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Dev Update
Posted: Mon Jan 12, 2004 12:57 pm
by jb
Folks thought we might as well use this area to keep your advised of the current updates and where we are at:
01/12/2004
Wow. Not sure what got into the coders this weekend. But dam we got some stuff done!
- Intergration of DOC into Chaos files (DOC is the new gametype you WILL be hearing more about soon).
- functional MUG added
- functional CPP added
- LMS now uses the ChaosSuper weapons if super weapon option is checked
- Turrets are back and no longer being shot up by Bot AI when they are on the same team
- Completely new set of Mace/Dagger animations (thanks to loq)
- First 3d renders of Mug done.
- Some other bugs killed and eaten.
This was by no means a complete list. Lots of other things happened as well. Just trying to pull the major ones. Nice job team!
Posted: Fri Jan 23, 2004 1:46 pm
by jb
01/23/2004
IR 1 went up last night and here is the edited change log:
* Limited SheildGun ammo to 100 in Duel games
* Reworded a lot of config menu text
* Fixed issue where in duel with mapper's choice you would get more than one mulit-ammo weapon
* Added seven new spray symbols
* Tweaked Gravbelt Emitter timers to last more than 60 sec
* Limited Gravblet default time to be no more than 120 sec
* Added Defenders of Chaos GameType
* Added turrets back into the spawn rotation
* Significant tweaks and fixes to MUG including some online fixes with replication, effect tweaks, and ammo change notification tweaks
* Added in more Dagger animations and code
* Added turret options back into menus
* MAJOR functionality changes to mug. It is now quite deadly and usable (Needs online testing though)
* Added CPPs into packages
* Added MUG to weapons cycle
* Superweapon tweak for LMS
* Added some more Mace animations
* Added spectating PRI to proxies so teammate bots will not shoot them, see Turret PRI entry above
* Added in MUG ice mode (primary iceblast secondary airblast) as well as tweaks to MUG itself
* Added placeholders for all current Melee Monsters
* Added in user option to swap out AR for CPP
* Added in server option to allow user to switch AR w/CPP and ensured it work off/on-line
* Added ability for napalm/flamethrower and ice effects to cancel each other out
* Fixed issue with grapple hook going out past 3000 UU if player was moved/moving when they fired the hook
* Tweaked NeedAlt Proj to stay attached better
* Added a melee weapon selection section in the Chaos config, changed wording
* Added in Duel OT changes
* Added ChaosxDeathMatch (mainly to test Melee weapons in DM with out using a Mut)
* Added melee selection in KoTH so users playing KoTH will get a melee weapon
* Tweaked Monster AI a little bit
With any first IR some things are a bit rough and some of the above will need more work. As you can see we have some tweaks to current stuff, bug fixes and new stuff. There are also some other new things we are working on so watch for more updates. Again we can not really tell when the next Public version is. But this is a good sign as the first IR takes the longest...then the pace of IR release quickens. Enjoy!
Posted: Fri Feb 06, 2004 1:20 pm
by jb
02/06/2005
The 2nd IR should be out very soon. Waiting on Jim/Loq to do some tweaking on how the animations files get packaged. This will help to remove the streching of the female models with the Melee Animations. Once that is in, then we can send IR2 out to the testers. Here is an edited change log:
* Added in DOC and ChaosxDeathmatch to CUT2 Servers tab
* Fixed News Tab so it shows reads the proper URL
* Fixed spelling/grammar for BSword + Longaxe descriptions, and selecting Needler ammo
* Lowered the boom on gravbelt spawn height
* Fixed issue with Duel mappers choice and when you were not given a defaul multi-ammo weapon (ie you got a naplam nade launcher vrs the standard nade launcher) as it was a componded issue -
* Tweaked the HasAmmo() function of all Multi-ammo weapons to make them aware that the have more than one ammo type (fixed the above Duel issue as well as the issue with claw2 and proxies)
* duel hud displays minutes and seconds instead of only seconds.
* Tweaked Turrets so they dont spawn over "Game Objective"/pickup objects
* Tweaked turrets so they should not change owner until they are out of ammo
* Tweaked Duel so you should not get a point if a bot is killed while its playing when a human takes it spot
* Added in TurretLocation info to the Turret Hud so it displays correct location info if its availbe
* Fixing duel ot hud
* Miscellaneous CPP changes
* Tweaked ChaosUT to have the CPP/AR replacement follow the same rules as the ChaosWeapon Option and remove cliet/server CPP settings
* Tweaked MUGs out of ammo function
* Tweaked all melee weaps to do damage to movers
* Redid turret tracking system to be like the old CUT
* Tweaked GUI text on Koth and Duel Game rules to show time in seconds for Hill/Round time
* Added kick back velocity to player when they fire the mug in the air on the air blast
* Fixed issue with Duel Mapper choice not giving 999 to weapons
* Tweaked KoTH to auto load the CUT Interaction so Lense Flares will work if/when the CUT mut is not running
* Edited Duel config so weapon selection fits at 800*600
* CPP projectiles now damage shooter
* Dropflag command added to GUI
* Invasion Proxy Possession Adjustement. You know must hold space bar to enter, plus it tells you if one is available.
There were more changes to this but above is a sample of the good stuff

With IR2 we get another good cut of the work done. And then can move on to the fine tunning/tweaking stage. We still have more work todo but with each IR we get closer. Still no idea when the next PR will be ready...except to say it will be Longer than two weeks

Posted: Mon Feb 09, 2004 12:53 pm
by jb
02/09/2004
Just a quick note, IR2 went up on Saturday.
Posted: Thu Feb 19, 2004 1:21 pm
by jb
02/19/2004
Another IR when out last night to the team to test. Here is the editied change log:
* Fixed CPPAttachment bug - muzzleflash now occurs where it should
* Fixed bug with flash nades that caused your flash effect to not reset if you get flashed while you were flashed
* Some rather significant changes to the mug's flame effects
* Changed mace fire rate to 1.0 for Heavy and medium stances
* Fixed issue where a recharging gravbelt was not being "reset" correctly inbetween rounds in team based games (Ie BR)
* Added a check to prevent GB Charge from being more than 2 minutes
* Added a tweak to force the Naplam Fire and Poison Cloud damage to be destroyed when in the middle of Duel rounds so the next round it starts no one is caught by these lingering, note I left the effects
* Added in a check to the grapple when it was pulling you to not let you go more than 3000 units away from the hook, if you do, you go into the pulling/hanging state (ie you stop)
* Tweaked BOT AI in DOC so they wonder a bit around the DOC Obj
* Tweaked the proxy HUD to remove the view of the proxy (if you looked straight down you could see the bottom part of the proxy you were controlling)
* Bumbed up the collision radius for the proxies when player controlled and that seemed to fix the clipping issue
* Tweak the Duel Hud to better handle for OT cases
* Tweak the Duel Scoreboard so when in OT (it removes the spacings)
* Added in new blockingrange var to the Melee Attachments
* Tweaked ChaosXpawn class to allow it to avoid playing the hurt animation if it was swing a melee weapon
* Changed the Cutter Attacment to play rapid fire animation
* Added new mesh for CPP shell
* Altered DoC gasman attack (toned down)
* Added respawn delay to DoC (currently set at (4 + 2 * Deaths) seconds)
* Added bExtermination option to DoC. If true, the game will be lost if all players are dead at the same time]
As you can see lots of bug fixes and tweaks to the current Chaos Code. Most of the new stuff is in now. We are just tweaking, bug hunting and find tunning it. We hope to have one last version of Chaos for UT2k3. Then the next one will be UT2k4 only. You will note that this IR was with in 2 weeks of the last one which means we are gaining speed

Posted: Mon Mar 08, 2004 1:01 pm
by jb
03/08/2004
Well there is no doubt about it. "Teh demo" did slow us down abit. We also have to re-define DOC a bit so work on that has stopped for the momment. However work on the other Chaos Items still progresses. We had a bunch of tweakes to the Melee system, tweakes to the needle stuff to give it more of its own feeling then a cheap flak replacement, tweaks to the turret and mug as well. Here is an edited change log from this last IR, IR3, which went out Saturday:
* Tweaked the Turret Becon so it gives you an warring about interfernce and allows the owner to pickup before the turret is tried to beemed in
* Added in CPP bullet mesh
* Added in MUG flame effects shadow made with some slight tweaking. Still needs a little more speed imo but want feedback
* Tweaked DOC Skel so they don't bleed
* CPP projectiles now pass through players, and damage lowered
* More game rules helptext edits, to fit on 800*600
* Team KOTH now has a slightly modified gamerules tab, so the settings can more accurately reflect the rules]
* Fixed problem with turret launcher not showing in players hands after your turret ran out of ammo while viewing with cam.
* Spraypaints added]
* Added back in Check Box option to allow for CPP to replace start up weapon as it just worked better
* Fixed issues with Mug fire/ice in on-line games when you ran out of ammo (weapon still tried to fire)
* Added in Shadowstar's ice effects
* Tweaked the TurretController so it would not attack your own Guided Redeemer
* Tweaked turrets to ensure they point in the direction there own was facing when they fired the Turret Becon
* Tweaked needle proj as per forum feedback
* Tweaked the proxies so you dont see the body of the proxy when your controlling a proxy in on-line games
* Tweaked the freeze effect to use Shadow's Projectors
* Tweaked Chaosxpawn melee anim moves for DoubleAxe, Mace and also fixed the Katana spin
* Altered needle projectile and have needles stick into walls and floors to poke people
* Tweaked the mug freeze/burn decals to be more network friendly..they work just like the AR HitEffects work now
* Possible tweak the the Naplam Flames from lingering...
* Tweaked DamTypeNeedled & DamTypeMUGIceThrower flashfog colors to better match the weapons causing damage
* A lot of death messages edited, and gender-specific death messages now possible
* Stats now correctly log all MUG kills, no empty slots
* Stats now log all needler kills
* Axe and Doubleaxe kills now have correct death message
* AWO for CPP now adds icons over players/proxies, still bugs
* First Pass of Medals in for ChaosxDeathMatch, which works with basic sorting and recording of values, w/ rough display attempt in scoreboard
* Added in code for new melee anims
* Cleaned up some melee code - damage types now default properties
* Added new damage type for each weapon doing a headshot
* Added in the new Duel Annocers
* Added in the Mug sounds
* Tweaked the Momentum on the Turret Bullets so they dont knock you back
* Tweaked the Turret Becon so it adds one more message as the becon is beind destoryed to tell you that it could not beam in a turret
Keep in mind 100% of of this work is needed in UT2k4. We plan to do some optimizing to the code to make it more organized to reduce the number of packages you need for Chaos. If you have any Qs let us know.....
Posted: Fri Mar 19, 2004 12:57 pm
by jb
03/19/2004
Well as you can see from the screen shots we have already gotten the basics (ie the weapons) more or less in and working with UT2k4 which means we have moved the developement over to UT2k4. We need to redo the weapon icons and tweak the ammo icons of course

The ChaosUT Mut Menu also loads but we still have to tweak it a bit as we are not able to bind keys yet. UT2k4 supports a mod option and well plan to use that to seperate most of the Chaos stuff from the rest of the system if possible. The turrets and CGL (Chaos Grenade Launcher) have been tweaked to add new features as well as WIP on the mug and its effects. So far so good but watch for more screenies soon.
Posted: Mon Mar 22, 2004 1:06 pm
by jb
03/22/2004
Just a quick note to let you know how the conversion processes is going. All of the Chaos Weapons now seem to be working in UT2k4. UT2k4 changed the way weapons were fired and since Chaos had some advanced firing mode/options most of them were broke. Melee weapons are now also working well. We added back in Key Bindings and started to play around with the mod menu features. We still have some GUI items to sort out but it seems to be working well now.....
Posted: Mon Apr 05, 2004 1:07 pm
by jb
04/04/2004
Folks, just wanted to let you know that this should have been posted here the other day but I was still feeling under the weather so I slacked off

Anyways we had our first IR build for UT2004. There were a lot more changes to the code base than what I have listed in the log but more of them where learning to deal with UT2k4 stuff and not really "Chaos" stuff. But here is the edited change log:
* Base code for of conversion entered
* Tweaked ChaosUT mut to swap out the standard sniper for the ChaosClass9 weapons
* Removed the state code from the Melee weapons FireClasses (ie anything after the Begin: stuf)
* Duel, KotH, and Defenders base code tweaked to show up in new UT2004 mod menu
* Added in new MUG mesh (Note: Changed animation file)
* MOSTLY fixed HUD weapon icon stuff. Will tweak a bit more later (Code is there, and outlines are done - just need someone to replace the non _o icons with the color version)
* Added back mesh to mug pickup
* Added check and code that allows you to grapple and be pulled by vehicles
* Added Hoverboard Animation Package
* Added Hoverboard Static Package
* Moved Proxy Models and Animations to ChaosWeapons_1
* Moved Grapple models and Animations to Chaos_Extras1
* Added placeholder image to Community | Mod Menu entry
* Shrunk ERDW coil
* Added target name on turret HUD. (Engaging Target - Jack)
* Removed unneeded stuff from ChaosUT.int
* 2K4 style mutator configuration menus
* Fixed Turret Animation and added Turret to ChaosWeapons_2
* Added Turret Temp Skins to ChaosTex_005
* Added in Spa's new turret model
* Renames all Flash nades to Disruptor
* Spraypaint should now be sent blind - server does not need texture
* First pass at AWO for claw2 with Needles = Kami
* Added basic vehicle code for Hover Board
* Changed player to standing animation and is now attached to Hover Board
* Aligned Hoverboard to Code
* Add 3P Mug models
* Update to Hoverboard Skin
* Addded in 1st pass at game hints for the Chaos game Types
* Add Chaos CTF framework
* First pass at new jumpboot/gravbelt icons - commented out of CUT2_iconhud for now, so no icons ingame yet as not functioning properly - [shuri]
* Tweaked turrets (added in spa's animation added a new EMP'd state
* Tweaked vehicle camera for HoverBoard
* Config menu game/server settings should save properly now
* Added to Femps so they now target turrets and redeemers
* Added new tweaks to MUGFlame/Ice effects via Shadowstars new emitters (still WIP)
Again we took the time to clean up our old code base and redo many things from top to bottem. Lots of classes got moved. Some older ones got removed as they were no longer used, as well as others got renamed. So even though it may seem like we did not go "that" much. We did a heck of a lot. Also most of the maps we had to convert do to some of the changes we made. More news on that when we have know the rest of the details. But we see the mug more or less working, turret models, CPP as well as our own version of CTF..so new stuff as well

Posted: Mon Apr 19, 2004 12:11 pm
by jb
04/18/2004
As promised we did have another IR build over this past weekend. This IR had some new stuff in it, like all of the turret animations by Spa which totaly Rock. New Animations in by Loq for the Katana, which also rock. Tweaks to the CPP and MUG. But mainly it was able to address almost all of the bugs caused by the conversion. Here is the edited change log:
* Changed Ver
* Added check to remove AN for Owner in ClawneedleBomb
* add bot team celebration on score in CCTF
* Fixed issue with Cutter Blades playing a sound after stuck in a wall
* Deleted unneeded graffiti's, renamed texture file
* Replaced Refereces to Level.Game.IsA('Duel') to Level.Game.IsA('ChaosDuel') as thats what Duel is called now
* Added 'cacheexempt' to many class declerations, so they are not added to exportcache-ucl's
* Added deus' new HudColors and SmallViewOffsets to some weapons
* Fixed issue with mug not playing the correct "select" animation
* Added in Shadow's new mug effects
* Fixed some more melee animation problems that were not playing correctly
* Changed ammo changing message from Flash grenades to Dirsuptors
* Replaced p_proxymine references with Proxymine]
* Swiched exp arrows, proxy and standard nades to use the new exposion effect
* Swtiched the turret to use the same 3rd muzzle flash of the mingun (as it was the old muzzle flash from the AR)
* Changed the drawscale of the ERDWCoil to shrink it some
* Possible fix for having more than one chaos weapon in your hand via 3rd mode
* Added placeholder screenshots for gametypes
* Fixed bug where sniper 3rd attachment drew muzzle flash and playing firing animation if you where zooming
* Fixed thrown weapon ammo bug
* Implemented UT2k4-style Duel midgame menu
* Added in Proxy Announcer, corrected references to renamed sound package
* Fixed AN (other) in crossbowstandardbolt
* Increase Kami/Needle ball damage a bit
* Renamed arrow damage types to sort better
* Slight tweak to make the arrows/MUG "hurt" more as per feedback
* Fixed a bug in the ERDW that did not let it switch to a different weapon when it ran out of ammo
* Tweaked melee anims and added in anim code for WarHammer
* Added in Descriptions for the Chaos Game options (So the info is displayed in that games rule tab)
* Added in weapon locker replacement/supplement code
* Fixed AN (myHud) in Sniper/Rocket launcher
* Grenade Launcher can switch with CGL and Minelayer can switch with Claw
* Link gun will be kept in ONS (can still cycle)
* Reworked CPP uri]
* Changed ERDW beam so the coil should always be visible
* Fixed both Nades/Arrows setpower functions as the increased "power" was not being transfered correctly
* Reorganised/renamed some code classes - interactions, huds, jumpboots
* Tweaked melee anims in LongAxe & Mace
* Tweaked Claw AWO - Laser mines to not expoded until they have attached and initalized
* Added weapon icons for CGL, CRL
* Added a proper UT2k4 Gui for the BotGrapple warning message
* Added weapon icons for MUG, Claw, CPP, Xbow, Sniper, ERDW, Vortex, Cutter
* Fixed news tab & Cleaned up news tab
* Added proxy possesion to the AWO Of Claw2
* Added version string to footer of mutator config menu
* Added Duel welcome tab (needs serious tweakage)
* Added in more anims for Katana, WarHammer, Axes
* Added in Melee weapons tab for Chaos DM in game menu
* make the S3_Katana_HSpin happen better
* Added in Spa's animation for the turret
* Fixed AN in the BringUp of the CUTRifle
* Added some tweaks to Hoverboard
So as you can see some serrious tweakage took place. We still have a few conversion bugs to fix. But the next task is to tweak and refine what we have. As well as see what we need to do to make Chaos work better in ONS/AS as there are many oppertunities there for chaos

Posted: Mon Apr 26, 2004 12:21 pm
by jb
04/26/2004
Folks,
IR3 when up this weekend. This was more of a bug fix, tweak and our first run at ensure that Chaos works well with the ONS/AS gametypes. Here is the editted change log:
* Fixed some AN is ProxyController, CUTRifle and TombstoneRules
* Fixed muzzleflash and projectile spawn locations on turrets
* Added Standup to default props of all our weapon pickups so they appear in weapon lockers better
* Fixed issue with Claw playing the firing animation when you blow up a possed proxy on-line
* Fixed issue with Laser Dot's staying when you enter a vehicle
** Killed some AN in vortex, poisonburb and clawneedletrap
* Fixed weapons to stand up correctly in lockers
* Added left/right blocking to heavy SwordAltFire
* Changed style of how AltNeedlPro sticks as it now sticks to ons vechicles as well as players, walls, ect
* Fixed expliots with the Kami (not removing your ammo when you did a kami and launching two kamis in a row)
* Kami now has a timer so that if you don't hit the AWO key after its init, it resets
* Started overhaul of Duel game logic
* ChaosControllerBase now allows for proper updown aiming in 3rd mode
* Added weapon selection tab to "esc"/Login Menus for Koth
* Tweaked TurretRockets to use they DelayedHurtRadius to fix the no credit while owner is dead bug
* Tweaked all projectile classes to use delayed damage, bDelayedDamage and SetDelayedDamageInstigatorController where needed
* Tweaked grapple so you MUST stop grappling before you enter a vehicle as very bad things happened if you did not
* Cleaned up KotH. KotH now only will use triggers for hills. (Volumes attached to triggers is the preferred method)
* Added ChaosEffectVolume to play any emitter when an object enters/exits this volume
* All of our projectile weapons now hurt ONS vechiles
* Proxies and turrets are now Vehicle aware
* Tweaked way mug flame effects are destroyed, might cause artifacts online
* All weapons that should stick into walls now stick into vehicles
* Tweaked grapple to attach better to vehicles as well as add the mass of the grapple to the vehicle to slow it down some what * Proxys & turrets no longer effected by poison clouds
* Fixed some AN's in CGLNapalmProj & CGLNapalmAltProj
* Tweaked grapple to attach to ONSWeaponPawns (the turrets you find in ONS maps on based/Nodes)
* Tweaked grapple to attach to ASTurrets (Same thing but for AS games)
* Added in a fix to avoid the flashing ammo icon bug, we dont flash when are ammo is low, Epic's fault ATM as its hard coded * More Duel HUD tweakage (fighting order, welcome message)
* Added in Hammer animations
So as you can see more tweakage and ONS/AS compatibility testing. ATM its looking like we will have to skip DOC on the next public version. Its just not ready and with so many things that got broke during the UT2k4 conversion we have had to spend all of our time there vrs fixing up DOC. And it looks like PR3.0 will happen right around the deadline for Phase3 of the MSU contest. Hate to do that to you but I just dont see it happening any sooner. But the good news is that its not TOO FAR away.
Posted: Mon May 03, 2004 1:09 pm
by jb
05/02/2003
Runing a bit late this AM so this one will be short. We had another IR this weekend. Its more of the same of trying to get all of the conversion bugs out of the old code as well as tweak/bug hunt the new stuff. Here is the edited Changelog:
* Added back in MeleeInteraction to support Sunflares if that map has them and the chaos mut is NOT running
* Made Target Painters cycle now with vortex and turret
* Tweaked Duel Welcome Screen to put a UT2k4 box around the map pic and duel info
* Fixed issues with MUG Ice projectors sticking around for ever
* Tweaked turrets so they could not be placed near/on VehcileFactories (the things that spawn vehicles in games)
* Corrected Armor Shard pickup message
* Tweaked CPP (fixed ambiko stuff and animation issues)
* Some how proxies lost thier flash texture..added it back in
* Added KOTHTextureClient for KOTH maps to use - can display the King and his Hilltime on a scrolling texture
* Added Gibs for Hoverboard
* Added TeamSkins for Hoverboard
* Vehicles now effected by vortex via strength = strength/SVehicle(thisActor).VehicleMass thus its mass dependent
* Added Menu Grafx
* Added 4 Load Screens
* Made sniper rifle bullets a bit more visible by increasing scale some
* Fixed but in StatusPosion where the sounds would not follow the owner
* Addin in Chaos Main Menu
* Tweak that should fix the bug where you hear the melee weapon sounds hitting a player after the round is over
* Added weapon icons for all melee's
* Made sure player was properly removed and added from Duel queue when going in/out of spectating.
* Added in a UT2k4GUI border for our news tab
* First pass of the new Main Menu
* Removed flashing "You are on the hill" message
* Shrunk ERDW coils down
* Fixed turret msg sounds so only the player who launched it will here the msgs.
* Possible fix for AWO nade sounds not playing the explosion sounds online
* Added in some new menu screens
* Added in new turretlauncher skin
Again sorry for just a short one. But we had to get ready in case our mod was to be shown at a upcoming "trade" show so there was more work that what you see here. Enjoy!
Posted: Mon May 10, 2004 1:03 pm
by jb
05/10/2004
Well I noticed two things.
1) I can not seem to remember to post here during the weekend
2) We seem to be on a weakly IR schedule.
So for the last few weeks we have hit a new IR every week. Jim was able to get a much improved playable version of our Chaos CTF working. However that missed IR5 (but is in the current code base). With all of these IRs its now about tweaking and fixing. All of the new stuff is set (other than a model tweak or two). So the change logs will get less exciting but for what its worth, here is the editied change log from IR5:
* Ammo icons now correctly flash when low on ammo
* Fixed bug with suicides in Duel not ending round properly
* Slight increase to the radius of the Kami
* Tweaked ClawFireMine's beam so if a turret hits it, it blows up
* Fixed AN in CrossbowStandardBolt Hit wall and CUTRifle PutDown
* Tweaked Turret Translocator to not allow a turret to spawn on/in/under a vehicle
* Increase the Turret's SelfDestruct timer to 5 seconds
* Added in smoke/spark effect to the turret when it selfdestructs
* Prevented the ChaosRL from locking onto team/owners turrets
* Reboned hoverboard
* Re skined Hoverboard
* Updated Hove Static
* Changed how mug fire mode works (it now uses projectiles to better model the over all effect and get away from tracing)
* Added a tweak to help fix the losing Xhair bug on CUTRifle
* Fixed exploit with the turretlauncher when you dropped/thew it and got extra ammo
* Updated mug flame and ice effects to Shadow's current work, and also fixed their disappearance so that smoke and a mist lingers, respectively
* Turned fire back on for hoverboard, added gun, and factory
* Fixed some AN in StatusIce
* Tweaked ChaosMUT GUI stuff a bit
* Put melee stance in Controllers, so the selection stays between weapons and deaths, etc.
* Fixed issue with Vortex not switching after it had been fired
* Added back in active vortex check
* Tweaked pickup amounts for the StandardGrenades and MugIce
* Removed AN in ChaosWeapon's GiveTo function
* Removed AN caused by mug ice damage over time killing a player
* Forced Kami to always kill owner
* Disruptor nades now "stall" vehicles..its not a complete stall but they slow way down..good enough for a start
* Partial fix for Kamikaze yells being corrupted and spamming log
So while not the best change log, still lots of good stuff in there. All of the coders were able to make some great tweaks to the code base as the May30 Phase3 deadline looms. AFAIK all "major" bugs are dead. Of course what is your def of "major" may be a open issue

But the very serious ones are dead and we are looking to clean up the more minor ones. Ideally we would like to write error free code, but we have about 650 unqine class files (ie code files) so I am sure there are a bound to be a few bugs left

Also in the last few days we got some other tweaks in that did not make it time for IR5 (which went up on Friday night). Thus things are looking good!
Posted: Mon May 17, 2004 12:45 pm
by jb
05/17/2004
Well we had another IR this weeekend, IR6. Again more of bug fix and tweak IR. With less than 2 weeks left we will not be adding in any more new stuff. Thus they all will be bug fixes tweaks. And with that...here is the change log:
* Added vehicle checks in Proxycontroller so they now attack vehicles only if they are being driven
* Added vehicle checks in TurretController so turrets now attack vehicles only if they are being driven
* Added unfreezing shatter effect, and removed a couple ANs in statusice
* Added in Chaos CFT, the playable version.
* Added in GUI changes to the ChaosSeverBroswer (Pointed the IRC to connect to the Chaotic dreams chat room, ect)
* Added in a fix to force turrets to despawn between ONS and AS rounds and allow players to deploy them the following round
* Fixed scoring error in Duel 2/3
* Tweaked ChaosServer Broswer to look for "chaos games"
* Fixed online sound bug with CutRifleFire playing the same sound for both types of ammo
* Fixed double fire sound in CPP
* Tweak Duel GameControll menu to list vitories instead of frags
* First pass of Kami as an INV item
* Tweaked sleeping proxies to wake up if placed too close to a vehicle factory (where vehicles spawn)
* Put a check in CrossbowStandardBolt to ensure it does not try to remove the head if a player is not nead
* Tweak turretbecons to help them spawn "better"
* Aligned some of the ammo icons to fit in the weapons bar
* Fixed issue with ERDW not drawing hitwall effects when using ALT fire
* Changed count check in CGL weapon select to 2 so that it plays the Disruptor select sound for the correct nades
* Set bAlwaysGibs=false to false in DamTypeClawNeedleKami as to let the 3rd person view work when kami explodes
* Corrected some spelling errors in Claw class
* Fixed issue with that prevented switching weapons on small turrets
* Fixed issue where you did not get back any ammo after pickup up a turret become
* Vehicles that get hit with the distruptor will now play "electirc sounds while they are "flashed"
* Added in Spa team skins to turrets
* Adjusted team light on turrets so it shows better
* Fixed the TurretController LowAmmo warning message spam
* Update ammo texture with MUG icons, still have to edit code for them
* Turret kills in stats go to Turrets instead of Turret Launcher
* Fixed on line issue with Big turrets not playing the right animation when first deployed
* Tweaked the turrets to avoid or minimize the "shake" when they panned
* Fixed issue with not hearing the TurretLauncher fire sounds
* Added ammo icons to MUG ammos - still need to tweak this and others
* Removed the Grapple_hookbackplug sound
* Added in Shadows new Emitters for the firesmoke and hitwall effects
* Added in a chaos section to the settings tab (only when Chaos is activated via mod menu)
* Added SK's Demon Model -
* Upped RPB trail distance
* Put in fix that should reset the camera distance if zoom was applied when player was dead
* Added vehicular headshot for Chaos Sniper
* Another attempt to get Turrets to give the right kills if player is dead
* Added/edited gametype loading screen hints
* Added Chaos Weapon Locker, gives even chance of recieving alternate ammo (I.E. XBow: No extra 25% Explosive 25% Flaming 25% Poison 25%)
* Some tweaks to DoC monster AI
* Experimental Hoverboard Grapple]
* Tweaks to the Distrupter effect for vehicles (slows you down a bit before it stops, prevents primary weapon fire)
* Tweaks to weapon bar icons - CGL, CPP, Claw, DAxe, Hammer, Daggers
* Tweaked the turret so it handles vehicles better (again its a trade off)
* Tweaked CPPSmoke to prevent log errors
So thats not bad for one's week worth of work. We still have a few more bugs to kill and tweaks. But so far looking good!
Posted: Mon May 24, 2004 1:10 pm
by jb
05/24/2004
IR 7 went up this weekend and again it was more of a fix/tweak/change bug list:
* Streamlined how Multi-ammo Weapons handle being out of ammo
* Getting ammo for an empty Multi-ammo weapon will automatically switch it to that ammo
* Changed CPP ammo icon to regular AR one
* Changed ut2k3/ut2003 references to ut2004
* Yet more icon updates - Daggers, Axe, Katana, Templar, Mace, CGL
* Re-tweaked the grapple return sound
* All ammo icons re-positioned/sized
* Fixed return values for ucc -strict compile flag
* Worked on KotH OT checking
* Tweaked grapple and vehicle interaction (it now drags you and will disconnect if the vehicle is destoyed)
* Fixed collision height on Big turret so that projectiles don't pass/shoot thru the top half of the turret.
* Edited most keybind control names
* Fixed Duel ammo filling
* Tweaked the chaosUT2.ucl and created a ChaosGames.ucl (the chaosut2 goes in the main system dir, while the chaosgames goes into the chaosut2\system dir)
* Complete overhaul of Mug firing and flame thrower effect
* New Tweaked Iceeffects added to Mug fire, low detail mug effects added as well, some older mug classes removed,
* fixed CCTF double flag scoring, added basepath that seeks flags instead of bases.
* Addressed issues with Duel checking kills instead of round wins, and match not ending properly.
* Recompressed all static mesh packages to conform with 2k3
* Replaced the idle anim for the CPP
* Finished Hoverboard Skin
* Skinned Hoverboard Gibs
* Added/Fixed Duel Annoucements (so you now here 3,2,1,fight, flawless victory, winner, loser, ect)
* Tweaked main menu looks
* Found hack to make WebAdmin options work without messing up GUI config menu
We have Spa working on a final skin for the turret and a turret hud overlay. Neo is busy cranking out the turret launcher and becon. We have most of the interactions between ONS/AS and Chaos now playing nice together which is a good thing. Still have some more things do to in oder to be ready on the 5th.....