lambda Friday, 17 June 2005
Posted by MJCS @ 06/17/2005 09:20:21 | Category: Half-Life 1 Modification
Source: Xeno Project
It took longer than expected but I've finally finished work on a Steam-compatible version of my 1st Half-Life SP mission, The Xeno Project. This version fixes several bugs, is fully compatible with Steam and also works with CD versions of Half-Life running the 1.1.1.0. update. If you've never played The Xeno Project or if you just want to re-live some fond memories; grab it from the downloads page right now.

Once you've finished The Xeno Project, don't forget to check out The Xeno Project 2. The current version is Steam-compatible, although I'll be releasing a more Steam-friendly installer soon.
Posted by MJCS @ 06/17/2005 09:18:12 | Category: Steam
Source: Steam
An update to the Source Engine has been released. The update will be applied automatically when your Steam client is restarted. The specific changes include:

Source Engine
  • Fixed "steamclient.dll not found" error when running a listen server with LAN mode disabled
lambda Thursday, 16 June 2005
Posted by MJCS @ 06/16/2005 09:09:44 | Category: Half-Life 2 Modification
Source: Caliber
This week we have a new map to showcase to you guys, c_moirae! As always, this is a work in progress, but it is already looking like another piece of excellent mapping from moconnor!


We are still seeking additional mappers, skinners, organic modelers, and animators, so if you are good at any of those things, please contact us at join@calibermod.com.

Enjoy!
Posted by MJCS @ 06/16/2005 09:07:35 | Category: Half-Life 2 Modification
Source: Iron Grip
Expansion is going as planned with new skilled team members joining up and more to come. We would like to take the time and thank “Johannes Tripolt” for joining up and assisting us with the 2d Arts department. He is a skilled artist from the HL2 mod : Return to Mana, which is also a beautiful mod worth waiting for. A special welcome also goes out to “Richard Pilot“ and “Kevin Austin” who will assist Castor in creating the first Iron Grip : The Oppression world. We have also to thank Godwin, who has created a beautiful concept art master piece.

Since our investment we have been quiet for a while, internally progress however has been speeding up. We had our first internal alpha tests, with a very core version of the mod tested. This can be considered a “proof of concept” for our game-play/style. We have a very small commander test which we would like to show you, as an expansion to our earlier Developer’s Journal: Developer's Update

Stay tuned as more is soon to come.
lambda Wednesday, 15 June 2005
Posted by Squall @ 06/15/2005 16:58:10 | Category: Half-Life 1 Modification
Source: Loki's Missions
It took longer than expected but I've finally finished work on a Steam-compatible version of my 1st Half-Life SP mission, The Xeno Project. This version fixes several bugs, is fully compatible with Steam and also works with CD versions of Half-Life running the 1.1.1.0. update. If you've never played The Xeno Project or if you just want to re-live some fond memories; grab it from the downloads page right now.

Once you've finished The Xeno Project, don't forget to check out The Xeno Project 2. The current version is Steam-compatible, although I'll be releasing a more Steam-friendly installer soon.
Posted by Squall @ 06/15/2005 16:55:33 | Category: Half-Life 2
Source: Bit-Tech
Parents these days are keen to encourage their children to learn a second language: French lessons are a staple of the British education system; many American students learn Spanish, reflecting the growing cultural diversity around them; Mandarin Chinese is taught to Australian school kids at a younger and younger age each year in the belief it will be an indispensible tool for them when they grow up.

But one language alien to nearly everyone is 3D graphics geek-speak: very few people aspire to become fluent in this bizarre language, and those that do go and work for ATI or NVIDIA. I remember the good old days, when a polygon was a polygon, and a texture was a texture. These days, it's all about cubic environmental displacement bump mapping and volumetric lighting rendered through a unified shader architecture, and the like.

Well, I'm here to tell you that there's a new buzzword in town, and this one you're going to want to know about... Today we are exploring HDR lighting, and looking specifically at its implementation in the forthcoming Half Life 2 level, the Lost Coast.
Posted by Squall @ 06/15/2005 16:53:51 | Category: Half-Life 1 Modification
Source: Digital Paintball
Guys, I realize that this release was not as smooth as I had hoped. At the last minute, a bunch of nasty bugs crept in that were not there a week ago. Don't worry, we're not going to leave you hanging for another two years. There will be a 2.3 very shortly which will address all of the bugs and your concerns.

Send your bug reports to dpbbugreports@gmail.com - Include your system specs (processor, videocard, operating system), when it happens, what events make it occur and what errors are given if any. http://www.digitalpaintball.net/forums/showthread.php?p=73083#post73083 Can be used as well if the website is online. Thank you.

That email is not the proper outlet for stuff such as '2.2 sucks' - you can post in our general forum about that.
Posted by Squall @ 06/15/2005 16:51:50 | Category: Steam
Source: Steam
Updates to the Steam Client and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Steam Client and Source Engine

• Fixed a number of connection problems to the backend of VAC2 (Valve's anti-cheat technology for game servers). VAC2 currently only runs on servers in the beta group, but will be active for all servers very soon.
lambda Tuesday, 14 June 2005
Posted by MJCS @ 06/14/2005 09:09:49 | Category: Hosted Site
Source : The Storm of Steel
It has been awhile since our last update, but we are moving forward and we are basically done the weapon modeling.
I would like to welcome JohnnyBeverage to the team, and he will be mapping, but we have lost Rambo from the team, as he became to busy to continue work. We are also in need of some help around here, namely Texture Artists (For weapons, maps and such) Mappers, Coders, and someone with the know-how for getting models and weapons in-game (See the Joining page if you are interested).

And the proof that we exist:
JediPottsy's C-96 Pistol.

JediPottsy's P08 Luger.

The My MG08 Work In Progress (WIP).

The My MG08 Work In Progress (WIP).

Until next time.
lambda Friday, 10 June 2005
Posted by Squall @ 06/10/2005 22:28:12 | Category: Valve
Source: Valve
We've been pretty quiet about Day of Defeat: Source in the last few weeks. But new information and images from DoD: Source will be made available starting next week, as we lead to its release. We've been steadily working away on this project, and we're excited to see what everyone thinks of what we've produced.
In the coming weeks we'll also be releasing a Source revived version of Half-Life 1: Deathmatch. People who already own Half-Life 1: Source will receive this as a free download.

Next Saturday, Valve's CEO and founder, Gabe Newell, will be giving the commencement speech at Southern Methodist University's Guildhall, a university program offering course work in game design. Two groups of students enrolled in the program will be releasing the Source MODs they produced during their term. More information on the games they've built is available on their websites:

Eclipse: http://students.guildhall.smu.edu/eclipse/
Samurai Legends: http://students.guildhall.smu.edu/samurailegends/