lambda Friday, 25 February 2005
Posted by MJCS @ 02/25/2005 16:06:20 | Category: Half-Life 1 Modification
Source: GHOST OPs
Ok guys, this is it. the moment we have worked our ass off to get too, and what you guys have been waiting for. We are going to test the final evaluation of GO Friday night, then after that, hopefully release this weekend. Its going to happen unless we run into anything major, which so far, looks doubtful. The release, if everything goes as planned, will be Sunday, the 27th.

Three maps will be included in the download, i know thats not much, but its what we got. holding up the release anymore would not be in best interest. These three maps will be "go_deepdown" a map by our texture Artist funatic, "go_abandoned" by our mapper Crackerjack, and "go_factory" by ghosts own beloved co-founder, and master of all trades Adam Atomic. All of these follow the GO three objectives, and will alot of fun to play.

We will be posting screens of the test in the forums friday and saturday, and fingers crossed, will see you guys ingame sunday!If you would like to host a GO server, or host the downloads, please contact me by sunday at illogicmindz@gmail.com.
Posted by MJCS @ 02/25/2005 16:04:39 | Category: Half-Life 2 Modification
Source: HL Rally
Well since its been a few days since our last post, so I thought I would keep you guys updated on evolution. The area you see in the new screenshot is the start/finish line. This area has changed quite a bit from hlr. I thought with the power of the source engine there was no point in inclosing it all, plus the more open it is, should allow for better game play. At the moment the inside of the cave is still a bit dark, the light spots I am using are not quite working properly.
I am currently now working on the section straight after the start/finish line, I should hopefully have another new screenshot or two within the week.
Posted by MJCS @ 02/25/2005 16:02:52 | Category: Half-Life 2 Modification
Source: Fortress Forever
Interview: Jolt.co.uk
The Fortress Forever team answers some interesting questions as part of a comprehensive interview conducted by Jolt.co.uk staff.

Q: Will the spy disguise and feign system work like it does in TFC?

A: We're aiming to streamline and balance the disguise system to an extent. As for the feigning, technical considerations may force us to develop an alternative to feigning (though nothing has been decided yet). This is chiefly due to the ragdoll system...

See the rest of this answer, and more, in the complete interview transcript.
Posted by MJCS @ 02/25/2005 16:00:52 | Category: Half-Life 2 Modification
Source: Conflict: Middle East
Alright, finally after nearly 6 months of dealing with bugs in the forums, I've got some new ones up. Hopefully a bit mroe stable than the last (weird my-sql, and file version errors). So register and have some fun!

On other news, we're going a little slow right now, but we're going to throw things into 150% this spring/summer. Starting springbreak, we'll be starting with implementing our models into the HL2 engine, and we'll also be hireing a mapper. We'll come out with a demo featuring a desert city style map.

New story line to be released soon also! So keep your eyes peeled.
Posted by MJCS @ 02/25/2005 15:58:20 | Category: Hosted Site
Source: Hostile Intent
What can I say? How about FAMAS?

What about SIG 552? That do anything for you?

There you have it. The two newest additions to the Hostile Intent arsenal, the FAMAS and the SIG 552.
Posted by MJCS @ 02/25/2005 15:58:03 | Category: Half-Life 2 Modification
Source: Iron Grip
It has been a busy week for Iron Grip : The Oppression. The Public release went beyond expectation, and we are pleased a lot of people enjoy the concept and are looking forward to the release this summer. We have been hiring new help and working hard to keep up with the deadlines. Recently a new sound engineer joined the Iron Grip team.
He is a talented and experienced sound engineer, and we are looking forward to working with him. We welcome Sonic to the Iron Grip team.
We are still looking for animators, texture artists, modellers and mappers. So if you are interested. Contact us at info@irongrip.net
Work has started for the March/April preview. We have also managed to complete our 11th Resistance Character. Considering we are aiming for 20 Characters, it means we are ahead of schedule.
With almost all the Rahmos models complete, we are more and more optimistic about the deadlines ahead.
Here are renders of 2 new resistance characters which have been completed this week.

You can read their profiles on the Resistance mod information pages.

Other than the model/skinning department working fast, our programmers are working hard on the mod source. Our lead mapper is working on a map preview which he expects to complete some time next week, but we cant make any promises on that.
The weapon designs are almost complete. So weapon renders will be coming shortly.
All in all, we are pleased with the progress being made.
Posted by MJCS @ 02/25/2005 15:51:32 | Category: Half-Life 2 Modification
Source: Troy
The candy of the week: a list of the weapons you’ll have to master to dominate the battlefield! Dez has done a sketch for most of them, and their descriptions are available in the weapon section. Each weapon has a secondary attack that allows you to unleash your divine powers on the field. This is how you’ll be able to pin enemies on the wall with javelins :)
Sound recording is starting this weekend! Working with students sure has its advantages, such as giving us free access to resources we wouldn’t have if we were a company. We’ll create our sounds in a professional recording studio, but we may have to do several sessions to record all of the 250 sounds (!) we’ve listed. Much is needed to immerse players in a big scale battle!
We’ve started modeling last week, and things are going smoothly. We are now ready to accept new modelers and animators, so that talented artists can drop me their portfolios at kiroke@troymod.com.
We have a few new concept arts and our first model render!

Posted by MJCS @ 02/25/2005 08:33:50 | Category: Site News
Sorry for the lack of news posts the last few days. I will catch up with all of them tonight.
lambda Thursday, 24 February 2005
Posted by MJCS @ 02/24/2005 20:43:09 | Category: Steam
Source: Steam
Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch updates are available and will be applied automatically when Steam is restarted. The changes include:

Counter-Strike: Source
  • New hostage rescue map cs_compound

  • Added Source version of de_train

  • Upgraded version of the CT player model

  • Location names are shown in radio/team chat, and under the radar

  • Server tickrate can be specified with -tickrate

  • Added radio command aliases

  • Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team – useful for humans vs bots)

  • Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota

  • Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)

  • Bots are balanced before humans with mp_autoteambalance

  • Bots can open simple +use doors

  • Bots change their names to match the prefix when bot_prefix changes

  • Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana

  • Bots won’t throw grenades if something is blocking their throw

  • Bots are better at only breaking objects that are in their way

  • Fixed bug where a bot occasionally “dithered” rapidly between two or more targets without firing
    bot_kick and bot_kill console commands use the bot's base name without the bot_prefix
    de_piranesi - bots avoid the breakable crates better.

  • A bomb exploding just as the round restarts no longer kills players at the start of the next round

  • Grenades being thrown when the player dies no longer disappear

  • Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality

  • Players’ arms and hands can be hit by bullets now

  • Target ID font is proportional, and it doesn't resize incorrectly after a resolution change

  • Overviews don't show player locations when mp_fadetoblack is on

  • Players with spaces in their names can be selected in the spectator GUI

  • Observers can change their name at round restart

  • Throwing a grenade right at round restart no longer results in holding a “ghost” grenade viewmodel at respawn

Source Engine
  • Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate

  • Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware

  • Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community

Master Server Query Protocol
  • Added a challenge number to A2S_PLAYER and A2S_RULES server queries
    * setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality

  • Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.

Half_life 2: Deathmatch
  • Fixed model exploit that would allow players to select an invalid player model

  • Added weapon type to server log
Posted by MJCS @ 02/24/2005 18:58:35 | Category: GameSHOUT Radio
Source: GameShout
Tonight is a big show on GameSHOUT. Not only will we be talking about Day of Defeat: Source arriving soon, but we will also carry a live interview with IRC GamesNET owner, Don Wasylyna. Don Wasylyna has produced evidence from the U.S. Attorney's office (with chat logs & emails) of the GamesNET.net domain hijacking that took place by the GameSurge IRC staff. The documents are posted on the GamesNET.net website.

Don Wasylyna also says that Federal Criminal charges are pending against the GameSurge IRC network. Live audience participation will be available tonight.

How to participate:

Live show starts at 8PM EST

Live Chat: Broadcasting live from the #Radio channel on GamesNET (irc.GamesNET.net) Or, just go to http://www.GameSHOUT.com/chat.htm to connect directly to the #Radio channel.

To listen live: http://www.GameSHOUT.com/internetradio

In addition to these stories, we will be having our Sci-Fi Show and our PC Game Reviews. See you there tonight. It's going to be a great show!