lambda Sunday, 02 May 2004
Posted by friendlygarg @ 05/02/2004 17:08:51 | Category: General
The Garg-o-holics have returned once again!

We've returned with all the basics of the site functional again. Though you could experience some problems with reading the stories, the news and forum are up and working again. One little problem though, only internet explorer users can actually see and read the newspage. I'm sorry but we can't fix that at the moment.

The main reason for not wasting any time on fixing the site is because we want to create an entire new one. If YOU are a webdesigner and want to give it a try, please let us know! Mail at friendlygarg@xs4all.nl

Site url: http://friendlygarg.hlgaming.com
Posted by MJCS @ 05/02/2004 12:59:54 | Category: Half-Life Mods
Source: The Specialists
We're done with the next version of TS. I'm proud to announce that the 2.1 has been released few hours ago.

Here some download links!
****If you find difficulties or problems regarding installing ts or such, visit THIS TOPIC in our FORUMS.****

The Specialists 2.1 - UPDATE from 2.0 (43 MB):
Download Here

The Specialists 2.1 - FULL (140 MB) :
Download Here


For the linux versions and for further mirrors, check up our DOWNLOAD SECTION; if you have got mirrors, mail here.
Here other mirrors for the linux, not present in the download section:
Download Here


Here's the list of what you'll be finding in 2.1:
New thrown weapon physics. Weapons will fall and tumble in a realistic manner.
  • Updated particle system for bullet strikes and smoke when you fire a weapon.

  • Fixed not being able to dive if you jump off something.

  • Fixed The One mode.

  • Lots of other minor bugfixes.

  • Updated the recoil to be smoother.

  • Backwards velocity slightly increased.

  • Weapon damages slightly increased.

  • Knives will now ricochet off a wall if they strike them at a shallow angle.

  • lastinv command re-implemented.

  • cl_accel cl_accelexp and cl_accelmax "mewcelleration" added.

  • Many slight adjustmnents to weapons.

  • Shrapnel added to grenades.

  • Crosshair removed for fu, knives, katana, nades and the unscoped Barett.

  • Added attacking with the stock of a weapon, for the M4A1 and the sawed-off shotgun.

  • Reload button blocks in kung fu.

  • Added in force chase cam spectator mode.

  • MAC 10 removed and replaced with the H&K UMP.

  • Added support for the mouse in the buy menu.

  • New Akimbo Berettas model.


There will be a release party on mIRC in the channel #specialistsmod on gamesurge.net at 05:00am GMT.. be there on 30th April!!!
Posted by MJCS @ 05/02/2004 11:43:28 | Category: Hosted Sites
Source: Hammybob Mod
Source: ModDB
Its almost been a hard year of working but beta 2 is getting close to a release and its going to be huge :p! And the one thing that still shocks me is the large number of maps that will be included with the mod. Another big thing coming out with beta 2 will be a single player, the single player levels will take place on the current mp levels but edited and fixed up to work good for sp. Theres no set release date for hbm beta 2 but we hope to have it out with the next couple of months :)
Posted by MJCS @ 05/02/2004 11:27:59 | Category: Half-Life 2 Mods
Source: Western Revenge
First and most important I'd like to apologize for the lack of updates in the last few months. We were very busy finding new teammembers, discussing design documents, organizing things, paying the site,.... but as you can see, we're back!


There are only 3 members left of the original team. Some of the new members are Reb (coder, known from Dexia Online Banking), Blackhawk(mapper & coder, known from Seal Invasion), Iceqube(modeller, known from 3D-kingdom), Atticus (concept artist) and Schiette (leader). As you can see, WR is especially searching for new experienced people; it has cost us a lot of time to put this team together.


With these new members we've worked a month and we'd like to show you what we've already made. But remember, those things are all work in progress.


Weapons:
-Remington Army revolver

-Cattleman s.a. target

-Dual Barreled Shotgun

-Winchester 1897 Shotgun

-Molotov Cocktail


[19 More on thier website]

A mod with a good quality can't exist without a site with a good quality, so we've let someone make this site. It would be a great help if you'd link us with this banner or this button.


This month we've also put decided some things about which things will come in the release and which things will not make it to the release. First and most important there are 3 different gamemodes: Objective , Duel and Race. In objective you have to complete a certain goal, this can vary from blowing up a bank to making a train go of the rail. In duel you can fight 1 vs. 1 games in small maps. In the Race mode, one team has to transport and protect 3 vehicles, and the other team has to attack them. In total there will be 3 wagons and nine horses in those maps: superfragging!


We've decided to put 10 weapons in the first release, this amount might become 12. The current weapons exist of two revolvers, two rifles, two shotguns, two types of dynamite, Molotov cocktail and the gatlinggun.
In the first release there will also be a chuck wagon, the horse and maybe a mail coach.


We'd also like to let you know that we're still looking for talented:
-skinners
-animators
-modellers
If you like the western theme, mail me please: p_schietecatte@hotmail.com
Posted by MJCS @ 05/02/2004 11:23:36 | Category: Half-Life 2 Mods
Source: Renegade X
With much appreciation, I welcome K4_Orta to Renegade X: The Dead 6 team. He has shown thus far great talent, and protrays our concepts to imagery to almost perfection.

And with his welcome, i would like to present some new concept art for The Dead 6:

SOGE Uniform Concept


SP Level 1 Scenery Concept 1


SP Level 1 Scenery Concept 1


Everyone welcome him aboard, and enjoy the flow of new media that will spill from this site in the coming weeks/months.
Posted by MJCS @ 05/02/2004 11:20:14 | Category: Half-Life Mods
Source: Mechmod
Because of FPS problems with the original Orb, we have dumped that map and Zero has been working on an all new Orb - and it is looking great as of now. The following two shots is a sneak preview for the WIP of what will hopefully be known as one of the best maps for Half-Life 1:



Meanwhile, our coder Jason has been working on a great new explosion effect using his particle system and sprites made by SSJS. Here are two WIP shots of the new explosions in two new maps:



Also, check out our latest Picture Of The Week, which displays some 24-bit detailed textures in Zero's moonbase map. More updates coming soon, at the mod where the term 'fast progress' is an understatement. Keep watching our homepage and forums, and don't forget to drop by on our IRC Channel!
Posted by MJCS @ 05/02/2004 11:16:05 | Category: Half-Life 2 Mods
Source: Colossus
Magnetmannen has modeled, and is now skinning, the (name not known yet) gun.
Its not based on any particular model, but it has amazing features.


Colossus is looking for members.
We need Skinners mainly, because magnetmannen is on fire with the models he is making.

If you would like to join, please visit the forums, or e-mail colossusmod@hotmail.com

The Colossus Site is making a new Webpage, but it cannot be done until hl2c gives us ftp passwords agian, after the server change the passwords also changed.
So we are waiting on that.
Posted by MJCS @ 05/02/2004 11:14:49 | Category: Half-Life 2 Mods
Source: Black Dragon
I would like to start this update by thanking everyone for all the positive feedback we have been receiving ever since our first media release. All your comments have motivated us all the more to make Black Dragon the best it can be.


Two new members have joined our group:

Iceshaft07 = Coder

He has some excellent game development experience. His enthusiasm is sure to push us all to work harder.

Chrysallis = Concept Artist

I’ve known this lady for a while now and if there is one thing I’ve learned, it’s that she can produce some awesome work. I can’t wait to see her contributions to the project.


Thus far, development has been moving along well. A tentative list of missions has been produced and released into the staff forums for feedback. As well, the listing of features and major story elements will occur this weekend. By the end of next week, every team member should have a solid view of where this idea is going. I am counting on my team’s excellent feedback to make everything the best it can be.

To close this week’s update, I include two new concept pieces. The first is an EAAA “Phantom” Stealth Unit. The second is a weapon concept of the EAAA version of the Assault Rifle. ENJOY!!!!!!!!!!
Posted by MJCS @ 05/02/2004 05:49:14 | Category: Half-Life Mods
Source: ESF
I’ll keep try to keep this short and sweet. One week from today, on Saturday May 8th , we will be releasing beta 1.2! We are planning on having a release party, but the details have yet to be worked out. More information will be posted later on this week.

The beta 1.2 trailer has been completed! There are two flavors available, a standard and a high quality version available.

Standard -- 26mb
Black Plague Designs
Oktagone Publishing
ESF-World


High Quality – 56.7mb
Black Plague Designs
Oktagone Publishing

Please right click and save as to help save our mirrors bandwith
A big thanks to our mirrors!
Posted by MJCS @ 05/02/2004 05:30:34 | Category: Natural Selection
Source: Natural Selection
We have fixing the more urgent issues that have cropped up with last Friday's beta 4, in a small beta 4a patch. This patch is now available from our downloads page! The full beta 4a changelog has been posted as well. We think Combat is much more balanced and fun now, and there have been a bunch of other improvements as well.

There are other massive changes afoot right now. Here's a partial list of what's happening.

- We are adding more programmers to the team, so bugs and features can be implemented much faster. Besides fixing bugs, we plan to increase the control that mappers have over mission goals and placing structures, so we can start seeing varied game types (Escape, Save/Kill the Colonists, Onos vs. Marines, etc.). We haven't started working on this yet, it's just the current plan.

- We are restarting the NS Guides program. The NS Guides are people that want to help newbies, run training scenarios, teach people how to command/gorge, etc. If you're interested in becoming a Guide, helping run the program, or helping to build the website (http://guide.natural-selection.org), please join the mailing list.

- We are building http://compete.natural-selection.org. This will be your one-stop tournament stop. Competitive news, demos, clan registration and ladder for our official tournaments, and more. This will be run by community contributors, with some help from the development team. If you're interested in helping, please

- We are building a new NS web site. It will be overhauled to be more easily updateable (so other people can post news), will have all new screenshots, and will be more integrated with the game. If you have demonstrable web design or coding skills and want to help us out, please send examples of your work to jobs@unknownworlds.com.

- The crazy Aussies and New Zealanders over at AusNS.com have revamped their site completely ("AusNS v2.0"). Even though the site isn't working for me at the moment, I'm told they have a great new NS interview up now, and if their track record is any indication, probably lots of great new content relating to the competitive scene.

- We are building the B.U.S. (Big Unannounced System). We do have to be quiet with the details until we have something to show, but we are very excited about the possibilities with this. If you see any of us online, please don't ask us for any information on this, we won't give it to you anyways. :)

Enjoy the new beta!