Chaos can perhaps be referred to as 'a mod for those who like the game they bought'. In other words, we make no attempt at a 'total conversion', something that takes possibly the greatest FPS game yet, and turns it into something completely different. That is not our vision. What we have attempted to do (as always) is to expand the game, bring some nice variety to your play, but to do it in a way where (hopefully) it won't be so easy to tell where UT2004 ends, and Chaos begins. Our goal is to make the game bigger, deeper, and maybe even a little bit better, all the while appearing as if it came with the original game - right out of the box. And in doing so, Chaos brings an entirely new feel to the game of UT2004, but does it without removing anything from the original game. Each and every weapon, item, and feature included in this version, covering everything from custom startup menus, to complete game types, to custom quit messages, has been (and always will be)...

Post news Report RSS Evolution is Closer! -IR6

The 6th Internal Release for ChaosUT2: Evolution is currently being tested, and it's going very well. Along with many, many tweaks and fixes, this IR brings the model for our new rail gun, the ERDW, into the game. It does still need finished up with some skin and animation work, but it's in! Lot's of

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The 6th Internal Release for ChaosUT2: Evolution is currently being tested, and it's going very well. Along with many, many tweaks and fixes, this IR brings the model for our new rail gun, the ERDW, into the game. It does still need finished up with some skin and animation work, but it's in!

Lot's of tweaks and fixes went into IR6 as well. The way we handle some effects, for example. Like the Flash Grenades, which are working great in this version, the main bugs from earlier IR's are now gone.

And the effect is impressive, if you are looking right at the flash you WILL be blinded. But..., it also has varying degrees of 'blinding', for when you were looking away, or if it's not so close to you, and so on. Plus it fades out real nice.

Just an example of how some things that were 'in' already, are still getting tweaked. Soon as we have our models finished up, we'll be hitting the streets very quickly after that.

The actual Change Log;

* fixed melee fire weapon fire issue
* Added fear markers to posion and naplam grenades
* Fixed issue with alt fire on vortex having it fly behind you
* Set the kick to only delay one sec
* Added AloneOnHill Option to Koth
* Fixed DoesHillCycle option as that var was not being set correctly in game
* Added an interaction to redo the flash effect
* Moved some of the files around
* Fixed issue with Naplam flame and posion not giving the proper death messages or score when the effect killed the player.
* Updated Bins with new vers of spa textures/jb map praymid * Fixed network replication issue so that the interaction shows up client side now
* Removed the refernces to the Multihud handlers
* Gave the FOF Indentify option in the interaction
* As well as a switch for chaosclient side settings for FOF
* Tweaked ERDW so if you only have one more ammo count left the alt fire will fire a normal shot
* Fixed client-side fadeout animation for the MultiPickupBase (pickups start spinning and become smaller like in offline games)
* Worked around the occasional "Selecting a random item by spawn rating failed." log message (hopefully)
* Really fixed the ERDW alt fire with one shot as previous fix did not work in on-line games
* Fixed AN in CUT2_Interactions
* Fixed issues with reg arrow bolts not sticking in players while on-line as well as not spawning the head gibs
* Finished pass uno of the new KotH HUD box-thingy.
* Fixed issues with Gravbelt not playing sounds on-line
* Added an option to turn off Talk Icons
* Added Poison arrows
* Fixed AN in DJ interaction
* Added quick hack of an "radar" for koth
* Tweaked poison/napalm effects
* Tweak Client Settings Tab
* Added Loq's sniper pickup and skin

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