lambda Friday, 01 July 2005
Posted by MJCS @ 07/01/2005 08:48:27 | Category: Half-Life 2 Modification
Source: HL2 Hold Out
Hey guys!

Weeee'reeee back!

We got a lot of brand new media for you zombie-lovers today. Firstly, we have a bunch of new weapon renders for you guys. We are re-rendering all of our weapons in an orderly fashion, as we get them skinned. I am reorganizing the media section with the new renders.


Secondly, we now have indexed all 300+ megabytes of the HoldOut music.

The indexed HoldOut music library can all be reached here:

HoldOut Music Library
lambda Thursday, 30 June 2005
Posted by MJCS @ 06/30/2005 09:15:35 | Category: Half-Life 2 Modification
Source: HL Fallout
Related: Ghost Soldiers
Its finally here, our first media release for Ghost Soldiers mod. sorry to keep everyone in the dark upto now and thanks to everyone who has given us support so far. There are also some 3D animated renders here, on the Ghost Soldiers site.



Everything you see here may be edited in some way at any time to so keep in mind that these models could change before the mod is released. We like constructive comments so tell us what you think in our Forums or IRC channel.As you will probably have guessed, we need a skinner but we also need a coder and animator, contact me at m_kooper@hotmail.com with email or msn or use the join the team button at the top of the page if you have any other modding tallents.

We hope to make this a regular thing so expect lots more updates and progress reports in the future!
Posted by MJCS @ 06/30/2005 09:11:23 | Category: Half-Life 2 Modification
Source: Badge of Blood
Ok folkses, time for another media update... We know it's been a while, and we're still holding some stuff back for the time being, but here's a little peek into what we've been doing behind the curtains.

Below we have the aptly named Grossman SC-159M "Phoenix", which stars as the GPA's primary heavy lifter in the Badge of Blood story line. A couple dozen of these are taken with the invasion fleet to fulfill a variety of roles, including transportation of casualties off planet, delivering supplies and fresh troops, and ferrying important personnel to and from the surface.

Next we have the skinned version of the Aberson & Bosche AB10KE MkII MARS Rifle. Modeled by MonkeyLord, skinned by LoneWolf

Here we have the Hi Res mesh for the MDF Soldier by RedRepublik, which will be used to normal map the low resolution in-game mesh. Absolutely, unspeakably beautiful...

And last, but most certainly not least, we have the finished, low resolution game mesh for the MDF Soldier, complete with diffuse, specular, and normal maps. Excellent work RedRepublik! Marvelous stuff!
Posted by MJCS @ 06/30/2005 09:07:59 | Category: Half-Life 2 Modification
Source: Project Hull Breach
Yeah ok news has been scarce and I apologise we've been very hard at work and never find enough time to do what we should and keep you guys updated. Hope you enjoy the tid bits below - yes we have in game shots but you won't see them till they are textured and lovely! We're all still working hard...

Posted by MJCS @ 06/30/2005 09:05:25 | Category: Steam
Source: Steam
We're getting much closer to having Lost Coast ready to release. Originally planned as a section of the Highway 17 chapter of Half-Life 2, Lost Coast is a playable technology showcase that introduces High Dynamic Range lighting to the Source engine.

Once Lost Coast is released, we will include HDR in our future product releases. For instance, Day of Defeat: Source will feature HDR lighting for all of its levels the day it is released.

One of the fundamental pieces of HDR rendering lies in "dynamic tonemapping." In the Source engine, by varying the exposure of a scene based on how much light is visible, we can accurately simulate a range of brightness that is beyond what a computer monitor is physically capable of displaying. A real-world example of this effect happens every time you walk from a very dark room to an outdoor area with very bright sunlight -- your eye takes a few moments to adjust to the variance in the amount of light hitting the retina. If you have a video card that supports HDR, you'll be able to see this in the engine when Lost Coast is released.

Static screenshots of HDR fail to capture this effect, but if you click on this image you can watch it happen in a scene from the Lost Coast. Note that the left-hand side of the screen is running in Fixed Aperture (non-HDR) mode, and the right-hand side with High Dynamic Range.
Posted by MJCS @ 06/30/2005 09:03:27 | Category: Half-Life 2 Modification
Source: Goldeneye Source
First We have the Cougar Magnum, Klobb, ZMG, Hand Grenades, and Knife\\Throwing Knife, Modeled by Monster Rain, Melt, and Baron


Next up we have the remade Cradle theme, Made by Basstronix, and Yetti. Download Here. We will also have the file on our website later today.

Next Week, we will release the last few weapon renders, and possibly some more remade music, and map screens.

See you then
lambda Wednesday, 29 June 2005
Posted by MJCS @ 06/29/2005 09:08:56 | Category: Half-Life 2 Modification
Source: Garry's Mod
Not a major release this time. This should hopefully solve some of the problems you've all been bitching at me about.
The loadtimes are a bit faster - but you need to bear in mind that the first time you load a map it takes a long time. This is an issue with all mods - not just this one. I'd like to add a progress bar when it's loading to reassure you that it hasn't crashed - but this doesn't seem possible in the current SDK.
If you experience crashing when using the Physics Properties gun you need to completely wipe your gmod folder - chances are that you have installed a menu modification (such as 'UGM') and that's causing the crash.
Enough talk, here's the changelog..
  • [FIX] Crash when duplicating SLAMs

  • [FIX] Single player 'ghost guide' crash

  • [FIX] Possible spawn crash

  • [FIX] DOF material error

  • [FIX] "ent_remove" player crash

  • [FIX] Choosing a new map from the menu won't drop a player anymore

  • [FIX] Better loadtimes

  • [FIX] gm_makeentity crash

  • [FIX] Crash when throwing a sawblade with a dead mine attached

  • [FIX] AI causing crash when a player is holding a physics object

  • [CHANGE] "ent_remove" is no longer a cheat (Server admin only)

  • [CHANGE] "give" is no longer a cheat (Server admin only)

  • [CHANGE] "r_3dsky" is no longer a cheat

  • [CHANGE] Punting or grabbing with the Gravity Gun unfreezes objects

  • [ADD] Fog adjuster

  • [ADD] Mixerman's custom models

  • [ADD] Bucketmuncher's custom models

  • [ADD] More icons from Bucketmuncher

  • [ADD] Admin Panel with physics slow motion

You can download gmod 8.3b here. This will be the last update for a while (I know I say that all the time) but I really need to get working on Facewound again.
You can download new maps, models and mods for Garry's Mod in our forums. And if you get stuck and don't know how to use a specific feature of the mod, or just want to read the history, you should read the Garry's Mod wiki
lambda Tuesday, 28 June 2005
Posted by MJCS @ 06/28/2005 09:16:54 | Category: Valve
Source: VALVE Developer
Today we're going to open up something we've been working on for the MOD community for the last couple of months: The Valve Developer Community.

We've reworked our existing Source engine SDK documentation into a Wiki, which means that virtually all of the content can be edited by anyone with a web browser and useful information to share. We hope that this is an efficient and useful tool that the MOD community can use to share information on building a game using Source. The open nature of a Wiki raises some obvious concerns about what kind of content is contributed to the site, from worries about vandalism to honest inaccuracy and mistakes. There will be the occasional disruptive person, but the site provides methods for dealing with this.

This is not Valve's site, this is the MOD community's site -- we've just helped out by jump-starting it for you. The new site should be treated like this mailing list -- as a place where you as developers can share information about how to make games using the Source engine. It should also a place where a number of people at Valve contribute fairly regularly, with the plan being to make it the most information-rich place on the Internet to learn about making a game using Source.

The site currently contains all of the SDK documentation ported over to the Wiki format, but this is only the tip of the iceberg in terms of the content that is useful for developers to know when it comes to building games using Source. Everyone should feel free to go in and make any corrections or additions they think are appropriate.
Posted by MJCS @ 06/28/2005 09:13:16 | Category: Half-Life 2 Modification
Source: Dulce Et Decorum
Thank you for waiting so long for the media release you've desired.

We apologize for the lack of media in this release, but exams have hit us all hard. However, as work on the modeling and mapping slowed down a bit, behind-the-scenes work and planning picked up.

Before continuing onward with the media release, we are pleased to announce the following:
  • The first release of DED will include a manual that will have, among other things, tips, hints, and backstories. The release will be in .pdf format and will be made possible to be printed, as well. DrZais and I have been hard at work on this feature.

  • We are exceptionally pleased to announce that Edgen has accepted our request and will be composing menu music, theme music, and a few various other pieces for the mod. Edgen is an amazing composer who we fully trust with having compose music for Dulce Et Decorum.

  • We are still looking for coders, animators, mappers, modelers, skinners, and anything else. If interested, please email me with examples of work and what job you'd like.

And now, on with the show!

Posted by MJCS @ 06/28/2005 09:09:57 | Category: Hosted Site
Source: Babylon City
Work has started again. We are back looking forward to see the first weapons in-game. I like to welcome Duke on the team. He will create some of the weapon models and allready did a great job.

If you would like to help burning down babylon, just contact me. We looking for weapon skinner, coder and people who can bring a model in game.