lambda Thursday, 22 April 2004
Posted by MJCS @ 04/22/2004 17:02:40 | Category: Sven Co-op
Source: Sven Co-Op
Well, we're doing great so far on Sven Co-op v3.5. The team is in full swing for the most part. There's a lot of work to be done though, so we'll try to keep you up to date as we make progress.
Just a few days ago, Barney and a squad of Grunts were the first to shoot explosive crates in Half-Life 1 history. This little feature will be important for the Invasion game mode, where players need to defend things. We're also probably going to expand off of that to allow monsters to break down barricades and such, to gain access to areas.
Here's a screenshot demonstrating the AI's ability to shoot brush-based objects (explosive crates):

Lastly, I've been interviewed at Beyond Half-Life regarding Sven Co-op 2 and Sven Co-op v3.5. For anyone wondering about a few things regarding Sven Co-op's development, it should be a good read. Click here to read the interview.
Also, our friends at Jolt Online Gaming have offered to provide a special first come first serve password protected server to the community. Every Friday night, 6 PM GMT, members of the community can ask for a password to enter their private server on their IRC channel. It's designed for those who would like to play Sven Co-op with their friends privately on a fast server. If you're interested, visit their website for more information.
That's all for today. We're still looking for some possible v3.5 maps utilizing one of the four game modes in v3.5, so post your map in the forum if you're working on one. We'll surely take a look at it.
lambda Wednesday, 21 April 2004
Posted by MJCS @ 04/21/2004 20:05:17 | Category: Steam
Source: Steam
This morning at 7:00 am PST (15:00 GMT) the Steam network was down for scheduled server maintenance for approximately half an hour. The maintenance work is complete and Steam is back online.
Posted by MJCS @ 04/21/2004 19:20:04 | Category: Half-Life Radio
Source: Half-Life Radio
We spoke with Valve's Doug Lombardi today about the Fragmaster allegations. Doug has no idea where Fragmaster gets his information. Furthermore, Valve is preparing for E3 where everyone will see for themselves that HL2 is on it's way. We will have more information on HL Radio tonight! Live show starts at 8pm EST (1am GMT). - Fragmaster departs from Planet HL. We'll have the full story on why he feels Valve is misleading the public and has lied about the HL2 release. Doug Lombardi from Valve told us, "I have no idea where Fragmaster gets his information" - Learn what happened at the Outback Resturant promotion that led to the HL Radio staff suspension last week. - Live telephone interview with Douglas from Steam. We'll let you know what to expect with the upcoming Steam update. ...AND much, much more! The live show starts at 8pm EST (1am GMT) and we'll be broadcasting live from the #RADIO channel on GamesNET. If you do not have an IRC client for chat, just go to HL Radio and click on the LIVE CHAT link to join the discussion. The main topic tonight is: Is HL2 really delayed again until 2005?
PHL
Posted by MJCS @ 04/21/2004 19:15:21 | Category: Half-Life
Source: PHL
Unfortunately Valve -- for whatever reason -- refused to own up to the fact that HL2 was going to be delayed. Gabe made that ridiculous "First time I've heard about this" response, and other sites overreacted and****umed that this meant that Vivendi's announcement was a mistake. This situation was further complicated by Vivendi's backtracking: after Valve essentially refused to confirm the delay news, Vivendi was forced to (kind of) retract their original delay announcement. So tons of people incorrectly****umed this meant HL2 was still coming out on time. At this point, I was stuck: I knew HL2 was going to be delayed, and instead of backing down and keeping my mouth shut, I kept (loudly) proclaiming that HL2 was going to miss 9/30 while other sites kept reporting the exact opposite, This was very frustrating, and if you were around during this period of time, you'll recall that I was acting like a real jerk. And to be fair to these other sites, they were being fed rather misleading information

/me cracks up
lambda Tuesday, 20 April 2004
Posted by MJCS @ 04/20/2004 10:20:36 | Category: Half-Life 2 Mods
Source: Chaos Ops
This time weve decided to skin finished models in a special rendering invornment.
Also, the eagle you can see on the renders is a preview of the new concept logo we are in the progress of making.


lambda Monday, 19 April 2004
Posted by MJCS @ 04/19/2004 21:42:45 | Category: Half-Life 2 Mods
Source: Jedi Timeline
Here are our first two skinned models that are being released to the public first you will see everyone’s favorite the Modified Incom T-47 SnowSpeeder. You may remember this one from the great battle of Hoth.


Next you will find the infamous Red 5 (Incom Corporation T065 X-Wing). This was the one and only Luke Skywalkers x-wing, fitted with your favorite little droid, R2-D2.


Now for the new models. We have been asked time and time again about the AT-AT, when will we be going public with it. Well today is your lucky day. We preset to you the grate AT-AT.
- Manufacturer: Imperial All Terrain Armoured Transport
- Length: 16 Meter tall
- Speed: 60 kilometer per hour over even terrain
- Crew: Crew is 3, troop capacity is 40
- Weapons: Weapons Two Heavy laser cannons, two fire-linked medium blasters
- Shields/Armor: Durasteel alloy armoured hull
- Special Features: None
AT-AT walkers load and drop the troops they carry by "kneeling" to allow the use of a ramp in the main body. In this way, battle ready stormtroopers "hit the ground running, weapons drawn, initially shielded from enemy fire by the massive bulk of the walker above and around them. Side-mounted hatches allow personnel to enter or exit the vehicle via the boarding ramps of imperial landing platforms.

Last but not least, we anted to bring you something special. So any time we come out with a new skinned model we will be releasing a 3D view. To see them you need to go here (http://jeditimeline.com/A/content.php?content.27). Please let us know how you like this new feature of ours.
lambda Sunday, 18 April 2004
Posted by MJCS @ 04/18/2004 17:43:42 | Category: Half-Life Mods
Source: Jail Break
Welcome! Hope your up for some reading, because this post covers the past 7 months of events. First and foremost: The new forums are up, Sign up!!

After what seemed an eternity with no webhosts, no website, no development, we have taken a direct 180 and are back on track. Last time we posted a changelog for the upcoming version, we had a HUGE response from the community. But before i post it, I would also like to adress that since we have lost a lot of team members, we need people to join the team, positions available, and most needed, are modelers, and skinners. Mappers are welcome to join the community and start mapping. If you feel you have something to contribute to the mod, head over to the contact page, or IRC.

Now that thats said and done, we have started on Jailbreak! V2. Whats this you may ask? Jailbreak V1, but better. Much better. "I cant believe its not jailbreak" better. We found the core design flaws with Jailbreak! V1, and are now fixing them, and with that, coming up with some of the most addictive gameplay ever seen in a Half-Life mod. We are also doing the usual with maps models and art, a complete overhaul to suit our new mod theme. So enough of my propaganda, and more changelog/feature list! [Read more for the list]

On a tottaly unrelated note, we will be hosting the 2004 Paint-Off Contest (MSPAINT Contest) to kick things off with Jailbreak. More details will follow
Posted by MJCS @ 04/18/2004 11:36:11 | Category: Half-Life 2 Mods
Source: Eternal-Silence
Once again, Iced Eagle is away on his cruise ship while the rest of the team is working very hard to bring you this new media everyweek. This week we have even more than last week and some news of things to come. Here's the media:

Concepts:

Militia Hacking Device Concept by Dete

UTF Hacking Device Concept by Dete

UTF Spec Ops Gun Concept by Dete

Models:
UTF Spec Ops Gun Model by Dete

UTF Spec Ops Gun Spinaround by Dete

UTF Interceptor Model 1 by TDA.3d

UTF Interceptor Model 2 by TDA.3d


Thats it for this week, next week we will see that interceptor model skinned and more as the work comes in. Have a great week
lambda Saturday, 17 April 2004
Posted by MJCS @ 04/17/2004 17:25:47 | Category: TF2
Source: IGN
This is scarry since i was browsing the old TF2: Brotherhood of Arms website which has not been updated in over 3 years.
We went right to the, ahem, source. Here's the word from Valve's Doug Lombardi: "Some time after we announced Team Fortress 2, which was then being created on the HL1 tech, the decision was made to move the project to the Source Engine, the same engine used for HL2. The project is still in development here at Valve and we will be announcing more info after HL2 ships."

I hope this is a good sign for us TFC'ers who have been awaiting TF2 since 1999 (I feel old). I promise you that any new information that I can find out I will and Half-Life Gaming will be one of the first sites to post it.
Posted by MJCS @ 04/17/2004 13:27:25 | Category: Hosted Sites
Source: Imagination Level Design
I decided it was about time to update the site. The design was nothing near neat, and took too much attention from the maps and content to offer. That and this layout just looks alot nicer.

So lets get on to what I've been doing for the last few months. First of all I have not completed ns_guard, and I also have an unfinished combat map for Natural-Selection. I may one day finish the combat map, but the ns_guard source is going up for grabs at the N-S.Org forums, so someone else can finish off the creation. I am not sure whether I will one day return to the NS scene.

Looking torwards the future now, Counter-Strike which I have been playing since Gooseman & Cliffe release beta 1.0 all those years ago, has finally attracted my attention for mapping. Many mappers currently map for the most popular online game in the world, and I'd thought I'd give myself a hand at it. Below are two pictures of the currently 60% complete de_farewell and one picture of the 10% complete de_sommar. Both are in-editor screenshots, because I prefer to keep my projects discreet now a days.

de_farewell



de_sommar

Farewell is obviously my first map that I've ever created for CS, you can notice that in the Aztec style technique and the rather "randomness" of the architechture from the screenshots above. Sommar is much fresher and that screenshot is currently not even a day old. I've also started to learn some Swedish. I'm playing at the " Bredbandsboleget CS " servers quite alot now, hosted in Sweden so I thought it would be a good learning experience to learn another language (apart from English & French). You can often catch me on #02 out of the selection of servers, although I use them all. If you would like to play, chat about mapping, my maps or anything I'll be in there as "Thursday-" or "Convicts // < Cal >".

The final thing I've got to say is my GCSE exams are coming up, and we don't get much of a study leave this year, so mapping will take the back gear now, as schoolwork goes ahead. Wish me luck!