YADU (Yet Another Devlopement Update) :)
Posted: Fri Sep 19, 2003 12:10 pm
So its Friday and the weekend is near....thought we would let you know on the progress
- Melee: Is still broke in on-line games. I have been playing with it for the better part of 2 weeks with no luck yet. I have given up and sent a question to Epic to see if they can help
This is our current gating item. I have another IR ready for the team but I will not release it until I get the on-line stuff for melee fixed. However Loq, Neo have been able to make a few nice weapons for it.
- Turrets: Due to some techincal issues that would have resulted in a bunch of extra work for you guys to control the turrets, for now they will only have a veiw camera on them. Gasman was able to fix some issues with them. So far their logic (2nd in complexity to the proxy mine as far as being complicated) seems to work. Also a user, Vid, might be doing the model for on on the turrets. I dont have his link with me know but they were some nice looking turrets. Him and Spa were going to work on this. Also sounds are in for the turrets as well.
- Claw2: We still have to decied on how to best handle the AWO on this weapon. Couple of good ideas in the dev section but nothing solid yet. Spa was able to deliver on the basic model of the needle ammo. Your gonna like that one
- MUG/CPP: CaptinKewl was able to finnish (or almost finnish) most of the Firepart of the weapon and has made some progress on the CPPs. Oh Chris is back (had some ISP issues) and will be uploading a preview pick of the CPP models soon
- Duel: For most parts the core logic is done. We need to finalize the weapons load out (Melee, all weapons, only chaos weapons, mappers choice) ect. But the gameplay seems to work well. Currently at the end of a round we play two sound bytes. One if for a flawless victory (you beat your oponet without taking damge). The other is just a standard you win message. Here is a first pass pic of the scoreboard:

Let me explain it. The top two boxes shows who is currently "dueling". Then I have a space and draw the rest of the players. The rest of the players are sorted by score. If your dead, then I use a "grey" color. If you alive then I use a more white color (Asp box in that pic above just turned to grey after I killed her). Again it could change or it could be the final deal. We will talk about it and see but it should work ok. Thanks to DJ for his help/work on Duel. We will probably redo the HUD but have no idea how to handle that or what it should look like. Remember jb = stinks at designing huds
- Melee: Is still broke in on-line games. I have been playing with it for the better part of 2 weeks with no luck yet. I have given up and sent a question to Epic to see if they can help

- Turrets: Due to some techincal issues that would have resulted in a bunch of extra work for you guys to control the turrets, for now they will only have a veiw camera on them. Gasman was able to fix some issues with them. So far their logic (2nd in complexity to the proxy mine as far as being complicated) seems to work. Also a user, Vid, might be doing the model for on on the turrets. I dont have his link with me know but they were some nice looking turrets. Him and Spa were going to work on this. Also sounds are in for the turrets as well.
- Claw2: We still have to decied on how to best handle the AWO on this weapon. Couple of good ideas in the dev section but nothing solid yet. Spa was able to deliver on the basic model of the needle ammo. Your gonna like that one

- MUG/CPP: CaptinKewl was able to finnish (or almost finnish) most of the Firepart of the weapon and has made some progress on the CPPs. Oh Chris is back (had some ISP issues) and will be uploading a preview pick of the CPP models soon

- Duel: For most parts the core logic is done. We need to finalize the weapons load out (Melee, all weapons, only chaos weapons, mappers choice) ect. But the gameplay seems to work well. Currently at the end of a round we play two sound bytes. One if for a flawless victory (you beat your oponet without taking damge). The other is just a standard you win message. Here is a first pass pic of the scoreboard:

Let me explain it. The top two boxes shows who is currently "dueling". Then I have a space and draw the rest of the players. The rest of the players are sorted by score. If your dead, then I use a "grey" color. If you alive then I use a more white color (Asp box in that pic above just turned to grey after I killed her). Again it could change or it could be the final deal. We will talk about it and see but it should work ok. Thanks to DJ for his help/work on Duel. We will probably redo the HUD but have no idea how to handle that or what it should look like. Remember jb = stinks at designing huds
