lambda Thursday, 01 July 2004
Posted by MJCS @ 07/01/2004 08:30:35 | Category: Half-Life 1 Mods
Source: Frontline Message Borad
Related: Science and Industry
Since the latest release, we've been working on and off on what should be the final big update to the mod: version 1.0. Here's a list of what you can expect in 1.0:
  • New techtree: a simplified version of the techtree based on 5 basic research categories: weapons, implants, armor, devices and process upgrades.

  • New device, the EMP Cannon: the EMP cannon comes with two fire modes: a discharge of energy and a grenade launcher mode. The basic discharge rapidly removes enemy armor and disables implants for a short period of time, while the secondary launcher drains away armor as well as shortfuses nearby tripmines and satchels.

  • New notice system: the notices have been greatly improved and they now tell you if a scientist is missing from your laboratory, or where a teammate has dropped a scientist, and other key information about the game.

  • New HUD: each company's cash is now part of the Status HUD displayed on the top-right corner of your screen. A Team HUD has been added on the top-left corner giving you a list of your teammates, their location and their current status. A cloning HUD is now also displayed when you are being cloned, informing you about the implants used to recreate your body.

  • New VGUI menus: the map briefing, company selection and model selection VGUI menus have all been revamped.

  • New player model, Yvan: with the addition of Yvan, companies now have different employee models. AFD has Vinnie and Butch, while MCL has Charlie and Yvan.

  • Various gameplay and weapon tweaks: the Flesh Eating Virus now creates a cloud of d3th, a secondary mode has been added to the Cloaking Device allowing you to move freely while remaining invisible for a short period of time, the Akimbo Uzis are now a lot deadlier... and some gameplay tweaks have been done in response to the feedback from the community.

  • Improved netcode: some might know that client side effects have always been problematic in SI. But the bugs are no more and 1.0 features client side weapon effects working perfectly.

We now have a very solid beta build of 1.0, only a few things need to be finalized before we can release this new version. Here's a couple of screenshots from one of the regular playtests we've been having recently:




You'll also notice that the website has been updated: the new 1.0 techtree is now available, as well as an advanced guide to SI.
Posted by MJCS @ 07/01/2004 08:09:09 | Category: Half-Life 2
Source: HalfLife-2.nl
Source: Frontline Message Board
Damn that is a lot of players. For that amount you will need a very powerfull system. Like a dual xeon for a server.
While the engine is setup to handle 256 players (was only 64 in HL1), I don't think you'd be successful running that many, you might be fine running 128, you'd have to test it. The reason is CPU and bandwidth. With a single server handling all of the transactions at the speed at which they need to happen, there may just simply not be enough horsepower to handle that many players.

Rick
Valve
lambda Wednesday, 30 June 2004
Posted by MJCS @ 06/30/2004 22:49:53 | Category: Half-Life 1 Mods
Source: Nightwatch
Two additional level shots have been posted in the Level Media section of the site. They are from Brady "Crackerjack" Keehn's work on Chapter 7 ("Operations"), and are of an exterior helipad area. Here are the thumbnails for your enjoyment:

Posted by MJCS @ 06/30/2004 19:51:52 | Category: Hosted Sites
Source: Resident Evil: Shadows of Fire
Attention ladies and gentlemen (and anything in-between) all the entries are in and the Judging has begun! We will be announcing the winner tomorrow afternoon and I will be getting in contact with the winner sometime tonight, so if you entered keep you instant messengers running! And now I leave you with 2 new images of the soon to be named map.

Posted by MJCS @ 06/30/2004 19:42:54 | Category: Half-Life 2 Mods
Source: Terrorist Revenge
T.R. Team is proud to admit 2 new talented modelers, Der Kroi and Litman. They have made lots of new weapons models for the mod (Beretta, HK33, Spas12, knifes, G36...). These models will be showed as soon as they will be textured.

here is as promised, renders of new Benelli M3 Super 90 (model and texture by Playmobill and Der Kroi), witch is about 670 Polys.




Here is an other new model, the new Beretta M92, modeled par Litman et textured par Playmobill.




These renders will replace little by little, olds screenshots in Weapons Section.
Posted by MJCS @ 06/30/2004 14:53:58 | Category: Half-Life 2 Mods
Source: Promised Land
I just got this e-mail from 'The Promised Land'. This looks to be a promising mod (no pun intended). Check it out and if you can help them out too.
Promised Land, a Half-life 2 modification has a rather large update, which we plan to do weekly, each Wednesday until Half-life 2 is released.

The new models are, as yet still unskinned, are as follows:


M4 w/ 4x ACOG scope | M16A2

Galil ARM (removed from mod, inaccurate data) | CAR-15

Beretta 92fs | Glock 19c


We also have a new staff interview, which is [here] with our modeler, Chris.

Here's the updated list of the open positions for Promised Land:

• Composer/sound engineer/voice talent (/Arabic speaker or english speaker with accent)
• Level designer
• Animator
• Skinner

Our sound department, and our animation department is the most critically in need. Its something we can get done before the game and SDK come out, so were driving at the bit to really dig into the sound aspect.If you are a sound engineer, or you think you can add to our voice talent we want you! Composers are especially wanted.

At the site, http://promisedland.halflife-2.co.uk, there are some additional newsbits.

Finally though, a big thanks to the people who have emailed us with their support, especially the amazing number of Israeli's who have offered a wealth of knowledge of the terrain, and atmosphere of Israel. It helps a ton, and we cant make this mod great without you.
Posted by grasn @ 06/30/2004 10:30:25 | Category: Half-Life 2 Mods
Here are the renders of the first 2 mapobjects, a phonebox and a bus stop.



A Criminal State
Posted by MJCS @ 06/30/2004 08:31:16 | Category: Half-Life 2 Mods
Source: Earth Bound
Well, as per request we've put the news forum back, so you can post your comments again. And so that this post has some mod content in it, I'd like to say that DragonDude has finished 3 new map models and is on the verge of completing another. In addition I've animated Mr. Satan to be relaxed and to raise his eyebrows (he needs that animation so he can do something when he sees a nice looking woman). Anyways, enjoy posting about the news again!
Posted by MJCS @ 06/30/2004 08:27:50 | Category: Half-Life 2 Mods
Source: Balkan Crisis
You might want to check out their dev journals on the site to explain this one.
Well here is something you all will like There are 2 tron systems now 1 for new pc's and 1 for old one's I made them both and made a switch that automaticly chooses one of them. So for who ever had the FP profile error will now automaticly have tron 2(for the older pc's).
But i stil need to test it on a old 3d card or someone with the FP profile error.
Well check my dev journal for more info when i've tested it.
Posted by MJCS @ 06/30/2004 08:22:20 | Category: Half-Life 2
Source: Frontline Message Board
Related: Driver Heavan
Nice interview over at driverheaven.net with Doug Lombardi from Valve. He also released the min specs for the game which can now be found on the HL2 Introduction page on the left.
We have had some great releases in the last year within the FPS genre, but many lack a sophisticated AI - which can ruin the game especially in single player mode, have valve invested a lot of the development time into Half-Life 2’s AI? Is there any specific part of the AI that you’re particularly proud of or excited about?

[Doug Lombardi] Everyone here agrees that the great AI work done for Half-Life 1 was key to the first game’s success. So, naturally, we’ve made a significant investment in advancing the AI for Half-Life 2. The two key areas are simple by definition, though difficult to execute: combat and, for lack of a catching term, non-combat NPC response to the player.

In terms of combat, the NPCs need to be aware of physics in the environment, and know how to leverage the use of physics in combat. One of my first experiences playing with this combination was with a zombie, a barrel, and shot gun. As I approached the zombie, he turned toward me and slapped the barrel my way. I shot it back at him as I continued to move closer. He returned the volley, but this time with a bit more force that caused the barrel to explode and kill me upon arrival. It was a strangely satisfying experience that left me anxious to replay the scene and attempt different interplay with the creature before taking him out and moving along.

In terms of non-combat NPC interaction, the AI found in HL2 allows us to deliver story elements in a much wider variety of ways, while also setting the stage for you to lead in squad combat with NPCs.