Source: Halflife2.netRelated: Steam
Updates to Counter-Strike and the Half-Life 1: Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:Half-Life 1: EngineCounter-Strike
- Servers will default to starting up using VAC2
- Added "sv_uploadmax" cvar to limit the max size (in MB) a client can use for a custom resource (i.e spray decals)
- Added "-sport" command line option to allow you to specify the VAC2 port the server should use
- Don't allow servers to execute "alias" commands on clients (prevents an infinite loop exploit using alias commands from servers)
- Fixed S2C_CONNREJECT packet exploit causing the game to quit from any currently connected game server (found by Gavin Cotter)
- Fixed crash exploit caused by specially crafted packet triggering a crash in the resource upload code (found by Gavin Cotter)
- Fixed infinite loop in richtext/textentry control caused by large sets of spaces between words wrapping around line ends (found by Kristian Hermansen)
- Fixed possible lockup when refreshing a login ticket
- Disabled old style server queries by default.
- Fixed menu exploit on join that spawned you into the server but moved you around as you were in spectator mode
Source: Halflife2.netRelated: Steam
Updates to the Steam Client have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:Steam
- We're refreshing the survey data again. The results will be tallied over at http://www.steampowered.com/status/survey.html
- Fixed favorites list not refreshing on startup
- Fixed Counter-Strike: Source servers showing up in Counter-Strike list on startup
Source: Halflife2.netRelated: Steam
Updates to Counter-Strike: Source, Half-Life: Source and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:Counter-Strike: SourceSource Engine
- Added validation of custom player model and weapon materials. Custom materials must be VertexLitGeneric with only $baseTexture and $bumpmap variables defined
Half-Life: Source
- Fixed "not logged in" error not displaying properly
- Fixed not being able to run internet game servers for Source Mods in a debugger
- Enabled low violence content for low violence users
Source: Halflife2.netRelated: Steam
Updates to the Steam Client and the Half-Life 1: Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:Steam ClientHalf-Life 1: Engine
- Fixed client failing to login to the Steam Authentication servers on machines with multiple network interfaces
- Fixed game servers failing to connect to VAC servers on machines with multiple network interfaces
Fixed "-sport" parameter being ignoredImplemented a client cvar value querying API (to replace the alias method various 3rd party tools were using). Servers can call enginefuncs_t : : pfnQueryClientCvarValue() and will get a callback for that cvar value via NEW_DLL_FUNCTIONS : : pfnCvarValue().Fixed RCON failing when you were not connected to the server itself
Source: Halflife2.netRelated: Insurgency
Insurgency has decided to take advantage of an opportunity to use motion captured animations for the mod. In order to take advantage of this, we will be using a motion capture studio in Oakland, California. If anyone lives in this region of California, has military/tactical experience, and is a fan of the mod, Insurgency needs you. We need someone to do the acting in our motion capture session.Anyone interested email our player animator Tom Reyneri at thomas.reyneri07@bcp.orgThanks
Source: Halflife2.netRelated: Black Mesa Source
If you haven't had a chance to find a copy of PCGamerUK, you can now read it on our media page. We first want to welcome several new faces to the development team including Angry Lawyer, a programmer who actually is a lawyer; TeddyBear, a texture artist whose work includes the Super-Soldier from Sven Co-op; Nokia, our second programmer; e-freak, an aspiring texture artist ; and Stormy, a modeling hurricane. In case no one has noticed, HLFallout.net recently interviewed us, and we provided them with two exclusive screenshots of Forget About Freeman and Lambda Core. With media this month, apart from the magazine exposure, we have levels, weapons, concepts and music. The first public viewing of a skinned model from Black Mesa: Source comes in the form of the 9mm GLOCK: modeled by Sanada and skinned by NecEvil. Following suit is another chapter preview: Forget About Freeman, designed by the talented Kester. At Black Mesa: Source, plans are always changing, new ideas are popping up, and we find ourselves scrapping old progress to create a more intensive experience: which is why we have decided to release ONE full resolution shot of Surface Tension. This shot features the dam with custom textures created by NecEvil & bkd86. Flanking all of these is our conceptual art. The Anomalous Materials Entrance and Apache concepts drawn by bkd86 with the Controller concept drawn by, the now retired, Ole. In the Music department, we have a one-minute preview from our sound tracks, composed by the stunning Plink. The track is dubbed "Surface Tension". Flanking all of these, but most certainly not the final bend in the road, is our concept art. The Anomalous Materials Entrance and Apache concepts drawn by bkd86 with the Controller concept drawn by, the now retired Ole. In the Music department, we have a one-minute preview from one of our three minute long sound tracks, composed by the stunningly talented Plink. The track is dubbed “Surface Tension” at this time, and will be primarily featured in, well, Surface Tension. To finish this all off, for all of you who are experiencing difficulties or having problems with the FLASH page, we have now released an HTML version of the website for your viewing pleasure. Our web developer Section_Ei8ht has added his own little comical twist to it. Before viewing the website, we would like to note it is designed to give you a chuckle.
Source: Halflife2.netRelated: Empires
I'm back on solid ground and am here to stay (look at the team page or previous posts if you don't know what I mean).Work is still progressing well. The big push right now is to get all of our vehicles done. Coding for vehicles is nearly complete, and all texturing is almost done. The Imperial Medium Tank is the only one drivable at the moment, but that will change in a short amount of time as the first to be done is always the hardest. Getting the rest of the vehicles in game is simple work as they only need to have their models imported. They'll reuse all of the code that was forged for our vehicles which was done for the initial import of the Medium Tank.Writing the vehicle code has been a monumental task. We've chosen to take a more simulation approach compared to other vehicle heavy games like Battlefield 2. We're talking about fully customizing a vehicle's weapons, armor, and engine via a unique customization GUI, and our damage system takes into account many factors besides just a projectile's damage. Those in the IRC channel managed to get a sneak peek of the vehicle customization GUI, but I'll post updated screenshots of it here within a few days. Also, check back soon for screenshots showing in-game footage. For now, here are some vehicles renders to hold you over.
Friday, 12 August 2005