lambda Tuesday, 23 March 2004
Posted by MJCS @ 03/23/2004 02:59:02 | Category: Counter-Strike: CZ
Source: Steam
CS:CZ will be released on Steam within an hour from now. If you pre-ordered your copy of Counter-Strike: Condition Zero (CS:CZ) over Steam, after the release you will need to restart Steam and then double click the CS:CZ icon in your Steam Games list to begin playing. Those who did not pre-order the game over Steam can purchase CS:CZ at any time.

Note: SPECIAL OFFER EXTENDED FOR CS OWNERS - if you already have a Counter-Strike Steam subscription, order your copy on Steam by April 1st and receive a special price of $29.95 for Condition Zero.
Posted by MJCS @ 03/23/2004 02:42:40 | Category: Steam
Source: Steam
A few changes to the Steam client have just been released. When you restart Steam, it will automatically update itself. Here's a list of what's included:

Suspended preloading of Condition Zero unless user has already purchased the game
Changed account name creation to disallow non-standard characters
Optimized startup time for installations that included more than one account
Improved authentication to handle Steam "tickets" which had become invalid
lambda Monday, 22 March 2004
Posted by MJCS @ 03/22/2004 22:32:04 | Category: Counter-Strike: CZ

Well Counter-Strike: Condition Zero comes out on March 23rd.  For those of you that have pre-ordered it on steam it should be available once Valve Software releases it to the public.  For the rest of you, you will need to purchase this from a local store or online from edgeshopping.  A review of the new game will come later this week.  Until then, discuss it on our Forums, and happy playing
Posted by MJCS @ 03/22/2004 20:49:29 | Category: Half-Life 2
Source: XSI
Montreal, Quebec – March 22, 2004 – Softimage Co., a subsidiary of Avid Technology, Inc. (NASDAQ: AVID), today announced SOFTIMAGE®|XSI® EXP for Half-Life® 2 – a free version of its award-winning 3-D nonlinear production environment designed to work exclusively with Half-Life 2, the upcoming action game created by Valve. The software, which will be demonstrated in the Softimage booth (# 1528) at the Game Developers Conference (GDC) in San Jose, Calif. March 24 – 26, allows gaming customers to create and modify characters, props, and scenery for Half-Life 2 MODs and other Valve Source™ engine-powered titles, and then output their creations directly into the games. On Wednesday, March 24, Softimage will provide special, limited edition, pre-release CDs to attendees of SOFTIMAGE|XSI EXP for Half-Life 2 seminars at GDC. The complete software package is also expected to be available for download from the Softimage website by Wednesday, March 24.

“We’re thrilled to be involved with Half-Life 2, and for the opportunity to give gamers an easy, fun, and powerful way to alter the game and customize their entertainment experiences,” said Gareth Morgan, senior product manager for Softimage. “Half-Life 2 is significantly raising the bar for the gaming community, delivering higher quality graphics and presentation values than many other games on the market. This free version of our software will enable a generation of young artists to introduce new characters and other imaginative elements into Half-Life 2 using Valve’s Source engine. It’s a great way for creative gamers to experiment with the same animation tools used by their favorite professional game developers.”
Posted by MJCS @ 03/22/2004 11:47:29 | Category: Half-Life 2 Mods
Source: Mod N Mod
Mod N Mod had a recent interview with the HL mod MechMod.
The interview can be found here: http://www.modnmod.com/mod.php?id=201&int=14
Airbagged from MnM interviewed the team leader grOOvy and the lead coder Pcjoe. A lot of info and 4 exclusive screenshots.

Q: Can you guys explain how this saber melee system will work?

Pcjoe: Mechmods melee system will take some elements from the popular "Jedi Knight II: Jedi Outcast" game. We will have things such as multi-directional attacking, parrying, and different types of struggles. Currently our sabers even have a nice JK2 feel to them, complete with sparks at the point of impact and trails. Due to the fact that HL doesnt support exact collision with the models, they'll only spark on the point of impact if it's with the environment. Some of the melee will vary as well. For example, Deathscythe's melee will act a little different then VF1J's.

Q: To many, Jedi Knight II's combat system got repetitive after time... Is there anything you feel about this? Will you guys do anything to capture more interest?

grOOvy Well our melee system will be different from JK-II's combat system, since we have 'different' mechs with different weapons, and different weapons means different abilities. And we plan to add quite a few nifty features to the melee, making it as much fun as possible.

Pcjoe: And I dont know about everyone else, but I loved the JK2 melee system. I think it took a lot of skill and I literally never got bored of it. I actually think it's the best melee system that worked great online. Just because I loved the JK2 melee system wont mean we will just copy it, idea for idea. Like grOOvy said, we're adding quite a few unique elements.
Posted by gimpinthesink @ 03/22/2004 04:27:56 | Category: General
Kunfusquirrel has been interviewed at Skulk Rush.

Here's a snippet

- Creating maps and layouts is a time consuming process as any mapper will tell you. For you, how many cups of coffee and late nights did it take to come up with the fundamental layouts of eclipse and veil and then proceed to create maps from those designs?

I don't drink coffee. :)

As for the maps themselves, they took far too much time. I could have released about 10 different maps from the number of massive re-builds I went through on both of them combined. I wish I could say I'm exagerrating that, but it's probably pretty close. But of course then they would have all been crap. :P In fact, the fundamental layouts I produced for each map were quickly tossed aside - only 2 parts of Eclipse still remain from that layout concept. Worked out ok in the end, but dear god was it an exercise in pain.
:)


You can read the rest of the interview here.
lambda Saturday, 20 March 2004
Posted by MJCS @ 03/20/2004 12:01:45 | Category: Half-Life 2 Mods
For all of you that don’t know Jedi: Timeline is the first Half-Life 2 mod to make the decision to go with both game engines. They will be moding on both HL2 and FarCry engines. Here is the first media release on the JT FarCry page. All of this will be in both versions of this mod (HL2 and FarCry). This is from their great artist Alti, and a contributor Korris, that did the Lady Fett. They will soon be joining both the FarCry & HL2 sites together with a hot new site design, with in the next week.


lambda Thursday, 18 March 2004
Posted by MJCS @ 03/18/2004 20:39:37 | Category: Half-Life 2 Mods
Source: OP CO-IN
OP:CO-IN is having a huge media release today. We have a player model with 2 skins, 3 weapon models with skins, and 11 model renders and a sound preview! On top of this, we have launched a new site at a new address, www.opcoin.net, so please update your links. We ask that if you use the pictures for your site you upload them to your own space to save us some bandwidth.
United States Marine - Woodland Pattern:



M16A2




M40A3



AK-47





M240G



M9 Beretta



M923 5-Ton Truck



M72 LAW



USMC Explosives



M2 Browning .50cal



L86 LSW



FN Minimi (Para)



FN L7A1 GPMG



FN L1A1



RPK


Sound Preview
http://www.edgefiles.com/files/12802.html
Overview:
Operation: CO-IN (OP:CO-IN for short) aims to offer players a realistic, intense, and more importantly, fun, gaming experience. Utilizing realism elements such as irons sights and proper damage modeling, we hope to supply a better representation of modern infantry combat then currently offered on the market. While realism is vitally important, fun and ease of use will certainly be emphasized. Players can expect to be constantly part of the action and effective in combat without having to map hoards of keys.
However, the main 'realistic' aspect is the way that the mod is played out by the team. The conventional forces are organized into squads within a Platoon and allows for a chain of command to be formed with only experienced players acting as the commanders. The roles within the platoon and squads are based on the necessity for supporting each other. There will be a weapons detachment squad to provide heavy fire support upon the enemy that allows the assaulting squads to carry out their mission. With more experience comes more choice as a player to be a more skilled and important role, such as a sniper or an engineer.
Featuring a wide array of weaponry along with compelling and diverse locals, players will rarely find themselves in the same type of situation twice. Features such as chat, commands, and tactic distribution for teamwork and squad cohesion will be steam lined for easy accessibility and use.
Immersion will be a keystone of development. Believable environments as well as properly portrayed characters and weapons will try and bring the player into the world of modern infantry combat. Sounds and other special effects will help to bring the entire package one step closer to a more authentic, exciting, and compelling gaming experience.
Job Opportunities:
Currently, the team is looking to add the following to our roster. These positions are limited so please serious applicants need only apply.
Programmer
- 2+ Years experience with C++
- Previous work with Half-Life SDK
- Previous work with a modification ideal
- Able to follow direction
- Able to work well among a team
- Participate in the IRC Channel as well as Forums
- Meet Deadlines
Level Designer
- 2+ Years Experience with Valve Hammer Editor
- Have excellent design skills
- Have excellent detail skills
- Able to follow direction
- Able to work well among a team
- Participate in the IRC Channel as well as Forums
- Meet Deadlines
Map Prop Modeler
- Excellent 3D Modeling Ability
- Works directly with the Mapping Department
- Produce requested models on demand
- Meshing and Skinning ability ideal
- Able to follow direction
- Able to work well among a team
- Participate in the IRC Channel as well as Forums
- Meet Deadlines
Vehicle Modeler
- Excellent 3D Modeling Ability
- Excellent detail in creating accurately modeled vehicles
- Meshing and Skinning ability ideal
- Able to follow direction
- Able to work well among a team
- Participate in the IRC Channel as well as Forums
- Meet Deadlines
Vehicle Skinner
- Excellent 2D Art ability
- Excellent ability to create accurate and detailed vehicle skins
- Meshing ability ideal
- Able to follow direction
- Able to work well among a team
- Participate in the IRC Channel as well as Forums
- Meet Deadlines
All interested applicants must submit previous work and resume. Contact us at mail@opcoin.net , drop by the forums at http://forums.opcoin.net/ , and IRC at #opcoin on GameSURGE.net .
Posted by MJCS @ 03/18/2004 20:00:15 | Category: Half-Life Mods
Source: Water Wars
Source: Grenades Wars
1. Water Wars www.water-wars.net

View the latest 3 news talk about it.

2. Grenades Wars http://mods.moddb.com/3017/

View images post them up and talk about the mod.

we need a coder
Posted by MJCS @ 03/18/2004 07:54:35 | Category: Half-Life Mods
Source: Train Hunters
Beta 2.1 is free for download right now! Grab the final version of TH as soon as possible in the files section!
There is only an update patch, so you will need to have beta 2.0 (also available in the files section) installed! The patch is for servers and clients. A linux built won't be released, because no one would really use it...

Change log:

-spawning without hooks fixed
-no more need to download the spraypaint.wad file
-runes added
-new map th_crossfire
-new map th_country_b1