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.
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.
Source: Fortress ForeverInterview: 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.
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.
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.
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.
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!
Sorry for the lack of news posts the last few days. I will catch up with all of them tonight.
Friday, 25 February 2005