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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!
Just kidding, hope you guys are refreshed

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

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

(No, that does not mean that they will be movable, it also does not mean they won't, we have talked about it though)