lambda Saturday, 29 January 2005
Posted by MJCS @ 01/29/2005 12:47:24 | Category: Natural Selection
Source: Natural Selection
Last night's scheduled maintenance actually found hardware errors on the server (bad RAM). We're hoping this was the cause of our database/site crashing issues, but we're not holding our breath.

There seem to be some other problems caused after the hardware change, so the site may be up and down intermittently for a bit while we figure out what's going on.

So when do we get to work on the fun game stuff again?

Update: All mail-related functions on the site are currently not working (password reset, registration, etc). Please don't register any new accounts or use any other features that send e-mail.

Update: The site is having major problems right now (like you didn't notice). We're actively working on this and will keep you posted. In the meantime, the site will definitely be up and down. Sorry for the inconvenience.
Posted by MJCS @ 01/29/2005 12:38:58 | Category: Half-Life 2 Modification
Source: Amped DX
Related: Fortress Forever
Courtesy of rebo's hard work, featured below is concept art for the pyro model. Concept art does not represent exactly what the object will look like in game, but instead it is intended to give the modeler/skinner an inspiration or feeling -- a muse, if you will.

The pyro concept was but fodder for rebo's modeling skills, and through his crafty inferno rebo hath spawned the pyro character model. Though at this point it's only an unskinned render, we're sure the final product will be absolutely smokin'...
Posted by MJCS @ 01/29/2005 12:33:41 | Category: Half-Life 2 Modification
Source: PHL
Related: INCorporated
Let's start with the developpement and engine integration frontline for a change.
Regarding the gameplay, we're now dwelling upon the first gametype to be integrated in the mod, which is Team Death Match. Our plan is to properly finish TDM in order to put the 3 teams balance to the test, and then start with more INCorporated-specific gametypes.
With TDM we will introduce money management, character classes, a tech-research system (and the related tech-trees for each team), plus some other suprises we don't want to tell you about yet.
We've already integrated our characters, and customised them with the following specific features (other features may be added if needed):
  • volume (height, width, depth): some characters won't be able to access tight areas

  • weight

  • speed (run, walk, jump...)

  • recovery (Govs charge batteries, Epsilons catch their breath, Corporates use their cooling systems)

  • health/armor

  • load capacity using weight (weapons, ammo, equipement) and available space (attachement points on the character)

The 3 teams are specifically managed (different respawn points, etc), and have specific characters. The number of characters to choose from per team is as follows (for now):
3 GOVs, 6 Corporates, and 9 Epsilons.
Equipement loading/unloading is already coded. Among the work-in-progress features are GUI and menus, money management system (of which the base is already coded) and tech-trees (which are being defined per team, and coded).

From a graphical production perspective, we now have:
  • 3 finalized Epsilon models (Hanashi, Oleh and Moeku), with 2 others being modeled and texture-mapped. The rest of them is still at the artwork / line up stage.

  • 3 finalized GOVs (Heavy, Medium, Light)

  • 5 Corporates selected from our design research material, with one of them being modeled.

All finalized characters are being animated in order to give everyone of them its own style (contrary to Far Cry), which is quite a long job to do.
We're also currently researching weapons for each team, with regards to both gameplay (weapon type, range, muzzle velocity) and graphic aspects.
We've also have a map under construction, which will be base in a GOV suburban environment.

Sound design for maps and characters is progressing rapidly. We now have 11 original tracks for your listening pleasure (5 of them are used in teaser videos, and 6 are available in mp3 format).

Moreover, the background and various game universe docs are constantly being updated. For instance, architectural research which will define general and specific mapping guidelines for each team, is well underway regarding GOVs and Epsilons.
lambda Friday, 28 January 2005
Posted by MJCS @ 01/28/2005 16:17:25 | Category: Half-Life 2
Source: VERC
Related: Source Plus
Download: edgefiles
TEXgen, as well as being a GUI frontend to VTEX, automatically generates TXT files (for VTEX) and VMT files for the batch conversion of textures to the Source Engine format. It scans a given directory for TGAs and, given a user-supplied template (a default is also provided), will automatically write all the required TXTs and VMTs. If you've got hundreds (or even thousands) of textures to port, TEXgen could save you a lot of mindless typing.
Posted by MJCS @ 01/28/2005 16:07:30 | Category: Half-Life 2 Modification
Source: PHL
Related: Weapons Factory
As regulars of the message already know, the v2.0 alpha of WF2 was released last weekend. So far, the alpha release has shown itself to be stable and there weren't any major bugs. Most of the problems found were already known, while a few new ones were revealed. Overall, I score the alpha release a success.

Now let's look ahead. I was hoping that I would have the next alpha version ready for this weekend, but it looks like it's not going to make it. Work demands have kept me from working on WF2 over the last few days, so I've fallen behind on my goal. Oh well. The good news is that the next version will likely have the first version of the new grapple to play with. As it stands now, you can fire the grapple and it will attach to stuff, but it doesn't pull yet. That is going to take some modifications in the physics code to get it to work properly. The player model also needs to be modified to include an attachment point for the rope. Right now, the rope attaches to the base of the feet. (The base of the feet is the origin of the player model.)

I'm hoping that the next alpha will be ready sometime next week. But work demands are rising once again, so I don't know if that's going to happen... at least not with all the goodies I wanted to include in the next release. Keeping watching the message boards for announcements. Chances are any new release will show up there first.

Oh one more thing, the alpha server is down on purpose. I may fire it up over the weekend again if you want to play around with it.
lambda Thursday, 27 January 2005
Posted by MJCS @ 01/27/2005 23:25:20 | Category: Half-Life 2 Modification
Source: HL2Central
Related: Stargate: Source
Ok its that time again. We have some ingame shots of Wheezy map that he is currently working on. I really love the architecture of this map. We also have a shot of the DHD that I'm personally doing. Im still tinkering with its texture and I think its shaping up nicely. :)

Posted by MJCS @ 01/27/2005 23:21:14 | Category: Half-Life 2 Modification
Source: The Last Great War
I know we promised before Christmas, but it ended up that many of us went on vacation, so work took a temporary halt for that time, for which we all aplogize. However, good things take time.. and these weapons.. definatly a good thing! Kudos to Alec Moody (Art Department Leader), War Beast (Weapon Modeler), and Brutal (Weapon Skiner) for their hard work on the following:


Another big thanks goes to Alec Moody for, at the very last minute, getting me a render of the British Valentine tank, which you'll see around various levels involving British, Canadian and Australian troops.

Stay tuned within the next week or two, and I promise we'll have some more media for you, Cpl.1nsane and the entire mapping staff will be working on getting some map shots, just for you!

Please do stop by the Message Boards and give us your feedback!
Posted by MJCS @ 01/27/2005 08:29:51 | Category: Half-Life 2 Modification
Source: modDB
Related: Garry's Mod
Version 6a - 26 January 2005
  • Welded objects no longer collide with each other

  • Fixed cannister sound playing even after cannister was deleted

  • Made physgun holding more rigid

  • Added ability to rotate physgun objects with the USE key (Thanks again Adnan)

  • Disabled electric boogie on combine ragdolls

  • Removed more console spamming messages

  • Updated Spawn menu system to accommodate more items

  • Added 'Effects' to Spawn menu

  • Wheels no longer collide with the object they're attached to

  • Added ability to change direction of motorized wheels (USE while aiming at wheel)

  • Added Thrust VGUI menu

    • Ability to turn off steam

    • Ability to turn off sound

    • Ability to bind thrusts to keypad buttons

    • Ability to turn all on/off

    • Ability to remove all

  • Added wheel VGUI menu

    • Ability to remove all

  • Added balloon VGUI menu

  • Improved stability of ropes

  • Added constraint crossbow VGUI menu

    • Faster constraint type selection

    • Ability to remove each type of constraint individually

    • Added Ballsocket constraints

    • Added Pulley constraints

    • You can now weld objects to the landscape

    • Ability to undo your last constraint (Yay!)

  • Ropes now remove if either of their attachments are removed (Thanks Jay)

  • Added multitool weapon with VGUI menu

    • Face poser (ragdolls & NPCs) (Thanks Yahn)

    • Set eye positions (ragdolls & NPCs)

    • Remove gun (Aim and fire to remove almost anything)

    • Ignite gun (set most things on fire)

    • Paint gun

  • Removed paint gun

  • Thrusters now attach to specific parts of a ragdoll

  • Wheels do too (Matress car! Finally!)

  • You now position the flashlight rather than carry it

  • Added RPG VGUI menu

    • Can now shoot (multiple, guided) RPGs

    • 3 fire rates

    • 33 Items to fire

  • Added info menu (press F1)

  • Increased the power of explosions (physically)

  • Reduced spawned objects spawning in walls

  • Updated map (worst displacements ever?)
Posted by MJCS @ 01/27/2005 08:22:31 | Category: Half-Life 2 Modification
Source: Halflife2.net
Related: Bloodthirst
It's time for a little update, so today we've got several media pieces for you with a little extra goodie. Firstly however let me give a warm welcome to two new Bloodthirst team members, X|Rolando and Smeg. Smeg is our new mapper and has been doing wonders in the short time he's been on the team. X|Rolando is a long time follower of the mod who now assumes the producer position - setting tasks and making sure things get done. Big welcome to both of you!

Alright, you wanna see some pictures, so I'll start off by showing you screenshots from Smeg's map that's currently still work in progress (Click on the thumbnails to expand the images):


The next set of screenshots are from my very own map. This is also a work in progress but should give you an idea of how things are shaping up:


Next we've got an artistic concept of a Cabal mask close up:

Finally, we've got a little goodie for you: an official Bloodthirst Steam skin! This skin was made by X|Rolando and was tweaked for a while to achieve a very usable skin. You can grab the skin here! Click on the thumbnail below for a preview:

Alright, that's that for now, and I hope you've enjoyed this update. We're still looking to expand our team, particularly in the coding and modelling departments. So if you're a skinner, animator, modeller or a coder - we need you. Drop by to our IRC (#bloodthirst | irc.quakenet.org) or drop us an admin@bloodthirst.org if you're interested in joining the team. Remember to check back later for more updates!
lambda Wednesday, 26 January 2005
Posted by MJCS @ 01/26/2005 20:40:29 | Category: GameSHOUT Radio
Source: gameSHOUT
We're in full swing of things as our radio schedule is back to Wednesday through Friday, from 8pm EST - 10pm EST. Some shows will include a 3rd hour, depending on the guests.

Tonight we hope to have Billy Guild from rock band, [I]Faith No More[/I], and Raymond Herrera from metal band, [I]Fear Factory[/I] to talk about music and video games.

The console game reviews (GamePad Gamers) with SexyJosh will include the Punisher for PS2 and XBOX, The Getaway: Black Monday for PS2, Mercenaries for XBOX. We’ll also bring you previews of DOOM 3 for XBOX and Splinter Cell: Chaos Theory for GameCube, XBOX, and PS2, and will be featured on Thursday night.

Our PC game reviews (PC Playground) this week with Capt. Maverick will include Worms: Forts Under Siege and Sid Meier's Pirates! Stay tuned as we also bring you previews of Tom Clancy's Rainbow Six: Lockdown, LEGO Star Wars, and Star Wars Knights of the Old Republic 2: The Sith Lords, along with the demo of the week, The Punisher for the PC. PC Playground will be featured on Friday night.

Also this week, SexyJosh will be bringing you the latest on the Nintendo DS on Thursday night while on Friday on Today’s Technology with FatalX as he brings you all you ever wanted to know about the new Mac Mini and discussions regarding Mozilla's FireFox browser.