lambda Thursday, 23 June 2005
Posted by MJCS @ 06/23/2005 08:38:36 | Category: Site News
There has been a fate e-mail going around with an attachment. DO NOT OPEN IT. IT IS NOT FROM ME OR ANYONE ELSE...
Dear user mjcs,

It has come to our attention that your Hlgaming User Profile ( x ) records are out of date. For further details see the attached document.

Thank you for using Hlgaming!
The Hlgaming Support Team

EXAMPLE OF THE FAKE
lambda Tuesday, 21 June 2005
Posted by MJCS @ 06/21/2005 09:17:41 | Category: Half-Life 2 Modification
Source: Ghetto Blaster
Team GB is quietly moving along with development. We're also looking to recruit a talented Model Skinner and Animator.

The ideal applicant has an appreciation for the look and feel of games such as Max Payne, as well as the desire to participate in the creation of a truly original mod. They are project-oriented and can produce according to schedule. Please contact us with any questions. Best of luck to all applicants.

Look for some map and player model screenshots soon. We're also nailing down the specifics of a few surprise game rules.

Posted by MJCS @ 06/21/2005 09:14:25 | Category: Half-Life 2 Modification
Source: HL Fallout
Related: The Last 7 Hours
Today we show you some new media. Some people think that the mod was cacelled but is not, it continues. That's why we published the translation of the web and now this new media. Here it is:

Benzi0's sketchs:

Ar1 modelled and texturized by furri:

We continue looking for staff, the vacancys are:

Modelers: Experience with lowpoly
Texturers
Mappers: Experienced in source
Sound artist: Ambiental sound and weapons

I hope you enjoy the new things, I invite you to register in the forum
Posted by MJCS @ 06/21/2005 09:08:53 | Category: Half-Life 2 Modification
Source: HL2 Files
Related: Op Desert Storm
We've had a lot of progress in the previous weeks. Lots of new members in all areas. The modelers are pumping out some great weapon and vehicle models. I'll have some pics of those soon so look for those.

The mappers are stepping up to the challenge. Muzer has provided us with some new pics of ods_bunker and I have a couple of pics from ods_nortex.

ODS_Bunker:

ODS_Nortex:

Models:
M14

Scud B [WIP]

I'd like to introduce the new members if i could.

  • EdisLeado (Lead modeler) - currently working on a few of the weapon models.

  • Blakrover (Modeler) - currently working on the scud B and other world models

  • logger (Modeler) - weapon models

  • RobSkib - Head animator

  • HSD (Modeler) - weapon models

  • Deathwish - Freelance modeler


We are all working hard to get an internal alpha version out by mid-summer and it looks like we are going to hit the bullseye.

Positions are open - we need coders, character modelers, animators, uvmappers.
Posted by MJCS @ 06/21/2005 09:00:06 | Category: Half-Life 2 Modification
Source: The Specialists
Firstly, I shall apologise for the truly awful pun, I just couldn't resist..

What you are about to read is actually one third of the update I was going to post, but that was so huge and so full of juicy 2.2 news that we had to split it for the sake of everyones sanity. I'm not joking either, it was something akin to an essay and with the screenshots I wanted to put in there you would have gotten RSI from scrolling downwards.

To business then.

TS 2.2 has one new weapon. Or one and half depending on how you look at things. First off, the beretta can now be wielded single handed as well as in akimbo form, it's something we've been asked to implement since the days of 1.0 and now it's here, so good news there. Actually, if you've been paying attention you'll have seen a piccy of it in a previous update, but consider this concrete confirmation of it's existence. Secondly and of somewhat greater significance, is the Thompson Contender. Featured in the John Woo classic Hard Boiled (and the slightly less brilliant Hard Target), it's a big hitting, single shot hunting pistol. Wielded one-handed which, whilst hideously impractical in real-life, is obviously cooler looking and makes you look more like a baddie in an action movie, which is far more important. Feast your eyes upon the renders of the conteder and the screens of both weapons in action below.

The more astute among you will also have noticed that the beretta is now black, instead of the gunmetal colour it was in 2.1. It's a small change, but makes them look that little bit more badass. One thing missing from the above screenshots in the hefty scope you can affix to the Contender, it's deadly accurate and combined with a scope it makes it all the easier to take out that guy hiding on the roof with a barret.

Don't worry about the rather paltry amount of media at present, I'll be editing in plenty more in the next few days once we choose which ones we like best.
Posted by MJCS @ 06/21/2005 08:58:42 | Category: Half-Life 2 Modification
Source: Swat Kats
I'm still looking around for the following positions,

  • Player modeller

  • Coders

  • Model skinner

  • Weapon modeller

  • Weapon skinner

  • 2d/3d graphic artist

  • Sound artist/engineer

  • Player modeller

  • Player skinner

  • Vehicle modeller

  • Vehicle skinner


If you would like to apply for any of these positions, please email me. blackplague@gmail.com
Posted by MJCS @ 06/21/2005 08:57:23 | Category: Half-Life 2 Modification
Source: BRAWL
We need one more modeler who has the skill to help with great experience:

*Model for Half-Life2
*Animate for Half-Life2
*Transform the Brawl Models into the MDL Format

We need about 5 to 8 more player models and spectator models. As for our first ALPHA we need our two player models animated and the weapons animated and made into MDL for OPI our lead coder to implement them into our first ALPHA.

If you have the time and the talent please drop some email our way with "EXAMPLES"!
lambda Saturday, 18 June 2005
Posted by MJCS @ 06/18/2005 12:39:18 | Category: Half-Life 2 Modification
Source: Goldeneye: Source
We've been steadily making progress, and we are pushing for that public beta, which our estimations say we are 50-60% there, So thats good news right?. We've recently been on alot of web sites front pages, which we are very proud of that, would like to thank those of who posted those news posts.

Now for this weeks media release, we have a couple more renders of the classic goldeneye weapons, along with 2 of the upcoming maps, which are very early in development i might add, and they are already looking fantastic. We also have the classic goldeneye song, remade by Yetti.

Here we have the Auto Shotgun, DD4, and the KF7-Soviet. Models by MonsterRain and BaroN

Next we have two maps, Runway and Cradle. Maps by dDG 007 and Bloodix


And now for the remade classic GoldenEye music, by Yetti. Which will serve as our menu background sound. Download the file here

Next week we will show off a few more maps, and 3 more weapon renders, And possible some more remade music.

Everything you see above is still very much a work in progress, any comments or suggestions please let us know
Posted by MJCS @ 06/18/2005 12:21:06 | Category: Half-Life 2 Modification
Source: VERC
Related: Texas A&M
Texas A&M University-Corpus Christi has been awarded a $4.3 million federal grant from the Office of Naval Research, Department of the Navy, to create a Virtual Learning Space. Congressional support was provided by Rep. Solomon Ortiz (D-TX, 27th) whose office helped initiate funding for this groundbreaking effort. When it is ready for academic use, this revolutionary software system, working title Pulse!!, will allow students, both civilian and military, as well as practicing healthcare professionals to immerse themselves in a wide variety of clinical healthcare environments and scenarios where learners can perform and interact virtually to heal patients and deal with a range of healthcare occupational issues. Scenarios will be developed and inspired by combining the accuracy of medical education and the motivational expertise of the entertainment and video game industry.

“This funding was a high priority for me in the Defense bill,” said Ortiz. “This virtual lab will help individuals develop skills in healthcare settings, without the actual live patient. This learning is similar to how we train today’s astronauts who test in a module that represents all the components of what might happen in space so they will be prepared for any situation. The same concept holds true for the Virtual Learning Space. Training healthcare professionals virtually can better prepare them for the inner space of human medicine. Science and medicine are making huge leaps every day; this project will help us keep pace with new practices and technologies while simultaneously offering its own leap forward.”

“We are exceedingly pleased with the results of Congressman Ortiz’s hard work on the University’s behalf in securing this grant,” said A&M-Corpus Christi President Flavius C. Killebrew. “His vision and perseverance will help us achieve a most advanced and creative healthcare education delivery system. Because of this strong partnership with the Department of the Navy, we have no doubt that numbers of students and healthcare practitioners, as well as patients, will greatly benefit from this project.”

“We are going to build a learning environment that fosters and optimizes the emergence of skilled, knowledgeable healthcare professionals. Our platform will strengthen the critical thinking and skills today’s health professions require.” said Dr. Claudia Johnston, Associate Vice President for Special Projects at Texas A&M University-Corpus Christi.

Today training and education for medical and health care professionals is provided through standard in-classroom learning supplemented by on-site clinical experiences, both incorporating some computer-assisted instruction.

“Pulse!! is part of a whole vision for virtual learning for nursing and other health professions both military and civilian,” explained Dr. Johnston. “It’s not designed to fully replace the pre-licensure clinical experience but to help students practice skills and to apply conceptual knowledge. It provides one solution for the nursing shortage that integrates new ideas and technologies rather than a ‘do more with less’ attitude.”
Posted by MJCS @ 06/18/2005 12:12:14 | Category: Steam
Source: Steam
For the last couple of months a team at Valve has been working away on Day of Defeat: Source. We'd like to give people some insight into what we've been doing during this time.

The initial plan following the launch of Half-Life 2 was to get a near direct port of the existing Day of Defeat up and running and release it to the community. After this release, the plan was to take the approach of iterating on the art and gameplay of Day of Defeat through the end of the year. We finished this porting work a few months ago, released this version to a small group of beta testers, and then took stock of where we were. We didn't feel like the game was good enough from a visual perspective to release.

We decided to rework all of the content of Day of Defeat: Source before the full public release, hoping that people would be happier waiting for the product to ship while we gave DoD the attention it deserved. We hope our assumptions turn out to be accurate.

Here is the first screenshot from dod_flash, which is the first map that has been given this complete art pass. We'll have more things to share over the next few weeks.

In other news, our friends at Softimage are having a modeling contest and offering $25,000 in prizes for the most original and compelling characters produced with the XSI Mod Tool. Submissions will be judged in-game on specific visual and animation criteria. For more, head to the contest’s offical page.
The Avid Computer Graphics team, in conjunction with Hewlett-Packard, NVIDIA and Gamedev.net, is pleased to announce the SOFTIMAGE|XSI Mod Tool “Lock & Load” Challenge (the “Contest”).

The SOFTIMAGE|XSI Mod Tool is setting a new standard in fun for gamers and modders alike. Offered free of charge to anyone who’d like to try it, the Mod Tool extends the life of your favorite games by giving you the power to produce new characters and props using the same tools as the professionals and to export that content to your favorite games, such as Half-Life® 2: Deathmatch, Counter-Strike: Source, or Epic’s Unreal® Tournament 2004.

We are looking for original, compelling characters produced with the XSI Mod Tool that are both visually stunning and believably animated. The characters will be judged in-game on specific visual and animation criteria.

In order to recognize and encourage the on-going creative abilities of gamers and modders worldwide we are offering fantastic prizes for the winners of the Contest. In addition, the winners will be announced at the prestigious Avid Computer Graphics User Group meeting at SIGGRAPH 2005.

Make sure to read all the information below, including the official rules, and to complete all of the necessary forms.

If you haven't downloaded the SOFTIMAGE|XSI Mod Tool, you can get it here for FREE!

If you have any questions, feel free to contact us at challenge@softimage.com.

Good luck!