ChaosUt 2003 weapons

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
benlisquare
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ChaosUt 2003 weapons

Post by benlisquare »

I want to know all the CUT2:E Weapons. Can anyone tell me the UT2003 chaos weapons made so far? I already know vortex, ERDW, Laser trip mine, Napalm grenade, I wanna know more. I want to see pics too of the weapons, Info on how it fires, damage type and how much, and any other info please.
Fragging with all sorts of weapons gives more skill, not only using your favourite.
R.Flagg
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Post by R.Flagg »

Hi, thanks for the interest.

Unfortunatly, this time around, the models are a bit behind the code. So I don't have any more purdy pics to show you just yet. But they are not far off.

We are keenly aware of the time it's taking to get this out, and wish it could be quicker. But at least one of these guys, and usualy more, is working on something, every day. That's all we can do. (besides recruit more help, which we have done)

There has been however, very much progress made on code, many things are in place waiting for the models. Which, like I said, are in fact coming.

We have a crossbow that is modeled, and getting some textures and animations done. This will shoot (at least) normal, explosive, and flaming arrows. You will be able to shoot from 1 to 5 at a time.

We have a battle axe, and it's a very sweet model too.

The napalm grenade you mentioned is only one type of grenade the Claw2 (working title, may or may not be final name) will fire. It will also fire (at least) poison and 'normal' grenades. Alt fire will be timed grenades. Spa is handling the Claw2, and it will be some time I believe.

For those that aren't pleased with the Assault Rifle, or don't want to use it in addition to our Claw2, (2 grenade launching weapons) we will have a replacement for it, and it will most likely be the default startup in Chaos games. This one needs work still.

There is a new sniper weapon coming. The new version of our UT sniper rifle, with it's 'normal', and also Rocket Propelled bullets. These have a more powerful skull cracking punch, and leave a nice smoke trail back to shooter. The model is pretty much done I believe, getting skinned and polished.

Our beloved Proxy Mines are modeled and in-game, getting some tweakage. (training) They are nice looking little buggers this time too.

I'll get pics another time. Though there have been some on our site, check POTW archive, and in forum. Though I admit, not a whole lot. We're working on models.
jb
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Post by jb »

Also please note that as we progress some things MAY change. For example the ERDW was suppose to mimic the Rail Driver from Red Faction by having puedo wall seeing code. After much work we decided to drop that part of it. Network game play was the biggest reason (it would require things that are not possible with the current engine in netplay as well as could be used as a cheat). So we still have it and it can still shot through walls just it has a different feel now. Things like this are bound to happen. Lots of times an idea sounds great and you can even code it to try it out. But after awhile you realize that it was not such a good idea and then you change it to something else...thats why we call this process developement :)
Jb
R.Flagg
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Post by R.Flagg »

Image

Not much to see, and it's low res becuase of my machine, but that's the cloud from a poison grenade.

Will try to get better high res shots soon. Maybe something on Deus' beta map.

Hope you're still checking in.
Mayhem
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careful.....

Post by Mayhem »

It's starting to sound like the Q3 Chaos forum.....
Mayhem
FurrySound
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Post by FurrySound »

Why do you say that Mayhem?

FurrySound{Moo}
R.Flagg
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Post by R.Flagg »

If you mean to imply the mod will not be released, that would be incorrect.

I know it sucks to wait, but unlike most mutators and things you'll find released for this game already, the first beta of CUT2 is going to have many things. New gametype, new weapons, new maps, new items and new features, .... but these things aren't done overnight.

And very much of it is in fact already done. I direct your attention to the various screens on this forum, and our website, the POTW, and the POTW archive. Yes I can't take screenshots of code, but even the shots we do have show that much has been done. You can find shots of the proxies, vortex, grapple, various nades in action (true, not the nade itself, but the result...which shows the code is in place)

Like this one,

Image

That's our neat spray paint feature on the wall on the left, napalm grenade next to that, poison grenade cloud to the right. Which by the way, was also just tweaked in code recently to make sure everyone sees it regardless of your video selection settings. More progress I can't take a pic of and post.

The only thing that is arguably behind schedule is the models. And we have reported the number of people working on those, at least 3, maybe 5. The sniper rifle model is in the current release, so are the proxies, and the grapple.

BTW - just for those who might not know. The reason I am holding a flak cannon there, is we use 'placeholders' until the model is ready. The flak is the grenade launcher. This way, the code is written and tested, and the model can be 'dropped' into place so to speak.

In other words, we're not sitting around with our hands under our butts. :wink: "There's a doings a' transpirin'!" (to quote the Simpsons)

KOTH is also already in the current version.
Image

But yeah, I sympathize. I'm still waiting for the next version of Inf for UT. I used to feel differently about waiting for that mod, but now being involved here I have learned what the facts are.

Anyway, very much progress has been made. And thanks for the interest in the mod Mayhem, but I don't think you need to worry about Chaos for UnrealT 2003 not hitting the net. This is the same team that has already released Chaos for UT. With more talent added. There's no reason to think we're not good to our word.

It's coming. Soon.
jb
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Re: careful.....

Post by jb »

Mayhem wrote:It's starting to sound like the Q3 Chaos forum.....

I dissagree. We know keep all of the active code on line instead of on one persons server. If at anytime we have some one that needs to leave, then the code is still there for everyone to share it.

Modles?

we have 3 in the game now (not finnished but working). We have 5 more comepleted just wating on animations and some tweaking. we also have 4/5 people working on the models at any one time.

So lots of differences...
Jb
R.Flagg
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Post by R.Flagg »

<img src="http://www.home.earthlink.net/~maddisce ... avoc_1.jpg" align="center" alt="LoQtUS' Havoc skin, & Dungeon map">
LoQtUS
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Post by LoQtUS »

o_0 8O WOW. The master Takes another Awesom Shot ;)
The Dark Side of Chaos.
R.Flagg
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Post by R.Flagg »

Well, thanks. I was hoping you'd like that one.

But of course it's all you! Nice skin and map.

(got the original 1024x version of that one, if you should want it.)

Ok if I post more pics from that map?
LoQtUS
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Post by LoQtUS »

Might as well, Just list it as underconstruction heh. Im not sure what to do with those tellys yet Id like the 1024X image also ;)
The Dark Side of Chaos.
R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

Image

Hehe. Good thing you can't score hill time with just your head on the Hill.
FurrySound
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Post by FurrySound »

8O

FurrySound{Moo}
LoQtUS
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Post by LoQtUS »

Hemmmmm, I looks like from the Pic that one of the Shader are not working on your system. Vid settings?? There should be some green pulsing pannels on the Hill ring.
Last edited by LoQtUS on Tue Feb 18, 2003 9:19 pm, edited 1 time in total.
The Dark Side of Chaos.
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