is chaos DEAD?

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)

do you think chaos has dieD?

yes
5
17%
no
24
83%
 
Total votes: 29

Tim
Chaotic Dreams Team
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Post by Tim »

Ehhh... I would say about... 2 weeks!
;p
Sounds familiar...
unrealdirektor
Posts: 6
Joined: Tue Sep 13, 2005 8:36 pm

Post by unrealdirektor »

Noooooo!!! .... Three weeks ago was one week!

Roflololololooooooooool. I can't wait. I just hope you will be able to finish it at time. With all the mess we all face in the Real Thing (and not UT - Unreal Thing) I wonder if you won't delay it longer. Well I will wait. Go Go Chaotic Dreams, wreck chaos!
lord_kungai
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Location: Mumbai, India

Post by lord_kungai »

Gah, must be swalpa irritating for the CDT... so many schedules, so much work and all for a game, that too! Ouch... anyways, I can wait... it's fantastic that despite all their own personal lives' stuff they make this awsome mod... but I'm still eager to see what's next in Chaos!!! :twisted:
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unrealdirektor
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Joined: Tue Sep 13, 2005 8:36 pm

Post by unrealdirektor »

Ooooookay its been almost ten days my last post ... I think you can feed me some news. And I don't think, I talk only in my name when I say that. Lots of chaos hungry fans out there >.>

So my question is ... is it ready yet?! O.O

If not ... tell me how much it will be delayed. If it is, I open the bottle of champaigne, stored in the freezer. :D
jb
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Post by jb »

We only have a few critical left issues that need to be address. Once those are then we can get serrious about a release data...thill then its a big uknonw :(
Jb
Bruce9950
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Location: Chicago.IL

Post by Bruce9950 »

If were Dead :( what is it i've been working on these night's were alive + REALLY kicking :roll:
Head Shot (ooooooooooooh i love that)Ha Ha Ha Ha.

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furunculus
Posts: 6
Joined: Sat Mar 20, 2004 2:33 pm

Post by furunculus »

can't wait.

will this be the last release for 2k4, the definitive release if you will?

i figure the emphasis has got to shift to 2k7 before long.........

regards

furunculus
unrealdirektor
Posts: 6
Joined: Tue Sep 13, 2005 8:36 pm

Post by unrealdirektor »

... I ... need ... chaos ... *dies*

Common ppl give as some more info! Update this thread each day ^_^!

I can't wait!
lord_kungai
Posts: 711
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Location: Mumbai, India

Post by lord_kungai »

See, in all fairness, you peeps are putting too much pressure on the CDT...

:?

See, it's like this: Chaos is theoretically freeware [excluding the MASSIVE phone bills for downloading the frikkin' thing :wink: ] and the CDT have lives of their own...

IMHO: The CDT are doing a great job already. I have nothing to complain about. GO CHAOS!!! :D
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unrealdirektor
Posts: 6
Joined: Tue Sep 13, 2005 8:36 pm

Post by unrealdirektor »

Yes, I am a peep ... but I am an Unreal Peep. So I am proud of that. --> Said the complete ******* and vanished into the darkness of ignorance.

All I asked is for one of the chaos team member's to once in a while post something here. I don't think that I bother them by being interested in their newest creation.

Maybe I am a littlebit overexcited, but I guess that is understandable. I taken your advice in consideration Kungai. And I think I wil act acordingly.

Bring the chaos chaotic dreams and cover our comps with despair and blood. ... FRAME RATES DIE!!!!!!!!!
Zachariah
Chaotic Dreams Team
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Post by Zachariah »

Well My mapping rig has been on the fritz since late 2004 so If anyone would want to send me a New PC , I'm sure that would help to speed up Chaos Development.

;)
lord_kungai
Posts: 711
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Location: Mumbai, India

Post by lord_kungai »

Pepito wrote:Well My mapping rig has been on the fritz since late 2004 so If anyone would want to send me a New PC , I'm sure that would help to speed up Chaos Development.

;)
Oh yes, shall I email you a new comp? Or will your current firewall prevent that? :roll: :D
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Romulus777
Posts: 191
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Location: in front of my computer waiting for 5 mods to download at once

Post by Romulus777 »

lord_kungai wrote:
Pepito wrote:Well My mapping rig has been on the fritz since late 2004 so If anyone would want to send me a New PC , I'm sure that would help to speed up Chaos Development.

;)
Oh yes, shall I email you a new comp? Or will your current firewall prevent that? :roll: :D
:lol: I've left for a while because I deleated my UT :oops: I got the backup after about a year i think...n e ways great keep it up blah blah blah and IMHO:the only thing Chaos has is a botmatch LETS GET SOM FREKIN PEEPS
I BEAT THE HARDEST BOTS
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Kaboodles
Posts: 995
Joined: Fri Mar 05, 2004 3:36 am
Location: Roanoke, VA

Post by Kaboodles »

Xfire really, really helps.

We need an Xfire profile sticky in the General ChaosUT forums.

My only beef with Xfire is with all of the updates, which I can't download by myself. My dad has to do it for me :(
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R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

unrealdirektor wrote:All I asked is for one of the chaos team member's to once in a while post something here. I don't think that I bother them by being interested in their newest creation.
Just to give you something to read, here is an edited version of some notes I made while doin' whateverthehellitisIdo in IR8 (we're up to IR9 and expecting 10 soon). Many of these have already been addressed, but of course not all.

Perhaps this will also serve as a reminder of just how much work it is to make (including Design and QA - flaggrules) something of this size. And this list is of course just what I had to share at the time it was posted - it certainly does not begin to cover the entire mod. It probably doesn't even cover everything I had in my notepad.

(I keep a spiral notebook and a pen next to me on my desk whenever I play and I just jot down stuff as I go, no special order or nuthin'. But not always does everything in the notebook make it to the 'forum-list' - at least not right away. And of course there are often exploits or whatever that I find, and choose to keep to myself :wink: )

I don't normally do this kind of thing, but wtf, the times they are a' changin', eh?



=---------------------
CUT2 PR4_IR8
=---------------------

=============================
Bugs waiting to be confirmed or denied
=============================

CCTF flag-drop time is less than 3 minutes by default (think I saw about 2:40 or so - if we're to be off a bit it should be over 3, not under)

CCTF flags 'magically' change to a dif (the new) model when taking them from stand - assuming we simply forgot to apply new model to when they are still on stand

CCTF - online when carrying both flags and getting into a Manta, the player only drops one flag.

Claw2 last shot of 1st ammo type has wrong sound

Turrets - When turrets are killed incorrect "You were killed by..." HUD messages appear

MUG - 3rd person view doesn't show what ammo is loaded in body of gun

Once you have aquired both ammo types of a Chaos 'two-ammo' weapon (ie: MUG, Sniper), and then run out of whatever ammo was in the gun 'first' when you got it, you will not be able to reload that ammo type again from weapon lockers until you die.

Some Chaos player models/skins go sorta transparant when respawn effect is on, or if they are on fire

SpyProxy - can fall thru map when going into SpyProxy (spotted in Antalus offline - is it if/when you enter SpyProxy at same moment proxy itself hits the ground?)

Bots are often getting stuck while on bikes, adversly affecting gameplay in a noticeable way. Provided this can't be or isn't to be rectified before next release.... at a minimum, I think we should add a "cycle or not" GUI option for vehicles. Since we have this bot play issue, I think it deserves an option to not use it. At least that way folks who play offline and care about quality bot-play, can have an option to remove this feature that is messing them up.

---To quote precedent, in a similiar situation in the past (bot-grappling) where we had a feature that was affecting bots, we not only provided the standard option to turn the feature on or off, but we even added a warning note about the bots right in the GUI when they went to turn it on. Before we removed it completely that is.

Bike rockets make a sort of hissing noise in your ear until they explode, no matter how far away they are (at least I still hear a hiss in IR8 - it may be sorta quiet, but once you notice it - it's there)

Bike - brakes only seem to work if I'm holding the throttle open at the same time

Crossbow - should not be able to change ammo types in the middle of loading up arrows - (doing this you can get at least 4 'free' exploding arrows for example, because the standard ones you loaded up magically change to exploding before firing)

Crossbow - when using the charged arrow option, sometimes when you fire it right away w/o 'charging', you still get the sound of it being pulled back and 'charged'.

Duel-Forsaken has Flame arrows as part of mappers choice. If I play Forsaken in Chaos Weapons mode, and scroll thru my weapons, I get stuck in the old 'weapons loop' thing with a regular crossbow and a flame crossbow. Duel-Archenemy has exploding arrows as part of it's mappers choice mode. If I play ArchEnemy in Chaos weapons mode, and scroll thru my weapons, I get stuck in a loop with the regular crossbow and the exploding crossbow. DeadAir has no crossbow given in mappers choice, and this did not happen on DeadAir. Haven't checked all other maps for any other 'multi-ammo weapon givin with special ammo as mappers choice' thing (ie: maybe the loop happens with 2 grenade launchers if you give a Poison Nade Launcher in mappers choice, or whatever).

Grenade Launcher - if jumping/swinging/floating forward while aiming slightly downward, you will often times somehow hit yourself with the grenade - when it really seems like you shouldn't. And with other weapons in same move, you don't hit yourself. It's almost as if moving in this way somehow causes the nades at times to just 'fall out' of the launcher and hit your feet or something, instead of being "launched" forward and away from you.

Duel - Epic's 'who-pushed-me' rules don't work in Duel (ie: you are not credited with the 'Kills')

Duel - The scrolling 'leader board' in my copy of ChaosImmortal does not respect the Best 2/3, 4-Way, or LMS modes of Duel. It counts every frag as a 'Win'.

At least in ChaosDM1 so far I've seen our grenade ammo packs spawning with or on top of the regular grenade ammo packs

Staff melee weapon usually can't attack when crouched

Staff "upside down" attack animation is too slow and unnatural - player model 'lands' before the move is finished, you can even hear them 'land' while they are still in the air

Staff Light Stance double-jump downward attack is too slow and annatural - player model 'lands' before the move is finished, you can even hear them 'land' while they are still in the air

Staff sinks halfway into ground when dropped

TheClaws melee weapon 'horizontal spin' animation is too slow and unnatural - player model 'lands' before the move is finished, you can even hear them 'land' while they are still in the air

Bots (and players?) are not affected by disruptors while in Epic's man-able turrets


++++====================+++++
Other stuff that needs confirmed in IR8:

What is proper installation of patch version of this release? (to ensure all 'local' updates are done correctly)

CCTF Flag placement in general is in need of work - IR8 needs tested and checked 1st hand by each of us, online and offline, in all the vehicles and situations

CCTF Warmup HUD timer and announcer voices differ from what actually happens (ie: it says approx 20 secs left on HUD timer, and announcer says so also, but WarmUp ends anyway)

My turret turned on me for no reason? (possible caused by bot killing turret while dead?? dunno) - still?

Bots sometimes get stuck at grav belt spawn points (sometimes even 'predicting' them somehow?) - Fixed in IR8?

Bots still getting stuck at relic spots (maybe more than one cause for same symptom? perhaps trying to re-pickup relics they already had and then tossed earlier in same life? perhaps trying to pickup Strength relic when holding DA?...)

Offline at start of match, the initial spawn for superweapons on higher skill levels is non-existant (ie: there are a few levels, but for example at Inhuman level the delay should be 28 seconds, but there is no delay at all with Chaos)

Turrets sometimes don't spawn at all, with no messages or warnings given at all (last spotted on a nice flat bridge in IslandHop)

Turrets online after a kill stop rotating their 'heads' while scanning

Turrets don't always 'unfold' - still problem offline and online?

Ricochet from standard sniper bullets still working and deadly?

Can I still kill myself with ricochet from standard sniper bullets?

Is the standard superweapon delay during match correct offline and online? (not to be confused with 'initial' delay)

Napalm/poison effects linger to next round in Duel?

Relics - veng relic doesn't seem to do anything if kill is made from a distance - fixed?

Kicking xloc dics - only works when they are still moving? (when discs are not moving; try to kick your own and you pick it up instead, while kicking other players' disc does nothing but play kick sound)

Bike - Players on Bikes are non-solid. Can't headshot them, etc. - fixed in IR8?

Chaos Weapon Arena mutator gives you multiple weapon models at each weapon spawn point

3rd person melee weapon change animation looking correct and pretty when compared to normal weapons?

Online vengeance explosion delays? (ie: when out of view and come back, or like when ending ONS OT round with deemer, and having the explosion show after respawn)

Bots taking vengeance on themselves (untested theory: respawning into their own veng. explosion)

Spotted bot standing up again while driving in Scorpion in Submagma (possibly happens when taking personal damage while driving in Chaos game types?)

Bots still try to use MUG from too far away?

When playing online, is the vampire health not given until the blood trail actually arrives at the player? (as it is offline) (as opposed to the instant health gain in 3.6 that is)

++++====================+++++



===============================
Misc Tweaks, RFNF's, & Comments
===============================

Relics - the solution to [xxxEDITEDxxx] exploit would be better if relic reappeared somewhere else right away after [xxxxEDITEDxxxx] in this manner, rather than the delay that it currently has (having the delay creates sort of an exploit of it's own)

Melee Instagib option is spelled wrong, and should only become 'highlighted' as an option you can use until and after you have checked off the "melee only match" option (similar to some of the vanilla GUI buttons that are only relevant once another is chosen).

Bots - Bot used poison grenade to attack a powernode in ONS (killed himself with his own poison)

CCTF - can place turrets too close to flag stands (whole issue of restrictions needs rechecked thoroughly in-game)

CCTF - Allow-Translocator option would be more perfect if when turned off also removed xlocs placed as pickups in maps

Customized "You have the flag!" HUD messages (ie: "You have YOUR flag!", "You have ENEMY flag!", "You have BOTH flags!")

Return the red/blue flag icon behind the "!" when you have the flag(s) (keep radar dots gone - just return icons for clarity/consistancy) [redesign at some point in time - PR5, ut2007, whatever - to incorporate 'radar' for both bases and flags in one easy to read custom cctf hud]

Message says "match has begun" at start of CCTF warmup - instead actual match start

Optional 'auto-sprites' when picking up a flag in CCTF? (like when spawning in Assault)

Laser Mine Arena is too silly to be available - Weapon Arena mut list should be reviewed, and only sensible options included

Vengeance explosion effect still Very unbalanced and Very overblown

Vengeance spirits effect sill alpha-quality in graphics, and very unbalanced

---Even if you like the veng explosion, using it also on the redeemer is just too much. Normally in the past we wouldn't have supported using one effect for two different things, and it's still unwise to do it now. Esp with an effect that has such an adverse effect on FPS and game play.

----in addition, IIRC, the veng explosion was only put on the redeemer in the 1st place, because we were going to be taking it off the relic - so since we left it on the relic after all, then I can't see how to justify 'spamming' this effect like this (ie: same effect on two completely different things)

----- just a reminder of one gameplay issue - unlike most explosions, this one leaves a cloud of smoke hanging around for some time which severely affects the players' ability to see. It's even more of a noticeable thing when playing bots (as most of our fans do of course). Try playing DM with the higher skilled bots for example, and you'll Often have stuff like rail shots coming from out of the cloud and nailing you ... when you can't even see them standing there.

Needle primary still too 'flak-ish'

Could use better graphic, 'enhanced blue trail' or something for when using grav belt

Laser mines need something to make them stand out more, perhaps like the 'pulsating' idea I mentioned before (like the sky beams of ONS nodes being damaged)

MUG destroys power-nodes about 5 seconds too quickly (note: this is not a random number tossed out - I have offered this opinion after performing timed tests on various weapons)

ERDW destroys powernodes too quickly as well

Find a way - new model, new code, new design, anything - to some day and some way remove the "1" ammo from empty turret launcher

A turret of mine, that get's damaged by another turret of mine, will turn on me instead of the turret that damaged it (note: I understand the code-reason-logic behind this, it's related to other bugs/issues we have as well - but if you can look at the situation I described as a non-chaos-coder, just JoePlayer, it seems like somehting 'wrong' has happened, and you feel cheated somehow)

Brainstorm some Chaos-only map-specific features to add to the mod - so that mappers can Add features to maps to feel more like a 'Chaos mapper', as opposed to them feeling like they have to Remove existing Chaos features (ie: ONS-type team-turret power-switches example I gave)

2 complete Chaos teams sorta like Spa did in Q2Chaos would be a very nice touch. Models/skins/names (made up names for bots - not Our names), complete with logos for flags and banners and whatnot, and an easy way to set up my matches with those teams

Return of double-jump height gain when using Boots (ie: I should be able to make sniper rifle spot from MUG spot in Jailhouse)

Bastion has the word "terrain" misspelled in GUI description

UT2k4mod.ini - Chaos description paragraph could be better

Poison 'puff' from poison arrows was better in 3.6

Menu to access and select clan symbols for team flags and banners

Melee support should be removed from non-melee game types for now - confirmed?

The Staff blocking while strafing moves should be reversed, just like we did when I helped Neal lay out the moves in the first "go round" (ie: sword, mace). In other words, normally when I'm strafing to my right, I'm going to want to be blocking to my left, and other way round. It's not useful/normal/desired IMO to be blocking 'towards' the way I'm strafing.

Bike needs Much tighter turn radius (on keyboard steering at least)

Bike should be able to do holding-brake-fishtail turns at least as well as the other vehicles, if not better

Bike - when the brakes do work (throttle open), they work fast (strong) enough now IMO, however it looks very much like the 'front brake' is being used, and ideally that would not be the case. Any rider will tell you that you normally want to apply more pressure to back brakes than front, so you don't eat handlebars or street.

Bike - alt fire perhaps could be a nice wheelie, just for fun

Bike needs custom sound

Bike rockets a bit too powerful

Bike rockets should not be able to shoot low enough to be killing yourself with them while on bike by shooting ground in front of you

Bike - seems like all bikes rotate at same time across the map? Seems like it would be much more ideal if you could break those up, to have some scorps and bikes in game at same time.

Bike mouse-steer GUI option poorly worded and placed - suggestions for improvement should be discussed

Crossbow - vehicles (or at least some of them) are pushed around too much when hit by arrows

Turrets - when I get telefragged by standing too near my turret when it's being 'beamed in' - the death message just says "mark got telefragged by ", and that's it. It doesn't say who or what I was telefragged by. If possible to do, it would be ideal if it said "mark was telefragged by his own turret", or some such.

Chaos would benefit greatly by including in the umod a Chaos server browsing tool, that you could start outside of UT2004, would reside in your taskbar or tray, and let you know if anyone has joined one of the Chaos servers you told it to monitor. The official server perhaps could be already inserted ahead of time. (similar to AR TraySpy http://www.alteredrealms.com/artrayspy/index.html , only just for Chaos) A tool like this, shipped with the mod, could go a long way towards building community.

XMaps type code bulit-in for Duel, ChaosDM, ChaosTDM, and ChaosINV

Option for 2 or 3 team CTF

Remove the shield model in Chaos now (I'm agreeing with Spa, it's 'theme' is out of place), and use it only in a gametype along the lines of melee-only ChaosINV, or DOC, Siege, etc.

================
Missing Features
================

Beast

Remote-controlled turrets

Chaos Teleporters

Range indicator for FlagFinders

FlagFinders in turret HUDs

Gained-adrenaline system for CCTF relic system

Spectator Cameras

Smoke from vents of RPB sniper

Key Relic

Grappling bots

Improved VCTF bot support


===========
NOTES
===========

UT2k4mod.ini has wrong web addy for Chaos - new ini left off of IR8

Bots go for SpyProxies instead of the player controlling them, even if player is in plain sight and nearby - engine limitation

Chaos weapons online often times will not auto-switch when empty - known bug no need to report again

Claw2 online change-ammo animation/skin bug - known bug no need to report again

Bots forget they have the flag - confirmed as Epic bug

'Returned flag' loop - confirmed as Epic bug, server fix is available

======
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