lambda Sunday, 05 December 2004
Posted by MJCS @ 12/05/2004 18:04:32 | Category: Hosted Site
Source: Hostile Intent
This time we have some stuff from one of our newest team members, swatman. He came on and started working his fingers to the bone. Here’s a little interview I did with him when he showed me the work he was doing…

IkusaGwai: Welcome swatman. For a while now, you have been the content manager/ webmaster for The Hostile Report. Very recently you have become a full member of the development team working in our Level Design department. You have been wrapping up a project, what’s it called?
swatman: It’s called hi_irene.
IkusaGwai: what is the background story for hi_irene?
swatman: Nato forces have been brought in to ensure safety of civilians during a coup coup d'état


IkusaGwai: give me some background on this new map you are working on? I understand it's a new form of gameplay, what can you tell me about it?
swatman: It’s a new gameplay that forces both teams to attack and defend. There is an initial wave of Natos who seize vital intelligence inside the target building and then are reinforced once and only once, to hold off an attack before final exertion.
IkusaGwai: I understand this new feature was a bit hard to implement...
swatman: The feature was a challenge to implement mainly because the HL1 engine didn't provide us with something surefire that works. I had to implement a bunch of fail safes and some checks to make sure it can run smoothly every time.


IkusaGwai: Widget started this map some time back and Squad, our Lead Level Designer, refined this map. How was it coming in as a new team member and picking up this map to help it toward completion?
swatman: It wasn't bad. Squad is an excellent level designer, and there wasn't anything wrong with the map. All that needed to be changed was to implement the new gameplay style, which are mostly entities.


IkusaGwai: what else have you been working on since joining the team?
swatman: I did simple fixes to Congo and added in a special new feature that really spices up Croatia. I also have been working on Khartoum, which I am glad to report, is a tango attacking map.

Stay tuned for more from our Level Designers and some special scooby snacks from the rest of the staff!
Posted by MJCS @ 12/05/2004 17:06:06 | Category: Half-Life 2 Modification
Source: modDB
Related: Eternal Silence
Welcome everyone to the ES2 weekly update! This one is very special because it is our first update since the release of the code-portion of the SDK.

This week is full of good stuff, so let's go!

First off we have two new concept art pieces, both by our art-master Dete. The first is the NGM Flamethrower, and the second is the NGM Demolition Charge (another surprise for this will be coming in hopefully the next update or so).

I now look back into our gallery with all of our cool art. You probably see this too, but can't you see that our latest work easily supercedes the work we did a year ago? Well, of course it does because our artists are now more skilled! We will slowly be redoing some of our art to raise it to new standards and keep our quality high. Hopefully we will be able to show you some updated models/skins soon!

I would also like to welcome our newest mapper onto the team, Signy. Some of you may know him from Interlopers.net (their banner is on the affiliate section on the mainpage) and now his talent has joined our team! He already has begun work on his map, and we can't wait to show you some polished in-game screenshots!

Oh speaking of in-game, MadMechWarrior (leader/coder) has been looking, learning and coding some things for the SDK ever since it has been released, if you've been reading the forums. We can't wait to get everything rolling there so within the coming weeks, we hope to be able to show you not only just renders, but also in-game screenshots! Please be patient though, your screaming like little girls won't help unfortunately.

We would now like to give a shout-out to the WIP first fansite for Eternal-Silence made entirely by the community! It looks like it will be very cool stuff, and be sure to get your butts over there!

The address is http://es.gamingfront.com, but more specifically their community forum is at http://es.gamingfront.com/phpBB2/

The mainpage has some issues which they are working on, so I suggest heading straight for their forums.

That's all for this week, and we can't wait to see you in battle!
Posted by MJCS @ 12/05/2004 17:03:14 | Category: Half-Life 2 Modification
Source: modDB
Related: Tides of War
Tides of War is currently at a stand still. We are not inactive but are producing at a slow rate. We do have a new website done with new information and pictures but we have problems with our domain tides-of-war.com.

This mod probably won't be under construction for a long time.
Personally I have important exams coming up and L0rd I0n is busy with his own computer company.

There will soon be a meeting on ideas and how the mod should be constructed. I predict the mod should begin round about 2005 september. Thank you to all the people who have supported us.

PS. I am trying to sort out the domain problem asap and the website will be up soon. Thank you.
Posted by MJCS @ 12/05/2004 17:01:13 | Category: Half-Life 2 Modification
Source: Chitan: Hardboiled Killers
As work on Chitan progresses, we have more material to show you.

Our first player model is a high-class gangster by the name of Jin Shi. Jin is currently in the process of being skinned. The first map you're seeing is a traditional Chinese Kung Fu school. The school will be used as a training ground for the Martial Arts aspects of the mod. We finish with more weapon models by TheOtherChris, a katana and a .44 snub-nose.


Posted by MJCS @ 12/05/2004 00:42:23 | Category: Half-Life 2 Modification
Source: Black Mesa: Source
Just as a release to all of our regulars and newcomers, we'll be going from 'Conceptualization Stages' to 'Official Development Cycle' on January 1st, 2005. From here until then we'll be working on creating the design document for the public to look over and fully comment on as well as finish off our KILLER website, and finally get the development team as complete as we can.
Once the website is up we'll be creating our account on ModDB so we can hopefully get our updates on a few more websites to attract some more visitors and some more input and perhaps even some more team members. Just as an update, if you are interested in any of the following positions drop us a line in the Applications Thread here at our Forums, or e-mail me via my
e-mail: kalashnikov@leakfree.org

For those of you who do not know what Black Mesa: Source is, BM: S is a Half-Life 2 modification set out on recreating the original game on the new engine. We feel that Half-Life: Source was not done to the fullest of potential and that the original deserves more then such "crap". We are recreating the original models, levels, sounds, and more: baseing them almost entirely upon the originals which started one of the largest gaming communities worldwide.

  • Modellers - The Black Mesa: Source Development Team is presently in need of two additional modelers to work in the areas of weapon models, physics props and npc/monster models. Examples of past work are a must.

  • Texture artist - The Black Mesa: Source Development Team is presently in need of two texture artists who are able and willing to be apart of a modification development team. Past examples of work are a must. (PRIORITY POSITION)

  • Skinner - The Black Mesa: Source Development Team is presently in need of one skinner in order to apply completed textures to weapons & models. Past work is a must.

  • Animators- The Black Mesa: Source Development Team is presently in need of two animators to work on weapons & npc/monster animations. (PRIORITY
    POSITION)

  • Sprite & Decal Artist - The Black Mesa: Source Development Team is presently in need of one Sprite & Decal Artist to aid in the development of entitiy sprites & decals which will be used throughout the modification.

  • Conceptual Artist - The Black Mesa: Source Development Team is presently in need of two Conceptual Artist to aid in the relative development turning thoughts and words into images which will be used throughout the modification
Posted by MJCS @ 12/05/2004 00:39:35 | Category: Hosted Site
Source: Hostile Intent
Good evening HostileHeads! This is your very lovable Game Designer Charles back with an update for you.

This one is a whole lot different then any other interview i have ever had before. This one took place in a game on Bob's HI Community Server. IP: 67.18.85.205:1337 (great server, check it out).

One of the players was named puF ^ EvilSkillZ. A great guy and a real solid HI fan.

Like most people who i see in open play, they ask what the D next to my name stands for. As soon as i say “it means Developer” i get bombarded with questions (and I love it).

Well, puF ^ EvilSkillZ kept asking and asking and asking and i answered them all.
lambda Saturday, 04 December 2004
Posted by Dark Raven @ 12/04/2004 06:33:26 | Category: Half-Life 2
Source: Teddy from Dystopia via mail
Related: Dystopia

Teddy, the team leader of the mod Dystopia, send in word that he and the team have released a update at the site which includes some very impressive pieces of media:

A lot has been happening in the engine room of Team Dystopia. Firstly, a fresh design for our website (http://dystopia-mod.com) was launched to celebrate the release of Half-Life 2. Secondly, with the recent release of the complete software development kit our coders are finally able to begin bringing Dystopia to life on the Source engine. On top of this our mappers have moved development into Hammer 4, with stunning results.



In-game screenshot from Caliban's map; Osaka Connection.



In-game screenshot from Teddy's Cyberspace map.



Player character concept art by Crystalmesh.

With a feature list locked in for our first release, the team is now
busy working towards ticking them all off. We're confident that our
testing on the Half-Life 1 engine will allow us to focus on pulling
together the pieces of the puzzle rather than spending time hammering out game design issues. The entire team has a vivid image of what we're creating, and it's going to kick all kinds of ass.

Jack-in to our forums to follow our progress more closely.


Like I said those pieces of media look amazing, check out the Dystopia site for more stunning work.
Posted by Dark Raven @ 12/04/2004 04:59:01 | Category: Half-Life
Source: PlanetHalfLife
Related: The Trenches

Version 1.0b of the mod The Trenches is out now. The newest version comes as a patch for the 1.0 version and it brings you a lot of bug fixes:

1.0b:

Fixed/Added/Changed:

- spawn dieing
- default_fov disabled
- OpenGL now forced/d3d disabled
- spectator issues fixed
- wrong models appearing
- white dot added to crosshair
- new env_model that is loaded client side now
- fixed prone (note: hulls.txt is no longer needed now)
- added team overlays
- some particle optimizations
- mp3 player jumps to next song when previous is finished
- infantry 1 less nade
- nade damage reduced from 100 to 70
- fog density issue fixed
- player name centering option in "Advanced" option menu
- player name of opposite team not shown now. stops shooting from a distance
- trench status/flag issue on map change
- flag/capture points reset at a better time
- env_explosions/func_breakable now use particles for explosion effects
- increased spectator move speed
- fixed spectator modes
- changed allied trench status from green to blue for consistency
- fixed dead bodies changing model
- fixed team auto assign
- added better recoil effect
- added new sounds and flag model
- centered reinforcement timer
- minor map changes


Head on over to the The Trenches site for the download links. And do note that version 1.0 is needed.
Posted by Dark Raven @ 12/04/2004 04:55:59 | Category: Half-Life
Source: PlanetHalfLife
Related: Tour of Duty

Tour of Duty version 1.3 has been released to the public. Version 1.3 will be the last version for Half-Life:

I am sorry that this is the final release for Tour of Duty for HL1. We are also sorry that it isn't anywhere near compleation. Please still check it out and tell us how it is HERE.

You can find Tour of Duty 1.3 beta at file planet. The linux build will be up in a few days for those of you that use the linux HLDS.

Thank you again for a great time and look forward to this teams next venture.

Here is a current list of mirrors:

1.3 Public Beta Windows:

http://www.fileplanet.com/files/140000/148171.shtml

Linux version coming soon


Check the Tour of Duty site for more information.