lambda Friday, 13 January 2006
Posted by MJCS @ 01/13/2006 08:22:01 | Category: Half-Life 2 Modification
Source: Goldeneye
This is only ment to replace the files you have now in sourcemods\\goldeneye no other installation is required.


  • Fixed maplist and mapcycle having invalid map names.

  • Fixed lack of spawnpoints on Caves, Facility, Facility_backzone and Egyptian.

  • Fixed an issue with func_rebreakable_surf (destroy it, then it wouldn't take damage to anything but bullets )

  • Fixed the throwing knife death icon (was not showing up)

  • Fixed the reflection on the lab equipment so its not as strong.

  • Fixed soundscape bug with ge_caves.

  • Fixed floodlight_up not having collision.

  • Fixed volume issues with caverns.mp3, egyptian.mp3, facility.mp3.

  • Fixed startup menu music (wasn't being played).

  • Fixed an issue we found with our debugging process, MDMP files ended up being useless to us last patch.

  • Fixed weapons spawning in floor issue.

  • Fixed reload exploit/bug that would allow someone to push "use" on a weapon spawn to keep picking up that weapon.

  • Fixed glass distortion now only work in dx9, this was causing materials to go completely opaque for dx8.1 systems or less for some reason.

  • Fixed minor spelling errors.

  • Fixed minor map errors and all maps.

  • Fixed Respawn of the armor

  • Modified Facility_backzone bottling tanks now optimized.

  • Modified KF7 now gets 30 rounds of ammo from ammopacks instead of 15

  • Modified Armour takes full damage instead of a percentage of the damage.

  • Modified Damages to the following weapons:

    • KF7 from 18 to 12

    • ZMG from 14 to 8

    • AutoShotgun from 8 to 5

  • Added ammo crates to replace the old and horrible looking HL2 ammo boxes.

  • Added Community Project #2 submitted sprays(thanks to Xanatos and GobanzoMon).

  • Added AutoShotgun death icon.

  • Added several facility props.

  • Added grittier normal map texture for the crates.

  • Added the camera entities to the fgd (from halflife2.fgd).

  • Added camera to the ge_facility washroom and a monitor in the security room.

  • Added Intermission before a mapchange (mp_chattime sets the delay in seconds).

  • Added command dev_spawnpoints for counting the number of spawn points.
Posted by MJCS @ 01/13/2006 08:21:35 | Category: Half-Life 2 Modification
Source: Fortress Forever
In the spirit of the holidays, here's some hot media action from your favorite Uncles. Though we developers are entirely too stingy to spring for expensive in-game action (hey, who likes that crap anyway?), we thought you Tiny Tims out there might enjoy these morsels.

Aunt Decs (flowing locks of brown hair) and Uncle Fooley_Cooley, always the cheek-pinching types, sent these via USPS Global Express Guaranteed for some ungodly pile of dough and a kidney or two -- thankfully they arrived in time for your grubby paws to rip them open in the morning.

... so y'all have a happy non-denominational politically correct commercialized holiday! Save some 'nog for us while you check out the rest of our good cheer in the yuletide media section.
Posted by MJCS @ 01/13/2006 08:21:16 | Category: Steam
Source: Steam
Available Now: 64-Bit Half-Life 2 and Lost Coast

Bellevue, WA. - December 22, 2005 - Valve, a leading entertainment and technology studio, unveiled a 64-bit version of its Source game engine technology today. The first 64-bit Valve games released will be native 64-bit versions of Half-Life 2 and Lost Coast, and have been developed to take advantage of AMD Athlon(tm) 64 FX processor-based systems - the ultimate 64-bit gaming platform for PC enthusiasts.

The 64-bit versions of these games are being offered to all Half-Life 2 owners via SteamTM, Valve's online platform for delivering games and digital content directly to users around the world.

"Bringing the Source technology to the AMD64 processor platform is an important step in the evolution of our game content and tools," said Gabe Newell, Valve's co-founder and president. "This investment in future processing will allow us, and third party developers working with Source, to push the boundaries of the gaming experience."

"AMD Athlon 64 FX processors are targeted for systems designed to provide the ultimate experience for a new generation of power users running demanding applications " said Bob Brewer, corporate vice president, Desktop Division, AMD's Microprocessor Solutions Sector. "Combining the performance of AMD64 processors with the 64-bit version of Valve's technology results in advanced and powerful games. This winning collaboration brings customers an amazing product based on the best of AMD64 technology and Valve's software development."

The AMD Athlon 64 FX processor is the first Windows(r)-compatible 64-bit PC processor designed specifically for PC enthusiasts. The AMD Athlon 64 FX processor helps enthusiasts immerse themselves in their digital world. They can play games at a level previously only reserved for the world of simulations, or create and manipulate digital media like a pro. The AMD Athlon 64 FX processor brings the next generation of digital media and games to life.

Half-Life 2 has been named Game of the Year by over 35 publications worldwide, and has sold over 4 million copies worldwide. Source, Valve's proprietary engine technology, provides technical advances in rendering, artificial intelligence, character animation, and networking.
lambda Monday, 26 December 2005
Posted by MJCS @ 12/26/2005 13:41:32 | Category: Half-Life 2 Modification
Source: Sven Co-Op
I’d like to wish everyone a very merry Christmas... I’m afraid, however, that I have no good tidings to bring :(.

Over the last weeks, we’ve been hard at work attempting to get 3.5 ready for release before Christmas, but unfortunately some of the items needing to be finished have turned out to be bigger problems than expected, and everyone on the team has had a lot of things in real life taking up his time or causing him grief. It has become obvious that even a Christmas Day release won’t be possible this year, unless we were to release something buggy and incomplete. I think Sniper compared that possibility to giving players coal for Christmas instead of 3.5 ‘Bronze’... Not something we want to do.

I really apologise for the long wait for 3.5 :(. Please realise that we are as upset by this as anyone. Your patience and support is hugely appreciated.


If you need some things to take up some of your time, ]SK[ has released a humongous 697MB Sven Co-op map pack (Mirror), containing no less than four hundred and ninety maps(!!). It’s set up so that it doesn’t overwrite any newer existing files, which is pretty handy. (Please note that this is a third-party file, not officially supported by the SC team... We’ve checked it out, though, and didn’t notice any problems (except for a map or two that didn’t work with 3.0). You might need to make a copy of an existing SvenCoop\\ .wad file and rename it to “Projectgcoop.wad”, for some maps to work).

And though this isn’t Sven Co-op related, you might want to check out Cave Story – a freeware game expertly blending elements of classics such as Metroid and Wonderboy. Great gameplay, multiple story paths/endings, etc. Remember to apply the English patch.

Also, I think Serenity came out on DVD yesterday...


We are still working on Sven Co-op 2, by the way – it’s just been on hold recently. Valve basically broke the Source SDK a couple of months ago when Lost Coast was released, and there hasn’t been a lot that we can do since then. Just waiting for the SDK to be updated.


P.S. - We won't ask you to vote for us this year, but just in case it's of interest to you, ModDB's yearly mod awards are on now.
Posted by MJCS @ 12/26/2005 13:41:05 | Category: Half-Life 2 Modification
Source: Black Mesa: Source
December is shaping up to be a far busier month for us then we had first expected. Rather than releasing one universal update, we have find ourselves releasing three. We've been encircled by our fans, e-mails, and now the media! In this update, we have brought together some information which hopefully many people will find quite enticing!

A few things worth mentioning are that we are still on the look out for a final level designer and a couple of talented skinners. Visit our web site for more information on these above listed positions along with contact details for applying. In internal development news, our programmer Nokia is well into development on our Alpha 5 build, which is set to be internally released on Christmas Day. A lovely Christmas gift to the team with some nifty features.

Our 'Developer .plans' forum has also been shifted to being accessible by registered users only. We've made the move because of the larger volume of older or obsolete screenshots emerging in developer files. For anyone interested, RabidMonkey has done a great 'The Making Of.." report on the Surface Tension dam and its progression over the months and weeks. This can be seen, along with over five dozen production images, in our Developer .plans forum.

For those of you who haven't grabbed a copy of Computer Gaming World (Dec 05), you can now read the three-page Black Mesa: Source article on our website, under media. It's an excellent read, our longest article next, prestigiously placed along side other main-stream game previews, and is definitely worth a moment of your time.

We've also been noted on HL2Online.com's 'Modulation' list. It brings out what they feel are mods deserving some more spotlight! Announcing a 'mod of the week' as well takes a fair amount of effort, which we are not for this week, so pop on over there and give it a read! We wouldn't normally announce this, but we thought it was pretty neat being sent an e-mail and all. Additionally, we've been mentioned at HLComic's "Extra's" section. Many of our team enjoys the comics produced from this lovely website, so make sure to stop over and have a look!

We also have our first radio show coming up! And it's a lot sooner than you think. This Wednesday, December 21st, we will be live on GameSurge Radio! The show begins at 10PM Eastern Standard Time, so don't miss it! Accompanying the regular slew of GSR radio hosts will be the talented RabidMonkey, a lead level designer and Lupus, the experienced modeler behind the Gargantua. We hope you'll come out, have a listen and ask some questions to our developers.

In conjunction with this radio show we will have our media update, as promised, released to the regular line of news websites and Half-Life communities. Folks, it's almost here: so hold on tight!
Posted by MJCS @ 12/26/2005 13:40:50 | Category: Half-Life 2 Modification
Source: Troy: Divine Playground
It’s been a long 3 months since the last update – the team went undercover, working hard on the mod. We showed the project to our professors and to the public last week, and I think we will have a good final score ;) Last week everyone could play Troy: Divine Playground in a small LAN at the university’s public place, and the feedback was all incredibly positive.
Here’s your update for Christmas – a 7 minutes trailer composed exclusively of video captures taken by Gus playing the mod alone. The mod is still a multiplayer mod – it is just not shown in the video. Playing it alone is surprisingly quite satisfying, even when you’re killing your own soldiers like Gus is doing in this little video.

[Video Available on Troy's Website]

The mod is at an advanced stage – we played (Hrm, playtested) the thing for a whole day and were still having loads of fun with it just before stopping. We got a sad announcement to make today though – T:DP will NOT be released in December, as we first said when we announced the project one year ago. The game is coded, but it needs some refinements visually and it needs to be playtested by a bigger team, so that we can tweak the gameplay accordingly.
So what will we do in the future? The core team members are all starting full-time jobs in the game industry, so that we will need to restructure the team a bit. I can’t give any release date yet, but I can assure you that we will do all we can to bring this mod to you guys as soon as we can.
Hope you like the trailer!
Posted by MJCS @ 12/26/2005 13:40:29 | Category: Half-Life 2 Modification
Source: Forsaken
Things have been quiet for a while, so here's an update of what we have been up to lately. With this media release we have 8 new work-in-progress previews of some new maps; Grime, a derelict warehouse, and Orange Park; an outdoor city suburb. We are also pleased to announce we have normal mapped our player models and they are looking great, a preview is also included. Check it all out on our media page.
Progress behind the scenes is going well, so well in fact that we have improved the game play concepts dramatically, we've managed to push ahead and we are now going for the complete "Territory War" that we had planned where you battle across maps in an epic struggle to control territory and resources. We've updated the whole site to reflect these new game play features. Happy Holidays everyone - another update on it's way soon!

Posted by MJCS @ 12/26/2005 13:31:28 | Category: Half-Life 2 Modification
Source: Iron Grip
Hear, hear, for we have news to tell!

This year on the world of Kathos, as the Bells start to jingle - to the Rhamos it is Tanks-Given, and here on planet earth - our good'ole' Vince has given an exclusive interview to the Computer Gaming World Magazine in the USA.

More on this special Christmas edition, including some details about new stuff implemented into Iron Grip, the new picture galleries, and of course – a few more shots and renders for you to fall deeper for Iron Grip: The oppression.

So first we have to deliver the hot news from the front:

The Rhamos lines are now reinforced with the new Dingo tank. This new development is eyed with concern on the oppression cells nationwide, as it changes the balance of forces, and leaves the opposing forces with relative inferiority. Having to deal with only infantry and some police “Racoon” vehicles, this new addition to the Rhamos forces requires the Opposing forces to carefully plan their actions when trying to free cities from the Iron Grip of the Oppression, and the word is out that a new anti-vehicle weapon is already under development.

Our dedicated spy #17 managed to collect these pictures of the new Dingo tanks:


Now if that's not enough, then we're also happy to report that the development of the Iron Grip: The oppression mode is progressing on other fronts as well. We finished the core work and are now working on some cool additions to the game and to the graphics – such as newly added graphics enrichment models, and some necessary control features such as CTRL-# selection for the RTS part of the game and the waypoint system that were just implemented.

Actually, check out the above screenshots - the last one was taken during the tests of this new control system.

Last but not Least: If you are, by any chance, a subscriber of the Computer Gaming World magazine in the USA, just page to the Radar section of the the January issue (just out!) to see what they have to say about Iron Grip, and why they chose to put Iron Grip: The Oppression under the “Hot Mod” title.

While we're very excited about that, we're also happy to say that if you're not a subscriber of the Computer Gaming Magazine, you can catch a glimpse of the article on the new screenshots Gallery to the left, on the “extras” secti. The printed article can be seen below. It's not very readable, but you can still see this is for real and that we're not cooking bull. Now it's only left to make sure that once you play it, you'd also think this mod is great, like they do.
Posted by MJCS @ 12/26/2005 13:31:12 | Category: Half-Life 2 Modification
Source: Mech Assault Genesis
Well, it sure has been a while hasn't it? Haha.

Well we're sorry to keep you waiting, it really wasnt supposed to take this long for the update. The majority of the team here started into college when we had planned the last update, so needless to say, we all became a bit preoccupied. For the most part I think the first semester for us all was pretty good, and now that we're finally used to the college life, we can adjust our mod work so we can move along quicker than we were able to recently. But, we do have quite a bit to show in this update despite these set backs, and with winter break comming up, and us now fully adjusted, we're back on track and moving along very nicely. SO you've all waited long enough, we won't keep you waiting any longer.

First up, we've got ALOT of models to show you. Keeping in with our completion of the SEED series models, we have the Forbidden, Raider, Red Frame, and a revamped version of Calamity. All of these are thanks to our modeler El PIG.(These models have not yet been skinned)

And now, to officially start our work on the Destiny series models, here are the Saviour Gundam and the GOUF Ignited. The Saviour was created by our new modeler Reizo(DarkShadow), and the GOUF was created by Darkside.(These models have not yet been skinned)

But thats not it! We have a special treat for you all. As has been stated, even though we havent been able to show much progress to the public, we have continued to work hard behind the scenes. And to give you a preview of that hard work, here is a small clip of our Freedom model, which has now been animated. Thanks to our new animator Quinn.

And to finish up, here is our new addition to the MAG Wallpaper collection. A collaboration between Darkside and I. Featuring the number one SEED Gundam, none other than the Freedom.

We hope you have enjoyed the update. It did indeed take longer than planned, but we are still working, and are increasing our production speed rapidly. We will not stop work on the mod untill we have given you all that we have promised. So if you ever get the thought in your head that we're dead, think again. Also make sure you check out our forums regularly, we often post updates in there that are not shown on the main site. Thanks for your support, and we hope you continue to vist us here at MAG, and that sometime in the future you will all be playing this great mod you have been waiting for.

Untill next time, have a Happy Holidays, and keep checking back for more updates!
Posted by MJCS @ 12/26/2005 13:30:50 | Category: Half-Life 2 Modification
Source: Incoming Source
Incoming Source is back with a huge media update. Containing over 40 images as well as videos and music soundtracks, we are hitting every nail on the board.

In this update we are showing off a various amount of material
including:
Weapons, Player models, Vehicle models, Maps, and of course in game screenshots taken from one of our latest gameplay builds (v1.0.1a)

We also have a Progress Update located on our site as well as more images.

Everything is going great behind the doors, the code is flying due to our lovely and reliable Lead Programmer, Nokia. Weapons are being put ingame, maps are getting done as are animations and ohter aspects of the game. To sum it up, things are going great, which I think the screenshots can say for themselves. Incoming Source is getting closer to completion and we are proud to bring you all of this media to enjoy!