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 news

Mods  ChaosUT2 mit riesiegem Update!   lara 18.09.2005
text (short)
Nach einer Newspause, meldet sich der Mod ChaosUT2 wieder zurück. Und das gleich mit einem riesiegem Update. Es gibt u.a. 8 neue Screenshots und eine "Kurzfassung" der Änderungs- und Ausbesserungsliste, die ihr auch unter SHOW MORE findet!

text (long)
quote:
Fixed issue with Chaos Grenades that hit the owner when fired
Fixed an issue were the delay from charging up the nade never was transferred to the nade
Fixed issue with Crossbow that allowed you to change ammo when loading up multi-arrows
Tweaked bike so it can no longer walk up walls
Tweaked bikes green xhair aiming to better align to what it can hit
Fixed issue with anytime you ran the chaosmut and any arena mut where you got double weapons/ammo (the cause was that both the chaos mut and the arena mut will trying to replace the same thing, so checked for a arena mut and if found disable the weapons/ammo swapping in the choasut mut for that map as we will let the arena mut handle all weapons/ammo in that case)
Fixed issue with Claw2 last shot of 1st ammo type has wrong sound
Decreased momentum given when arrows hit vehicles (should be almost none now)
Tweaked how the chaosweapon lockers gave out ammo when the weapon had just two ammo options
ONS/AS man-able turrets now stop firing when effected by disruptors
Tweaked Duel to avoid using teleporters, inv and other nav point that can cause issues with players spawning
Added the melee menu tweaks to the Koth, TeamKoth, ChaosDM and ChaosTeamDM
Added Wheelie option to bike
Major Hoverboard changes including weapons, shields, ect
Tweaked CPP fire/Alt fire sounds a bit
Added a GUI Monster wave configuration to HordeHunters to allow players to edit/view the HH Monster waves
Tweaked bike wheelie so it happens when your moving now as well
Tweaked down 3rd view of CPP some
Added vortex/proxy spawners for mappers
Increase Bikes brakes so it stops much faster and tried to make it fishtail more
Fixed issue with epics "who pushed me rules" not working with Duel
Overhauled how the multi-ammo choasweapons GiveTo function on all the child classes (basically this means a poison crossbow pickup will now only give out a standard xbow with poison bolts and will help avoid those weapon loop bugs)
Fix for the spyproxy going through floors when you took over it
Fixed issues with Relics that were dropped then kick and picked back up-
Tweaked the ChaosCTF game type to have xloc disabled by default
Tweaked the Mug and vengeance explosion effects to be more kinder to fps with a slight IQ degrade
Small tweaks to Sprits to avoid replication issue of player skins, tweaked how the seek and gave them an offset at spawn
Tweaked all ChaosgameTypes (except duel/HH) so that melee's are only availed in the bmeleegame is selected, removed them from ChaosCTF completely
Tweaked the Sprits so that they go after monsters more so in HH games and invasion games
Small tweaks to HH Hud to remove rank/timer and in its place has a wave/number of monsters left per round
Tweaked relic pickups and gravbelt so to avoid bots getting stuck over them
Removed distance check on vengeance sprit relic
Tweaked it so super weapons are not instantly spawned (this only happened on super weapons that our mut swapped out)
Tweaked bots so they don't think the mug is a good weapon when the bots enemy is more than 500 uu away
Tweaked down damage vampire relic does to be 1/2 of what the user caused
Tweaked Regen/Vamp so when you first pick it up you get the over lay effects for about 1 sec
Super weapons no longer kickable
Tweaked it so that you can kick xlocs now
Tweaked kick so when kicking the proxy you hear both sounds (the proxy and the kicking sound)
More tweaks to bike to improve some BOT AI as well as control
Committed out the grapple option (it was not committed out of the code just the var was showing up in the ini
Removed all relic lights from the effects
Removed RTS
Removed the extra vengeance light to prevent turning whole map orange
Fixed issue with turrets not identifying vehicles
Fixed issue with turret not updating its location string
Possible fix for the StatusIce that causes froze players to fall through ground (only said possible as I could not get it to repeat after tweaking it)
Found 55 places were the we got sloppy with the case on the name of the sounds which caused some of the sounds not to re-direct on Linux server
Fixed issue with our super weapons not waiting the 120 seconds to spawn
Fixed issue with CPP smoke not aligning with model, removed head shot ability
Added BOF ChaosCTF fix
Fixed issue with Talk Icon being drawn over the HUD
Tweaked the ChaosGUI_MidGameTab menu so it saves your settings as well as a slightly new layout
Fixed a few other misc melee animations issues
Tweaked the way in which double jumps were detected for those special melee moves
Upped the sound properties that the sniper bullets use
Fixed issue with running out of ammo and auto-changing to a new weapons weirdness when you have CPP in on-line games
Fixed issue with CPP ammo not being swapped out in the chaos mut
Another tweak to StatusPoison to prevent MMGasman from poisoning them selves
A few tweaks to bike projectors
Slight tweaks to Vampire effects (blood trails now turn smoother, health points transferred when blood trials hit, ect)
Tweaked HH to make use of the MaxLives setting (default is 0 so there is no limit to the players lives)
Small tweaks to HH so it counts the time before the waves and does not try to show you the scoreboard
Tweaked Bike to allow for 45 cone of aiming
Tweaked bike collision so it does not crash into nodes and stop as well as made it lean a bit more
Fixed AN in the MeleeWeapons Giveto that only showed up in HH/DOC/Duel]
Fixed AN in turret translocator in on-line play
Major changes to turret including optimization, fixed some AN, fixed some bugs
Tweaked Chaos Models binary files to reduce file size
Tweaked the casing from CPP/Sniper to have a random spin when they are ejected as per Indent's feedback
Tweaked xbow so bots will switch to alt ammo types if they have it
Increased Damage that charge arrows do
Slightly increase speed and default arrow size
Fixed issue with Bots not being able to fire some of our weapons when using the ChaosArenaMut (Xbow, Sniper and Mug)
Fixed issue with CPP and weapons stay not allow you to pickup until it was "fading out"
Tweak fire of CPP so spread is less in normal fire, and more in alt fire
Tossing out CPP (either dropped or killed) will now throw out two CPPs if the player had them in dual mode
Added Staff/Claws into the code that adds melee medals in our DM games
Added in Claws to the melee weapons
Tweaked Mug, ERDW and Naplam nades to be more effective in vehicle games (ie cause damage to ons power cores and vehicles)
Tweaked Gasman poison cloud to it stays "as long as" the poison effect
All Chaos weapons have been tweaked for Bot AI tweaks meaning the bots are now aware of the alt ammo, CWO and will try to switch to one of the ammo types or use the CWO depending on conditions (the main melee weapons file was also tweaked just a bit)
Tweaked the VehicleDamageScaling to most of the ChaosWeapon damage types so that the chaos weapons will "hurt" vehicles a bit more
Xbow Archers can now use the special ammo of the xbows, they are more likely to use it in later rounds of the game or if they are hurt
The Chaoseffects (flash, napalm, fire, poison, ect) should no longer effect you when your in god mode
Tweaked Neckspurts so we no long needed a file for each race (bots, aliens, humans) which allowed the removal of redundant files
Melee weapons on head shots are not more bloody
Tweaked MutChaosArena so it can use the multi ammo when basic weapon load out is used
Changed bCheapWallHack to bCheapWallHanging in proxymine to get past antiTCC checks, suggested by Wormbo]
Fixed bug were Vampire rune was not using correct blood trails for the ninja
Fixed issue with Ninja/Gasman using Red Human gibs
Tweaked bike to get rid of leaning
Added an Option for mouse steering for bike
Completely new MeleeMonsterAI (mashed together the Inv Monster AI with what we had, now much better)
Fixed bug in Napalm Status which caused vehicles to play an "exhausted sound" when the napalm where off.
Fixed issue with relics allowing a player to pickup more than one in on-line games
Fixed issues with some of our weapons allowing you to get extra ammo when you ran over them with weapons stay option on
Tweaked chaos vehicles so that flags are in correct places
Fixed issue with chaosweapons always "announcing" the pickup with weaponstay on
Fixed issue with all Chaos Multi ammo weapons showing the wrong attachment class when the player runs out of ammo, switches weapons, finds more ammo of a different type and changes back to that weapon
Fixes AN and tweaked them to ensure the mug pilot light is on the correct way
Added basic stats to HH to track monster kills
fiX0r veng spirits not effecting tanks, and some other vehicles
Fixed issue with some monsters giving you damage in HH when your in Godmode
Monsters should at least head gib now
Tweaked the ChaosMeleeWeapon class in hopes that the melee weapons can attach "better" to non-standard bones used in custom models
Slight increase to vengeance damage for both Sprit/Bomb to make them a bit more deadlier
Chaos Bike now fixed for steering and wheel rotation direction
Hordhunters working "f3" stat menu code now in CVS
Vampire effect now "bleeds" green for Gasman/Ninja
Fixed issue with rotation of player causing the melee weapons in the chaos settings to be at weird angles
Fixed error with trying to load the client side mut options twice (would get an error in the client logs chaos settings tab already exists)
Fixed it so bots in HH don't always try to kill when hurt by another player]
Tweaked monsters so only Ninja's and Knight's can dodge
Make sure Gasman/Ninja's spawn the non-red skull when are killed with a head shot
Tweaked ChaosArmor relic so it does not try to draw multi-shield effects when taking damage
Major tweak to chaos bike riding positions, the fit much better now
Added Light Skin to LadyChaos.upl
Added Light Skin with LadyChaos_Skins2
Added in new flags to ChaosCTF
Added a Timer that will cause the monsters to die if they get stuck in one spot for more than 30 seconds
Tweaked Monster AI so after the kill a player the wander around vrs standing over their dead body
Added a variable in MeleeMonster.uc which allow monsters of different types in their subclasses to have more of an effect when calling for a rally. This allows stronger monsters to be able to call for weaker minions.
Added some AI routine checks, predominately the rally code. Monsters can now call for rallies and also respond to rallies somewhat appropriately. The values really need to be tweaked.
Fixed log spam issue in HH_Scoreboard which also fixed the pts in a round not showing up
Added in new icon for CPP
Tweak HH_GameRules to remove another AN spammage
Fixed typo in Credits page
Tweaked Bot AI in HH so they don't get scared of the monsters as the monsters get harder
Upped tweak in Duel Hud to prevent logspam
added talk icon check box to ingame menu
Updated the contents of CutServerInI.txt to reflect current changes
Tweaked all MeleeMonster collisions to better align with the model used
Tweaked MeleeHeadSever Damage type GibModifier by 1 so head shots are messy
BasePath keys now find closest monsters in HH
Added Staff to melee weapons
Added in the un-used battle axe [in HH]
Added in the un-used Gargoyle axe [in HH]
Altered melee animation code in hopes to streamline and simplify
Allowed Melee pickups to exist in HH
Major streamlining operation on melee weapons
Made random melee choice available for all games that support melee
updated MeleeInstagib mut for new melee dagametypes.
Added in HH Scoring changes (Points handed out based on damage done, points lost per death)
Fixed bug where points were awarded twice
Fixed bug when a player was killed by a Monster in HH it also counted as a suicide
Fixed bug where melee pickups when throw "popped up" as well as tweaks to their rotation to lay flat "better"
Added in bone hit Fx on the HH Skels as well as new Gasman sounds
More tweaking and moving around of Monsters sounds to better fit the monsters, old sounds and new sounds
Gasman/Ninja's now bleed green "blood"


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