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View Full Version : ChaosUT2 Public Release 1 is coming out very VERY SOON


djpaul
13th Jul 2003, 01:37 PM
They are finishing up testing now, and uploading for the mirrors. It shouldn't be too long now! :D

More info here if your not familiar with the mod. Chaotic Dreams (http://dynamic4.gamespy.com/~chaotic/index.php) . The Online Documentation (http://dynamic4.gamespy.com/~chaotic/index.php?content=infodocs/intro_ut2.php) is available already.

Should be around 40mb and a 30mb of optional maps. So it will be around 70mb for this release. But it will be growing as it continues to be developed.

Check out some of the weapons in the Doc's. Ripper Snipper and my little friends, the Proxies - are back :D

thewalkingman
13th Jul 2003, 08:37 PM
Crashes my rig :(
spraypaints dont work
one map...............................................:(

DeRailer
13th Jul 2003, 09:21 PM
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=306880

R.Flagg {MoO}
14th Jul 2003, 12:36 AM
Hi,

Crashes your rig? Care to be more specific? We'd like to know. Sorry, but yours is the 1st report of this. If you would like to post or mail the log file, that'd be good.

As far as spray paints, they've been spotted on the public server already, so they do work. Please check to make sure you have projectors turned on if you wish to see the logos (and yeah, it's stated in the manual, but I know some folks don't like to read those).

And there is an approx 30mb map pack. A few deathmatch, a few KOTH, one plays as DOM as well (it's small though, so maybe 2 on 2 is best). And more to come.

I_LoveToKill
14th Jul 2003, 12:54 AM
Yess - Downloading NOW!

Cant wait to play this again :D

Thanks!

Wormbo
14th Jul 2003, 01:43 AM
Crashes my rig :(
spraypaints dont work
one map...............................................:(
Do you have any more information about the crash? We could need everything you have, i.e. the error message, your version of UT2k3 and if possible also the log file.

Spraypaints require projectors to be enabled.
The other maps are in the seperate map pack to make the mod download itself smaller.

I_LoveToKill
14th Jul 2003, 08:28 AM
If anyone care to play some chaos ut2003 I have it on my server now
along with my scoring system and some other weapons stuff, fun fun :)

Server rotates between chaos and vanilla ctf 50/50

RegularX
14th Jul 2003, 09:11 AM
I can't wait to download this. I'm a jb fanboy. ;)

jb
14th Jul 2003, 01:44 PM
I can't wait to download this. I'm a jb fanboy. ;)

Dam RegularX I was going to try to get you a copy of it early for your help that you have given me. Yesterday was a very hetic day and I just forgot with all of the other stuff we had going on. Sorry about that. Hope you like it.

thewalkingman
14th Jul 2003, 06:29 PM
Since it locks up completely I cant tell you if its the sound issues or the grapple..I am gearing towards the sound issue you know the cute litle guys taunts :)

The Twiggman
14th Jul 2003, 07:24 PM
Oh the vortex gravity gun thingy is the bomb. Hehe I been playing vortex gravity gun thingy arena all day and haven't got bored. Must be the emitters and sound effects. Damn thats a phat gun. Hehe, the KOTH is also a nice addition to the gametypes. I think I'll hit up the map pack in about 10 minutes. Great fun though.

PainAmplifier
14th Jul 2003, 10:18 PM
Since it locks up completely I cant tell you if its the sound issues or the grapple..I am gearing towards the sound issue you know the cute litle guys taunts :)

I think I've been running into this issue also....but I really can't say what is causing it. It happens infrequently and not in a specific map or event. But every once in awhile everything just locks up hard and a sound will echo-repeat in the background. I can CTL-ALT-DEL to get back to the task manager (W2k) but its very slow and I can't bring task manager up to kill UT2k3. (White screens)

I played a bit more today and I didn't encounter a lockup yet, so I'll keep an eye out to see if I can notice what triggers it if it does happen again.

(I'd lean towards the sound issue, since I don't grapple and I have the grapple off for the bots...and I used the little guys alot today so I'm not sure if they are the problem.)

thewalkingman
15th Jul 2003, 12:10 AM
I covered the roof of one of ctf-maul bases with the shark spray...not one but dozens.it filled the roof texture...


bug #2

I_LoveToKill
15th Jul 2003, 05:07 AM
Only 2 things I don't like...

Heartbeat sound, should be able to turn that off for yourself, im perfectly
avare of my health status so having it make noise only screws up my
audio clues.

Sniper crosshair is horrid, make it so I can choose between normal and
the current one that expands/contracts - when I aim at someone far
away it gets so small I can't see it.

Love it so far except these 2 things.

jb
15th Jul 2003, 08:37 AM
I covered the roof of one of ctf-maul bases with the shark spray...not one but dozens.it filled the roof texture...
bug #2

The Spray Paint textures need to have TC_Clamp set in its properties. 3 of thme some how made it out with that var set to TC_Wrap which cases the effect you saw. They all have been fixed now. Sorry that got out :(

jb
15th Jul 2003, 08:45 AM
I_LoveToKill,

the heartbeat sound is not for you but your eneimes :) That sound is audible to everyone so they know if your close to death and can move in for the kill :) Of course you also can use it to figure out who is low on health and maybe take them out first.

Sniper has 2 modes. Normal mode which should act like UT2k3 sniper.

And enhanced. In Enhanced mode you get movement prediction indicator (green circle), enemy names and team info. However this mode is locked to a fixed zoom. We did this because the Enhanced options only work to about 10,000 game units out. Why? Well figured if we let it go full out it may make the weapon a bit too powerful. Plus to get that info on your screen we have to do a trace and run iterator operations every time your screen refreshes. These are expensive operations and can eat CPU time. The further these effects go out, the more CPU time your going to need. So it was a comprise there as well.

Once you play with it a bit more it becomes very usefully. You can use normal mode for some long distance snipping. Then the enhanced mode to get more info on your current surroundings.... as well as it can help to lead your targets.

Deathmaker
15th Jul 2003, 09:20 AM
Been playing it on the SSB dudes' server the last couple of days and it's been a real hoot! :tup:

The Proxy Mines (& fire mines) rock, as ever, and the napalm & poison grenades are great fun. :cool:

<edit>Forgot to mention, but most CUT maps seem to load really slowly & Biotoxin lags heavily in many areas, any ideas? :(

Captain Kewl
15th Jul 2003, 10:27 AM
CUT2 == 1337

FUN FUN FUN FUN!!!! If slightly CPU intensive.

DeRailer
15th Jul 2003, 10:41 AM
CUT2 == 1337

FUN FUN FUN FUN!!!! If slightly CPU intensive.
agreed. gr8 stuff, I think it'll win best mod for a second time. :cool:
omg cut2 1on1? 1337

thewalkingman
15th Jul 2003, 01:50 PM
UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1667 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4200 with AGP8X (4403)

Assertion failed: inst->KPhysRootIndex != INDEX_NONE && inst->KPhysLastIndex != INDEX_NONE [File:KSkeletal.cpp] [Line: 570]

History: KInitSkeletonKarma <- KInitActorKarma <- AActor::setPhysics <- UObject::ProcessEvent <- (railbolt CTF-Maul.railbolt, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- xPawn <- APawn::physFalling <- APawn::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

thewalkingman
15th Jul 2003, 03:24 PM
How much of a drag on loading times if you add hundreds of spraypaints?

I_LoveToKill
15th Jul 2003, 08:35 PM
I_LoveToKill,
the heartbeat sound is not for you but your eneimes :) That sound is audible to everyone so they know if your close to death and can move in for the kill :) Of course you also can use it to figure out who is low on health and maybe take them out first.


Yeah I know its also so I can hear my enemies, but I would be nice if
I could turn it off so I could not hear my own heartbeat when I was
low, because its very loud and distracting.

I_LoveToKill,
Sniper has 2 modes. Normal mode which should act like UT2k3 sniper.


Cool, I will play around with that.

ApostleX3000
15th Jul 2003, 10:30 PM
I think I've been running into this issue also....but I really can't say what is causing it. It happens infrequently and not in a specific map or event. But every once in awhile everything just locks up hard and a sound will echo-repeat in the background. I can CTL-ALT-DEL to get back to the task manager (W2k) but its very slow and I can't bring task manager up to kill UT2k3. (White screens)

I played a bit more today and I didn't encounter a lockup yet, so I'll keep an eye out to see if I can notice what triggers it if it does happen again.

(I'd lean towards the sound issue, since I don't grapple and I have the grapple off for the bots...and I used the little guys alot today so I'm not sure if they are the problem.)

Samething here. It seems to only happen if I use the chaos crossbow in stuffswapper or worm2k3. I havent tried using the chaos mute, only the crossbow, which will always lock me up with a sound loop.

Wormbo
16th Jul 2003, 05:02 AM
This happens when you do a headshot with a regular crossbow bolt and hit another player with the very same bolt (not with a head on it). We already have a fix and will make it available soon.

Doc_EDo
16th Jul 2003, 12:20 PM
What's up with releasing Chaos without sword and axe???
This sucks. :(
And make some decent maps plz. :o

ApostleX3000
16th Jul 2003, 02:19 PM
This happens when you do a headshot with a regular crossbow bolt and hit another player with the very same bolt (not with a head on it). We already have a fix and will make it available soon.


Glad to hear the bug is indentified and fixed. That crossbow is f-ing sweet.

jb
16th Jul 2003, 09:59 PM
Update on the main CUT site and its a small file (less than 400K )

www.planetunreal.com/chaotic

Hotfix/patch to fix the lockup/esc issues. Sorry about that.

jb
16th Jul 2003, 10:01 PM
Doc,

the melee weapons are in. Just hidden. We wanted to work on a better melee system then the one we have now. Also the model guys did not have time to make real models yet. So we figured to finnish the melees in the next full release. Sorry we did not have enough time to get them in on this version.

Doc_EDo
17th Jul 2003, 12:59 AM
Good job JB, but I did find them ;). No models tho.

Wormbo
17th Jul 2003, 06:36 AM
But you have to admit that beating people with the Assault Rifle or the Minigun is funny... ;)

Doc_EDo
17th Jul 2003, 09:53 AM
But you have to admit that beating people with the Assault Rifle or the Minigun is funny... ;)
NO! It's sad.
I expected a sword and that's why I downloaded Chaos. :rolleyes:

R.Flagg {MoO}
17th Jul 2003, 10:55 AM
I expected a sword and that's why I downloaded Chaos

We mentioned several times on the site and in our forums and elsewhere that the melee stuff was on hold.

It's sad.

Well, a group of guys worked very hard, for over a year, in their spare time, for free, just to get this far.

Sorry it wasn't what you expected. Guess we owe you an apology?

DeRailer
17th Jul 2003, 11:13 AM
NO! It's sad.
I expected a sword and that's why I downloaded Chaos. :rolleyes:
The sword is overrated. :p

Metakill
17th Jul 2003, 02:34 PM
This is awesome, finally I have the game I originally wanted from UT2003.
Very well done. The vortex gun kicks the ion cannons butt. I like every single weapon so far, the grenade launcher is almost as good as the Unreal II one. Multiple arrows = raucous! I miss the flak claw, but I guess the grappler can serve that purpose.

Doc_EDo
17th Jul 2003, 03:13 PM
We mentioned several times on the site and in our forums and elsewhere that the melee stuff was on hold.

Well, a group of guys worked very hard, for over a year, in their spare time, for free, just to get this far.

Sorry it wasn't what you expected. Guess we owe you an apology?
No, it's just that you shouldn't released it at all untill all weapons were in game. Why rush it? For the contest?
And correct me if I'm wrong, but isnt the sword like a main symbol of chaos?

R.Flagg {MoO}
17th Jul 2003, 04:00 PM
No, it's just that you shouldn't released it at all untill all weapons were in game.

Welll, you are entitled to your opinion of course, but no way. Of course we aren't going to wait until the mod is totally finished before releasing it. That is not how we did CUT, and that is now how we ever planned to do CUT2.

Why rush it? For the contest?

Well sure, it was rushed a bit for the contest, can you blame us? We were going to make this mod anyway, it's what we do. But if somebody is going to (possibly) reward you for it, why not let them?

And....., it has always been our plan to release in stages, so that folks could have something to play this year, rather than next. The contest deadline just gave us an excuse to pick that date to shoot for.

And...., the melee system was not going in BETA 1, contest or not.

And correct me if I'm wrong, but isnt the sword like a main symbol of chaos?

Well, yes and no. We are lucky in the fact that the 'main symbols' of Chaos, depends entirely on who you are talking to. Many players don't give a hoot about the blade.

My reply was a bit sarcastic, and that doesn't help the team at all. My apologies to the team. But I've seen you respond more than once about how we suck, just because the sword is not in the game. There is plenty in there that is wide open for constuctive feedback, pointing out what we could have done better. And we are open for it too.

I just wish that if the best you can do is say it's sad because of no sword, and roll your eyes, that you would jutst please go play your favorite mod, have fun, and leave well enough alone. We got your point, thank you.

And even if not, I'll bite my tongue next time anyway.

ApostleX3000
17th Jul 2003, 05:47 PM
Sword will come when it comes...no biggie. I'm personaly glad they went ahead with the current release of CUT2, contest or not. Keep up the magic, team chaos!!

Doc_EDo
17th Jul 2003, 05:52 PM
Well, I don't have the time to write a book on ChaosUT2 review. What you should accept is that there will always be ppl that think that your mod sucks (even after years of development) and ppl that think that it rocks.
I personally like many features in it (vortex weapon ownz) but with some (no melees, skin on the crossbow) am largely dissapointed.
Don't think it's a flame! It's just how I see it. Maybe you can learn something from it and change some stuff to better.

jb
18th Jul 2003, 09:28 AM
Doc_EDo,

I understand your points and thanks for your feedback. Chaos means different things to different players. Some assoicate the grapple with Choas, some use the Proxies, ect. The point is we have very big plans and lots of features to add to Chaos. It will take us a long time. How many other mods have promised the stars but not delievered a single thing? We did not want to fall into that trap. The melee posed several issues to work right in a mutator (for example how do you play the swining animations on a standard UT2k3 pawn with out replacing the pawn class). Again its all about resources and fans. We had been working on CUT2 since UT2k3 first shipped. Our fans had been very understanding but they wanted something. So like Flagg said the MSU gave us a goal to shoot for. Besides this version of CUT had much more stuff on it then the GOTYE did so we did give out more this time :)

PainAmplifier
18th Jul 2003, 11:31 PM
Ah, just a few personal opinions here after playing some ChaosUT.
First a look at the weapons.

Crossbow:
I sorely miss the Scope from the UT version of the crossbow, although I suppose I can live with the loss. Otherwise damage so far seems OK, although it seems like Adept bots are uncommonly good with them...
I do find the load time for the alt-fire slightly long however, and think it probably should be lowered by 15-25% per arrow given that you cannot hold the arrows. (That and the fact that the spread isn't very usefull unless you are on a flat or level surface...or shooting at someone on one.) Haven't tried the Advanced weapon option yet, so no comment there yet. I do however wish that the flame/poison arrows radius on hit (for effects to apply) would be the same as the Explosive arrows. (So far Poison only affects on direct hits according to the info page.)


Grenade Launcher:
Something about the firing physics of this one bothers me a bit...though it may be just my unfamiliarity with it. I think Quake 1 had the best GL I've ever used, and this one feels like the Quake3 GL instead...weak and flat. Possibly, adding just a little 'english' to the 'Nades would polish it right up. (ie Add some (more?) bounce physics to the Projectiles?) As for the Ammo...
Explosive - Damage is OK, but the blast radius for it makes this mediocre at best and just plain weak in many situations. I suggest either A) making the blast radius 2X-3X as large, lowering damage a bit. (15-25%) or B) adding some Flak-like shards to the explosion. Say maybe 4-6 chunks @5 damage each in random directions. Or at least Spread out, so that a target would only get hit by 2 shards at most. For fun, give the shards enough "oomph" to allow the user to possibly get hit by them...to encourage good aim and discourage excessive spamming.
Poison - Both effects and linger time are OK.
Naplam - Both effects and linger time are OK.
Flash - Beyond Useless, the only thing these do is **** with your own vision. I also fail to see how these could even be of ANY use in a Team game...the poison or Napalm would be a better choice since they can damage as well as deter AND their AOE obcures vision also. Personal opinion is to drop these and replace them with something else.
Additionally for all the ammo types, the limit on ammo is far too low. ?Only 6 of each max? I think 6 explosive on pickup + 6per ammo pack for a max of 18 each would be much better.

Claw 2:
:tup: I really like the fire mines...perfect! Proxies are great also, although the initial activation time after firing feels too long. (Good to see these guys back. :) )

CUTTER:
:tup: Nice to see the ripper back. Although I miss the 'pushability' of the UT Ripper alt-fire, the blade shards of the Cutters alt-fire is a nice and worthy replacement. Damage for the most part seems ok, although it does feel like the Alt-fire does a bit too much damage on a direct hit. (Damage from ALL the shards hitting a single target? Need to test this more.)

ERDW:
I think this one is overpowered. (Too much like the Q3 rail gun also...) I can see people complaining about this already. (Throw weapon/Weapon stay) How about this: Initial ammo is the same, max ammo is upped to 12 BUT everytime you fire you take 10 Damage. 20 Damage for Alt-fire. And killing yourself with it this way is a negative frag. (Like normal) Balance the power against a minus and people will have to think before running to this weapon and camping on top of it. I also notice that this weapon Gibs everytime, where the FAQ states it should 'Skeletonize' your corpse instead. (Like falling in lava would.)

Chaos UT Sniper Rifle:
Only one comment: GIVE ME MY NORMAL TARGETING RETICULE BACK DAMMIT!!!!!!!!!!!!!!!!! ARGH! That &*@%&^!%# damn laser dot is impossible to see much less track in a fast moving game.

Chaos UT Rocket Launcher:
Simply haven't had the time to play with the Advanced options yet, so no comment on this one yet.

Vortex Launcher:
:tup: Nice improvement over the UT version.


I haven't played all the maps in depth yet, so just a couple of quick comments.

CTF-BioToxin:
Good flow so far and no noticable problems yet, decent size.

DM-Dungeon:
Way too tight, lacks decent dodge or move room. Poor flow, especially going from top top to bottom. (?) Feels like several mini-maps tacked together. (Good in parts, but flawed as a whole.)

KOTH-Misty_Valley:
No comment - haven't played yet.

DM-Dark_Chamber:
No Comment - Haven't played yet.

DM-Oil_Rig:
Too many narrow walkways, and no easy ways around. (Got lost trying to get from A to B even though it's an open map!)

DM-Desolate_Dominion:
Simple but effective map. A bit low on all ammo, and the spot behind on the Jump boots cannot be jumped too...was this intentional? (To get to the upper level.)

And some final notes: I didn't play more than a couple of KOTH games so far, so no comment from me about that yet. However, the gravity belt model feels mighty large...could you shrink and lower it's hover point a bit? It tends to block more of your view than it should, when it's waiting to be picked up.
And lastly, would it be too much to ask for a seperate Chaos UT mutator for Invasion games? One that simply mutliplies the damage for each weapon by 3X-5X? (But reducing the self damage by the same amount perhaps?) I love the Invasion gametype, but IMHO, they really went too far with the monsters HP. So it takes way too much ammo/time to kill anything. Which makes many of the Chaos UT weapons (Napalm-Poison Grenades/Crossbows, etc) useless. (Even more so than the standard weapons. Which is why I feel Instagib Invasion is more common than normal weapons.)

Otherwise: Good job so far!

shadow_dragon
19th Jul 2003, 08:31 AM
The lack of sword didn't bother me because i never really got into it the last time it was out, i like the crossbow it has a lack of solidity to it, possibly there should bea jolt to it, when it's fired it kicks the player back a little and if it hits a player it should do the same!
I often find myself playing with matrixmoves on, purely because theres usually too much happening at once, fire here, clouds of poison there, proxies jumping at me, i need to slow down the stream of time to get the correct gun ready! Heh heh! otherwise thumbs up for beng true the name, it certainly is chaotic!

As for melee weapons, if you get an axe in there in a later release then i can't imagine anything nearer perfection, why a crossbowa AND Axes, at last UT2004 will match the decor of my bedroom! heh heh!

jb
19th Jul 2003, 11:35 AM
PainAmplifier

thanks for taking the time to reply and glad you enjoyed more or less the mod. Just thought to address some of the good points you brought up.

Crossbow,
at the time if first showed up with the other weapons we had, another scoped weapon was a bit too much. However thoese other weapons with scopes got dropped so it turned out to be something we could have added. However we have 3 firemodes (charging, multi and normal) so we figured to leave off a scope in favor of the modes. As you know Chaos is not really a realism mod :) But the damage the arrows do is based off their speed. And they slow down in flight. So it works like a shot gun. Up close you have more arrows that hit doing more damage..farther away its less.

ERDW,
At one time the ERDW had wall seeing ability. Now I played a ton of RF on line and their Rail Driver did not seem to be too over powering. This ERDW was kind of like our UT2k3 version of that. However the more we played with it we realized that it was to easy to see and then shoot someone behind a wall. So we droped it and started to tone down the ERDW. I feel its almost a bit too week atm....

Chaos UT Sniper Rifle,
oh...yea.. hehehehe some wanted it on, others off. We will add a check box option for the cleints to turn it back on in the next release.

The gravbelt model will be tweaked next time.

We also will work on making better maps. ATM we are more than happy to have new mappers try out or have people sumbit maps for chaos.

And the invasion gametype...yes we can look into that. However a lot of people are having fun with it...like a vortex in the middlle of the room :)

Thanks again for your time. This feedback really helps!

shadow_dragon,
thanks and we will try. Again we did not have it right. We dont like to rush and put out 1/2 finnished work. So figured if we are going to do it..lets do it right the first time :)

Thanks again!