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All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
jb
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Post by jb »

We might be able to enhance the effects better (maybe bending, warping, blurring on the clients when you see one). but thats stuff we have to look at down the road :)
Jb
FurrySound
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Post by FurrySound »

If you haven't seen this R. Flagg, check it out... very cool pics..

http://www.msnbc.com/news/338343.asp
FurrySound{TOC}
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neolith
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Post by neolith »

jb wrote:We might be able to enhance the effects better (maybe bending, warping, blurring on the clients when you see one). but thats stuff we have to look at down the road :)
That's why I hope for pixelshaders to be in, err... that'd be UT2k5 then, so that we can bend the whole screen towards the hole.
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Shadowstar
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Post by Shadowstar »

Well, there are some things I think we can do... Maybe have the colors on the screen start to warp as the proximity to the vortex increases... That would look like some kind of freaky acid trip when youre getting sucked in...

I think a motion blur effect would be cool too, if that were possible...

Or, maybe use the HOM effect, make everything the player sees transparent, except for the vortex. The level of transparency increases as they get closer to the middle of the vortex. That way, an HOM effect would gradually appear to wash over everything as they were being pulled in... Talk about psychadelic...

SPA's idea about temporal slowdown is also cool... We'd just have to do it in such a way that it doesn't obstruct the gameplay of every player on the server, since everyone would end up feeling the effect. And there should be a server option to disable it. Motion blur would accentuate that effect perfectly... Imagine, motion blur bullet time!! Whoa man!

Then again, if we do these ideas, the ATF might classify Chaos as a narcotic substance and we'd get raided...
neolith
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Post by neolith »

Shadowstar wrote:make everything the player sees transparent, except for the vortex. The level of transparency increases as they get closer to the middle of the vortex.
I don't know if that's possible due to the culling system. The engine doesn't render things that you cannot see, this includes level geometry that is farer away from you...

But I still like the time slowdown idea!
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
starfury6
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Post by starfury6 »

jeditobe1 wrote:
starfury6 wrote:BTW the auto weapon switching wasn't working with the Chaos weapons on the CUT2 1v1 map last night...
Have you set the Chaos weapons in your Settings -> Weapons to have the priorities you want? otherwise they are all below the shield gun or whatever is your lowest.

Also some weapons that have multi ammo might require an extra button press to switch depending on how you use the last shot.
I must admit I didn't mess with the weapon priorities, I thought they would override the existing ones. I'll have a mess tonight.
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R.Flagg
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Post by R.Flagg »

I must admit I didn't mess with the weapon priorities, I thought they would override the existing ones
Well, I guess we just didn't want to assume where you'd want them to be in priority. :wink:

But this is a lesson learned. Several folks have had the same question, so to me this means I need to somehow explain this in the Chaos manual.

Thanks for playing by the way.
starfury6
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Post by starfury6 »

Just nipped in and pressed the 'defaults' button and it spcaed the chaos weapons to the 'correct' priorities. Much more playable. Love the gavity vortex effects, especially the way it spits your gibs out afterwards 8)
starfury6
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