on fan feedback which is good thing! I also have to be a bit of a tease but we have some very good news to be announced soon :)
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

08/02/2004

Ehhmmmm Yea someone reminded me I was a bit behind with these so yea let me get in gear. Ok lets talk about whats new and where we are at. We have had 3 IR since PR3.01. I will get an IR ChangeLog for the next update. We have in a working Relic system. We have 6 of the "basic" relics in and working. Spa is tweaking the models a bit and we need to do some more emitter tweaks as well. However the effects and relic rules seem to be working very well. Some time later we can add a few more relics to the system and maybe even gametype specific relics. The other new thing is a Chaos TeamDM gametype. This is working with both the Melee Only swtich and with Medals. The medal award screen uses your players team color as well. Spa even went back and re-tweaked some of his emitter effects to make the look better and/or run smoother. We have some other ideas but are working now on tweaking, bug fixing and optimizing the code. And even some new Proxy sounds done by her Flakness. More detials when they are ready...
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

08/05/2004

Had another IR that went out last night. Did not get a chance to grab the change log, but here are the bigger things. We have Spa's final models for the relics in and working. They look very very sweet too. Expect some screen shots soon. We are still tweaking the effects of the relics and the code is shapping up nicely. Thanks to her Flak-ness we have almost doubled some of the proxy sounds! They do sound very very cool and fit in nicely. All bow down to her awesome Proxy sounds :) Speaking of proxies...now these guys even talk to you when they are in their ammo pickups. Sometimes they get a bit resltess waiting to be picked up and try to hop a bit :) Loq's got a sweet snazy looking armor model to replace the sheilds. The ChaosArmor shards are sporting a new look. We have also re-tweaked the Chaos Settings GUI to make it flow a bit better. Lots of bug tweaks and a few other small changes that we needed (for example in the ChaosGames that support melee only options, the grapple no longer causes damage to player to prevent spamages). So the goal its to keep on tweaking and polishing for now. Then see what we can add or what else we need to do given that the MSU contest was delayed a few weeks.....
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

08/17/2004

Me again. We had another IR that went out last night. Since you have not seen a change log since any of the IRs since PR3.01, let me post this one BIGA$$LOGPOST here :)
* CCTF Warmup max set to 3 minutes
* Added in a new vampirism effect that correctly homes in on player
* Tweaked how vampirism effect works so that more emitters will be spawned as the damage increases
* Changed how relics handle themselves when dropped, and modified warping pickup base to accept an optional location
* Set dropped relics to fall again when dropped
* updated CCTF for epic squad ai changes
* Added in new relic icons
* Minor fix for mutator's webadmin names
* Added spawning effects and add a slight variation to initial spawn times for relics
* Added in custom explosion graphics for vengeance relic
* Removed the Check Medal's text from ChaosTeamDM
* Changed the medal hint to the chaosDM game types: "At the end of each game Medals are awarded to players, hit your Show Scores (%ShowScores%) key to see them."
* Tweaked the regen to play the regen sound when its healing a player
* Tweaked Relics so the turn off when you enter a vehicle and turn back on when you leave
* detonate proxies at end of CCTF warmup (boom)
* Fixed the issues were in ChaosGametypes our pawns would stand up when they got hit while in a vehicle
* Tweaked GUI option so Gravebelt text was not hitting up agains the options drop down box
* Tweaked the GUI so that when in the ChaosUT mut config settings, it would not hit the footer bar
* Tweaked the ChaosArmorShard MPB to have more of a chance to show up when relics were not used
* Reduce CCTF "Enemy Flag carrier is here" spam
* Added in Spa's new effect for Napalm burning
* Added in Wildcat sounds for needler
* Added death message for turrets
* Tweaked the base flag's relevance, should hopefully help with the flag finders
* Lowered damage but increased radius of the vengeance effect. It is still lethal at close range but less so at a distance
* Tweaked grapple so it does not cause damage to players in melee only games
* Tweaked Settings Menu placements
* Fixed issue where you were stuck in the turret hud view if you were viewing from a turret and entered a vehicle
* CCTF Warmup : No bots, no single player, no flag pickup
* Updated Tweaked Shard Skin
* Fixed AN's in ERDW Fire function
* Tweaked sound radius of proxybox in ClawAmmoProxyPickup
* Tweaked the network properties of the ChaosRelic class
* Fixed issues with Mut burn marks not using a random burn image as well as not cause the issues on large terrains
* Added vengeance sound fx
* Tweaked LOD settings in the ChaosInterface texture file to avoid blury menues/load screens on certian hardware
* Removed drawing of chalkout like if player is killed in a proxy
* Fixed relics not disappearing immediately when picked up online
* Added a BecaonHealth var to the Turretbecons so they get destroyed when they reach 60 damage points
* Hack to fight crash with spyproxies and shielded nodes
* Added in Spa's new relic Meshes
* fixed log ANs, removed CCTF warmup, it was nerfing bot AI
* Fixed AN's in ClawNeedleShrapnel class when you tossed a needlebomb at a Core
* Fixed AN's in ClawNeedleShrapnel HitWall()
* Fixed AN's in CrossbowStandardBolt, CrossbowFlamingBolt & CrossbowPoisonBolt when shooting at Core
* Tweaked turret controller to not re-assign its target when it gets hit if the current target and the player that hit are the same
* Added in Flak's proxy sounds
* Fixed issue with ChaosUT removing AR ammo when the bUseCUTStartUpWeapon was set to true
* Aligned the news box up a bit on the mut settings as it was too far down the screen
* Tweaked drawscale on the small armor pickup
* Finished Small and Large Armor model
* Tweaked ChaosUT Mut rules, CanEnterVehicle, to shealth melee weapons when a player enters a vehicle with thier melee drawn
* Tweaked ChaosItemHud so that it hides the relics/jump/grav icons when bShowWeaponBar is false (this is used by the shrink hud command)
* Added ChaosVehcileFactory to code base (had been in, just not offically), which should get used by our Chaos Mut when vehicle swaping is working (as the vehicle swaping will need this item)
* Fixed issue with Sheild Relic FX being offset in online games
* Each relic now has its own inventory class
* WarpingPickupHandler manages all of the relics, plus the random gravbelt
* Tweaked mug so that if your floating with the gravbelt it does not push you that much when your floating "backwards"
* Added in Spa's tweaks to the fire (mug, napalm) effects when a player is set on fire
* Added DuelTextureClient to fix Duel Scoreboard issues in ChaosImortal (note need that map to be updated)
* Completed code new shield pickup replacements
* Removed references to obsolete file ChaosFX_1.utx (remove from chaos folder once this patch installed)
* Added in Hal's spraypaint
* changed bots to adjust to latest epic patch
* Fixed Dark Shard Skin
* Tweaked Hoverboard Speed
* Added in one extra proxy sound that was in ChaosE3Sounds just not referenced
* Tweaked proxy pick ups so they made sounds only when they "wiggled"
* Tweaked RTS and changed ChaosUT optin, UseRealTimeShadows so its now an int (0, normal UT2k4 shadows, 1 = low RTS, 2=Medium RTS), 0 is default
* Tweaked Turret Placement rules so you can not place a turret on top of a JB Jail Release Switch
* Fixed bug in TurretLimit rules that allowed you from going over the active turret limit
* Moved all #exec statements into the ChaosGamesMedia flile to keep things in check
* CCTF announcer message when you pick up friendly flag
* make CCTF flag return time be programmable
* added Small and Large Armor pickups
* Fixed Old Hoverboard Skin
* Added code for all CCTF vehicles to carry flags
Keep in mind I removed some fluff. So you can see some good stuff in there. Lots of relic work. Some tweaks to ChaosCTF which you will find much more fun to play. Some bug fixes and a few new things. Sorry we did not get to adding new weapons, just we are trying to polish areas that we were a bit week on first. We think these changes help to make the mod more fun for you guys :)
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

09/07/2004

Hi folks,

the next public version of Choas should be upon you all very soon. We are trying to have a build ready for the Phase 4 MSU contest. We are in the final stages of tweaking and testing. We should have at least 3 new maps for you, relics and maybe some other cool stuff :)

Here is the edited Change Log from the last few builds:

* Added in code to make use of Kyl's Xhairs
* Tweaked chaos vamp rules to include Melee Monsters
* Added in the other relics light effects -
* Tweaked vamp trail effects for Bot/Alien
* Relic Effect lights now go off when your drop the relic (right away)
* let melee monsters use movers, change stance, and fight player who hits them
* Fixed issue with ChaosDM HuD not showing names when Specatating
* Fixed issue with Vengence Relic playing the Male Die sound all of the time (now it really looks at sex/species)
* change f1 flag aquisition methodology for displaying little flag icons
* Fixed issue with BotAI logic with strength relic and DA
* Tweaked RelicRespawn Effect to remove 1/2 second delay which causes them to sync up better
* Fixed issue with our Item Icons not shrinking/growing with the HudScale Slider
* Turret death message no longer displays "You Killed
* Added in Wildcat's Spray as well as tweak Pep/Hal's spray to remove rectangle effect
* Tweaked Relic Armor Effect so it only shows up when a player gets damaged by some one else
* Attempted to prevent 0-score medals from showing up
* Rolled back ChaosDeathMatch scoreboard to remove the panning effect (left the new checks for non-zero vales)
* Fixed ANs in ChaosxDeathmatch check endgame, and chaosconsole commands for trying to kick before games starts
* Tweaked Relics so mutants can not pick up relics and drop their relics when they become mutants
* Changed DM Medals so that the your name/scores in shown in yellow if you win a medal (did not do boxes as they did not look right)
* Tweaked CGLDisruptor so that it now better effects bots and monsters from INV!
* First Pass at Relic AI for Bots
* Got Melee Monsters to swim (albiet pathetically)
* Swtiched order of ChaosGames listed in the Sp/MP Game Menus ]
* Added Kyllian's Crosshairs textures
* Weapon Lockers show right weapons online
* Tweaked vengeance explosion to do more damage to vehicles
* Tweaked how relics despawn (they now fade out better) and also added back in fix to prevent relics from respawning prematurely -
* Added ChaosUT_UTServerAdmin to allow for WebAdim to see an pick vCTF maps for ChaosCTF games
* Fixed the AmmoType' out of bounds (0/0) log error on multi-ammo weapons
* Fixed AN in VortexProj.KillObject
* Fix AN in tombstonerules in ChaosDM
* Fixed issue where users pickup up a turret becon in an on-line game, clients are lead to belive they got back ammo when in fact it never add back in ammo, this is corrected for
* Fix ANs in mugflameproj, chaosxpawn
* Tweaked the Claw AWO so when going into spyproxy your player should not correctly stop and play the "idle_rest" animation to avoid the bug where your player runs in on line games
* Added bAddToServerPackages=True to the ChaosUT mut to auto add itself to the server packages
* Fixed various and sundry ANs in crossbow machinery
* Fix AN and suspect logic in mugiceproj
* Removed some log spam from CPP akimbo firing
* Revamped flag finder (new reticle, new location code, new drawing code borrowed from BR passing stuff)
* fix AN in ChaosUT.ClawFiremineProj.TraceLaserHitLocation
* Fixed issue with ClawProxyAmmo where it did not "jump up" when it played sounds in on-line games
* fix AN in napalm granades (ty Jeditobe1)
* Repainted Shard texture and added some extra Lightning effects to it
* Changed the Vampire relic player shader to the pickup purple
* Reworked the Vengeance shader so it spits out small skullshape fireclouds
* Added new ICE HUD textures
* Fixed several AN's in ClawNeedleProj
* Fix ANs in ClawNeedleTrap
* Tweaked flag finder paths to new locations
* Added Duel bot no-retreat behavior
More to come...stay tunned....
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

09/21/2004

Just a quick update. We plan to have a patch out soon to only address bugs and tweaks based on your feedback. Ideally we will see this patch soon. It should be only Us files (ie under 1.5 mb). We also had an error with the full PR3.5 builds in which a few elements were left out. This prevents two maps from loading correctly.

We have also laid some begining plans for the next full version. Including new CPP/RL models for starts...more info as it comes in :)
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

09/28/2004

Just a quick note that an IR went up last night. This IR was to address the bugs found in the PR3.5 The idea of this next patch is to fix stuff and it will not have any new content. Here is the change log:

* Fixed vengeance relic not working in KOTH game
* Tweak for Bots so they dont always switch to a melee when then have a flag
* Tweaked the Koth Specator Huds (Specating score now follows hill time, single player score text changed)
* Tweaked all Chaos Games Specating HUDs in atempt to center CUT logo
* VortexLauncher's Ambinet sound no longer plays when you enter a vehicle (unless its a hoverboard) -
* Can not kick while in a turret
* In Duel both players and bots now drop Duel Relics when killed or when they win the round (relic not dropped till the next round starts for those that win the round)
* Tweaked Relics so they number that spawn is depending on map path nodes (need at least 20 for the vengence)
* return original flag drop thing, BOF is now deadly again
* Turret Becons can now be kicked
* Tweaked Vengance to use Spirts and remove bomb effect for now
* Fixed some AN and Bot Stuck issues with Gravbelt/Relics
* Major tweaks to Hoverboard
* Replaced the Deemer Exposion with the old vengeance one
Our goal is to get the patch out ASAP.
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

10/03/2004

Just a quick FYI. Anyother IR was released to the team. It just had a few more fixes and tweaks. Hoverboard got some more work. Also a new Relic Menu where you can select which relic you want was added. And a more dynamic system was used to handle Relics in small maps. Just need to tweak a few more things and we are set....soon!
Jb
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

10/19/2004

Just to let you know the next version will be ready very soon. Sorry for the delay. We are testing the RC builds now and should have it ready..as soon as we get our site back that is :)

Anyways keep in mind this was only an tweak and/or bugfix vrs total new stuff. We have already started the new stuff version. Here is the more or less change log for PR3.51
* Fixed vengeance relic not working in KOTH game
* Tweak for Bots so they dont always switch to a melee when then have a flag
* Tweaked the Koth Specator Huds (Specating score now follows hill time, single player score text changed)
* Tweaked all Chaos Games Specating HUDs in atempt to center CUT logo
* VortexLauncher's Ambinet sound no longer plays when you enter a vehicle (unless its a hoverboard)
* Can not kick while in a turret
* In Duel both players and bots now drop Duel Relics when killed or when they win the round (relic not dropped till the next round starts for those that win the round)
* Tweaked Relics so they number that spawn is depending on map path nodes (need at least 20 for the vengence)
* return original flag drop thing, BOF is now deadly again
* Turret Becons can now be kicked
* Tweaked Vengance to use Spirts
* Fixed some AN and Bot Stuck issues with Gravbelt/Relics
* Major tweaks to Hoverboard
* Replaced the Deemer Exposion with the old vengeance one
* Hover/Manta random vehicle factory added
* Reduced MaxRange() on crossbow and cutter so bots dont try to snipe with them
* Fixed issue preventing the "standard ONS" maps from showing up with the ECE vehicles in the Chaos menu
* Added a Relic Configure menu (so now users can pick and chose which relics show up in a game)
* Tweaked the Warping pickup handler to have it limit the relics more dynamicly (ie not based on satic rules)
* Fixed issue with hearing both the duel annoucer and main annoucer at the set of every round
* Fixed a bug where the LaserDot for the RL stayed if you entered a vehicle
* A couple of tweaks to get the proper team color effects of the weapons when used on the hoverboard
* Removed all of the blue/Red skin checks in the proxymine, instead made a two new classes, proxymine_red/proxymine_blue to avoid skin checks and make the code more efficenent
* Twaeked to get proper team color when shooting off laser mines on hoverboard
* Tweaked TurretLauncher to work with hoverboard, removed AN log spam from Sniper when on hoverboard -
* Updated default.ini to help get rid of dual bots showing up in normal UT
So like I said we got some good stuff in there. And more on the way. The Patch weighs in a touch under 5 mb. There were some missing content from the PR3.5 builds that will keep some maps for loading. So this fixes that bug. Again soon and sorry for the delay!
Jb
Locked