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Operational Pause?

Posted: Fri Jan 02, 2004 11:18 pm
by jb
Sorry folks but for most of the last 3 weeks we have not been able to get much done. Most of us where vacation, spending time with the families or just un-able to work much on the mod. We did get a few bugs corrected. Now that the holiday season is winding down we expect to be back and operating at full capacity. Sorry for the delay.

Posted: Fri Jan 02, 2004 11:30 pm
by TKATK
i can wait,if its worth it :!:

Posted: Sat Jan 03, 2004 12:01 am
by NeoNight
no biggie I mean I wouldn't expect you guys to be working on chaos during the holidays ....... I mean what about your families/friends/good ol RR

Posted: Sat Jan 03, 2004 12:03 am
by DemonHunter
WHAT? who said your allowed to take a break! :evil:


Just kidding, hope you guys are refreshed 8)

Posted: Sat Jan 03, 2004 3:26 am
by R.Flagg
Yes, I have to admit, it started out as "the holidays" at 1st, and then became a nice break.

Much as I love Chaos, a break is good from time to time.

Required BETA testing sessions begin again tomorrow night.

Let's roll.

Posted: Sat Jan 03, 2004 4:17 am
by LoQtUS
Modeling and Mapping Has Resumed.........


"You hear that Mr. Anderson? It's the sound of Inevitability"

Posted: Sat Jan 03, 2004 3:30 pm
by TKATK
how about teaser/trailer/screenie showing?

Posted: Sat Jan 03, 2004 3:35 pm
by halprin
"Welcome back Mr. Anderson. We missed you."

Posted: Mon Jan 05, 2004 1:00 pm
by jb
And back at it again

- we have been able to find another person that should be able to help us with the animations (ie more and better ones soon to come)
- Got a nice way to handle the OT bug in Duel (ie its fixed)
- Fixed a bug where you could not select all of the weapons on maps that had one or more of chaos multi-ammo weapons (ie map like Dead Air with poison and napalm nades for example).
- CPPs almost done
- And other minor tweakes

So we have already made some nice progress :)

Posted: Mon Jan 05, 2004 2:03 pm
by rdc
Thanks for the good work!

Posted: Mon Jan 05, 2004 3:18 pm
by TKATK
will the next version have turrets,makes killing flag carriers easy 8)

Posted: Mon Jan 05, 2004 5:12 pm
by BIGFOOT_PI
halprin wrote:"Welcome back Mr. Anderson. We missed you."
thats "WEEEeeeee missed you." :)

Posted: Mon Jan 05, 2004 5:26 pm
by FurrySound
TKATK: Yes, that is one of the items in our development docs for PR3.

Posted: Mon Jan 05, 2004 5:57 pm
by TKATK
FurrySound wrote:TKATK: Yes, that is one of the items in our development docs for PR3.
cant wait,2nd thing:will you be able to move em,you thought of implementing that for ut

Posted: Mon Jan 05, 2004 7:46 pm
by FurrySound
We have to keep some things secret :D (No, that does not mean that they will be movable, it also does not mean they won't, we have talked about it though)