Just wanted to give you a mini update:
We are still working on fixing and tweaking things.
We had another IR a few weeks ago. Followed by a few mini-updates that were targeting the ChaosCTF issues. As you all know the last patch broke Duel. However it also fixed the attachment of flags to vechiles in normal vCTF and our ChaosCTF which is something that we spent a LOT OF TIME trying to work around. Since our method to work around this did work but had some other issues we spent some time to change back now that Epic has fixed the attachment issues (it was something that we could not fix). Now we have ChaosCTF playing "better". We also have replaced all but the last one (or two) of the models in HH with new ones. And once the guy that does our emitters is back we can a few more of the emitters we needed which should round out all the effects we are missing (or using temp place holder effects at). So hope to have a better idea for you soon on a release date but its getting closer!!!
Mini-update
Mini-update
Jb
Here's an example post from dev, figured this can show a bit of the "unseen" stuff that is going on. Stuff that's hard to show off in a sshot like a new model or whatever.
Beta spots still open, BTW.R.Flagg wrote:Bruce, what we're talking about in that other thread is ....
when you are carrying the flags in CCTF, in some vehicles the flags look and/or work correctly, but in other vehicles they either don't look as we intended (flag might look all sideways, or in wrong position on vehicle), or they don't work as we intended (ie: have both flags and get in a Raptor or Manta, and only one flag will drop instead of both).
Well, at first we thought "Ok, the scorpions are messed up", or "the Raptors are wrong"... and at first, that was partly correct. But, sometimes things just aren't that easy. Like now.
Because now what we have found out is that it's not just "all scorpions", or "all hellbenders", or whatever. As it turns out, there is more than one way for a mapper to add any of the vehicles to his map, and so for us it actually depends on exactly how the mapper placed a particular vehicle in a particular map.
As I mentioned above, you can see examples of this in one map, Submagma. If you get in that map, and get both flags, and try all the vehicles, you will see the difference. There is a scorpion that has the flags looking correctly, and a scorpion where they are wrong. A tank where they look right, and a tank where the look wrong, etc.
Now, why is this important to you? Because if you are testing and you see the flags looking messed up and screwy, it's not enough to just say "I saw flags messed up in a Hellbender". We actually have to know exactly which Hellbender (or whatever) in which map.
And there's even more detail. The mappers are placing "factories" to add vehicles to their maps, and there is more than one type of factory. However, some mappers (most notably Blitz so far), have created their own custom 'factories', which further complicate matters.
So what Jb is trying to do is identify as many of these custom factories as he/we can right now, and then somehow writing some sort of custom hack specific for that custom factory ... all so that Chaos will work in those custom maps with those custom factories when we release PR4. So....
I have been getting lots of vctf maps off of servers where people are playing, and then going offline and getting the maps out of my cache and loading them up in botmatches and then getting both flags and getting into every vehicle in the map to ensure the flags are correct, and if I find an error I am then exiting the game and loading the map up in the editor to see which factory that particular vehicle is using, and whether or not it's one that Jb has fixed or is fixing already. (ie: there is a bugged Manta in VCTF-UP-Ice, and a working Manta in the same map - the bugged one is using ONSFVHoverCraftFactory)
Which seems like a lot of damn effort to go thru just to make sure we work with other people's custom map(s). And well, it is a lot of effort. But that's a good thing. Keep in mind that there are no official vctf maps (which probably helped create this confusion in the 1st place), so it's a good thing for us to work with as many of the known (or at least good and/or being played) custom vctf maps out there as we can.
This is the type of extra work that helps makes a good mod great to be perfectly honest.
I don't expect you to know all these details about the editor, and/or vehicle factory names and so forth ...
(like how ONSFAttackCraftFactory is a bugged Raptor factory in IR11 that is fixed in IR12, but ONSFVAttackCraftFactory is another one that is still bugged in IR12, meaning any Raptor using that factory will only drop one flag at a time)
.... no, you don't have to know that kind of detail, just please be very specific if you are reporting bugs with cctf flags in vehicles or turrets.
And that leads the way to the next topic, man-able turrets that folks place in their maps, and how there's more than one way to do those too.Which brings me to my next hope/request I'm going to spring on Jb, but that should probably go in a new thread.
Well we did a few more tweaks. Got the new manta meat opition in and working. We think we have a very good handle on maps use custom vechilefactories so that all of the standard vechiles that spawn in maps should follow the CCTF flag rules (ie attach and drop dual flags in some cases). Even did a few tweaks to allow for Turrets to be used in CCTF games.... so as you can see progress progress progess 

Jb