lambda Friday, 10 June 2005
Posted by Squall @ 06/10/2005 10:36:35 | Category: Half-Life 2 Modification
Source: Garry's Mod
From our tests 8.3 is proving to be one of the most stable versions of Garry's Mod ever. There's quite a lot in this update (which is why it.s taken so long). There.s a few things I want to tell you about just before the release.

sv_turbophysics - This is a different physics mode for mods put out quite recently by Valve. I only tested it briefly but here's what I can tell about it. It removes interaction between player and physics objects. The player can still move objects with the gravity gun etc but the player can't move an object by jumping on it or running into it. The player can't be killed by physics objects (Crushing, toilets thrown, combine_balls). It makes things like walking on physics objects really smooth. This might sound pretty much all negative - but it makes a lot of sense for mods like CS:S or DOD:S where those things would never happen anyway. Of course, it's pretty much useless for GMOD. I've included it anyway since someone somewhere will probably want to use it.

Mods/Plug-ins - New skins, models and maps are getting to be a pretty big thing in GMod. This new mod system should make it easier to install and uninstall those mods. It works a lot like Half-Life 2's mods except they can all work together. Things like the Counter-Strike:Source content and the Half-Life 2 : Deathmatch maps have already been converted to mods and you can switch them on and off as you like. This makes it easier to make plug-ins to use maps/skins from other mods in the future like DOD:S.

Map Init Files - These are files that go in the maps folder and allow you to remove/create new entities when the map is loaded. So, for example, you could create a map init file called de_dust.ini and remove all of the default spawns and create random deathmatch spawns around the map and play deathmatch in de_dust. The ini files are server side so different servers could have different map entities.

NPCs/Coop - NPC's are pretty much completely stable right now. They don't take much bandwidth (you can get about 8 for the same bandwidth of a ragdoll). You can pick a few of them up with the physgun. HL2 COOP is a bit more buggy. There are places where some of the players might get left behind - or where progress will be halted. Fixing this isn't one of my main priorities but we'll be trying to fix specific bugs using the map init system above to remove/change entities so they don't mess up.



You can expect GMod 8.3 very soon. As soon as this weekend. We're aiming for Sunday right now.
lambda Thursday, 09 June 2005
Posted by MJCS @ 06/09/2005 11:52:07 | Category: Hosted Site
Source: Hostile Intent
As many of you are aware, the Hostile Intent development team is switching to working full force on the Source engine. This switch leaves the current HI out of development, with nothing (except for the map pack) to fill the gap between HI and HI:PR. Recently Charles announced that the development of HI on HL1 wont stop, instead its development will be carried out by the community in a project called Hostile Intent Community Development, or HICD.

To get more on this, I sat down with RoooR, HICD’s head, and asked him a few questions about the project and its plans.
-swatman-: First off, introduce yourself. What, if anything, do you do? How long have you been with the community?
RoooR: My name is JJ, I live in Georgia, USA. I have a wife and two boys. As far as HICD goes, I am the lead guy. With a project like this, the contributions of the community will be crucial. I am here to ensure that there is accountability and progress in the further development of HI on HL, and to maintain a close relationship to the HI Dev team. I have been playing HI since the spring of last year, and for the last several months I have gotten to play alongside many of the Devs and testers in ERT. I am not a Dev, but they can trust that I will not allow community politics, complaining, or other "community" pitfalls to interfere with HICD. I want to thank Charles and the team for allowing me the opportunity to choke on this monster for a while:)

-swatman-: What spurred you to step up and take the position as leaders of HICD?
RoooR: I had seen what happened to DDay:Normandy, a Q2 mod, during its "community development". The Devs left the game to the community and moved on with other things. What came from this were different dlls for the game, and a fractured split community that played different games. HI is a great game, and I know there is massive potential for HI on HL. I would not have been able to watch HI on HL turn out like DDay did. I mentioned something like this to some of the team, and it turns out that they had talked about this before. I am not a game developer, but I am a true HI fan, and I will take whatever bumps on the head I have to take in this process, as long as it truly brings the talents of this community to fruition.

-swatman-: How are you planning to run HICD? Will it be a closed dev team, or can anyone sign up and submit content?
RoooR: There will be an "Advisory Board" which will act as the HICD Dev team. We will make sure that standards are met for WIPs. We will also discuss any content created by the community and submitted to us for inclusion into HI. I knew from the start I had better get some of our best and brightest to help me keep things smooth. There are liasons from the Dev team on the AB, which at the time are Ikusa and Squad. Now, outside of the AB, all the community is invited and welcomed to contribute your talents.

-swatman-: How do you plan on getting the community invovled with HICD? Who can help, and what are you looking for talent wise?
RoooR: Once the AB is finalized, we will start posting in the HICD dev journal, which will be as transparent as possible of a look into HICD as we can give people, and the forums are an open book. As far as talents, we really need coders who can dedicate time to implementing the content created in this project. New weapons and things dont just happen.

-swatman-: What are some basic plans for HICD? Any features to the game that you personally want to see implemented?
RoooR: My first goal for HICD will be to implement the healthy amount of wonderful content the Dev team had before the 1.4 release that didn't make it out the door. I would like to see the code optimized as well, but that is not in the immediate future. MY personal goals would be to find a way to add a lean that WORKS, and find a definitive answer on the player hull issues. I would like to see the rag doll stuff added at some point also.
I would like to thank RoooR for his time both with the interview and HICD. To all of you mappers, modelers, and coders out there, be sure to stop by the HICD forums and try to help either by being on the board, or by submitting content.

We at HI would like to thank the community for their time, effort, and continued support of Hostile Intent. Thank you, and let's work together for a better HI.
Posted by MJCS @ 06/09/2005 11:39:37 | Category: Half-Life 1 Modification
Source: The Trenches
As the anniversary of D-Day draws to an end, the team at The Trenches would like to remind all members of the military video game community about the true trials and sufferings of the men and women of the Allied forces as well as the German defenders. I had noticed today, with consternation, the lack of appreciation of the size of the invasion and the casualties it wrought. D-Day is not a textbook date of no importance. June 6th, 1944 truly changed the world and in a modern place of forgetfulness this fact becomes ever more vital to our country's integrity. Never forget.
Posted by MJCS @ 06/09/2005 11:37:19 | Category: Half-Life 2 Modification
Source: Resistance and Liberation
Sixty-one years ago today, June 6th, the inarguably most decisive and important battle in the history of human kind took place on the waters of the English channel and the beaches of Normandy.. Its outcome gave the overwhelming foreshadowing of Hitler's world-domination dream. With the staggering numbers of 5,000 ships, 11,000 airplanes and 150,000 soldiers, D-day still breaks records with modern battles. Facing open fields, mines, entanglements and other life threatening dangers, the Allied forces attacked 6 key locations, including Omaha and Sword beach.

On this day we look back on the outcome of this battle, and it's prefiguration of the end of the war. We also think of the soldiers who gave their lives and those who gave their limbs to their belief. Without the powerful persona of the Allied forces, much freedom taken for granted today would not have existed.

Yet on this day, the gaming community still play violent first person shooters, imitating the horrors of war. While playing though the eyes of the soldier, about to land on Omaha, or dropping a bomb on the axis, remember. Remember that war was and is not a game. Before throwing the grenade or planting the mine, remember the devastating and inhumane abominations in battle after battle.

This 61st anniversary of D-day should not be a day of mourning but a day of remembrance for the thousands who did not lose their lives, but gave them away for a cause that embraced human freedom all the way to the present.
Posted by MJCS @ 06/09/2005 11:34:10 | Category: Half-Life 1 Modification
Source: Half-Life: Nightwatch
Just in case you haven't been following the forums, Nightwatch is undergoing a restructuring effort in order to compensate for some personnel losses. There'll be more news on this in the near future, but rest assured that rumours of the mod being dead are greatly exaggerated. Some significant work is getting done behind the scenes, including some design/orientation changes that we think fans of the mod will appreciate. Stay tuned for more information.
lambda Wednesday, 08 June 2005
Posted by Squall @ 06/08/2005 19:08:10 | Category: Half-Life 2 Modification
Source: RETEB
Hey RETEB Fans, our site and forums are back up thanks to Incy247 :D. This small problem didnt slow us down, we are still working as hard as usual. Now for the media update. We have two zombie children concepts made by Flowers of Naviety and a character concept made by Raul.

Posted by MJCS @ 06/08/2005 05:49:25 | Category: Counter-Strike: Source
Source: CSBANANA
Related: HUD Tweaker
Just small a news fast to inform you that I have make a small update of the last version of the HUD Tweaker. It is more stable (it planted at some with launching) and it search for update refonctionne. Veiled, it is all;) Remote loading always here

Posted by MJCS @ 06/08/2005 05:37:37 | Category: Half-Life 2 Modification
Source: Wota
Long awaited media update :)


Weapons with a number after them will have at least 2 variants, but possible more. For example, there could be 3, maybe even 4 different pipebombs.

Thanks for hanging in there so long. I told you this mod wasn't gonna die :)

If you're new to WOTAMOD, drop by the forums and join the community, its lamer free and has tons of media not on the site. We (the developers) post our Work In Progress (WIP) for you all to enjoy.

If you are very talented it modelling vehicles, unwrapping models, skinning, or coding, please drop me a line at warriors_of_the_apocalypse@hotmail.com or make your talents known on our forums

More to come soon!
lambda Tuesday, 07 June 2005
Posted by MJCS @ 06/07/2005 21:49:06 | Category: Site News
Review: Night at the Office
Download: Night at the Office
Night at the Office is a Half-Life modification puts you in the shoes of a new recruit to a facility, and one day, his employment would shake his life forever. One day, whilst talking to a co-worker, you and your co-worker hear a loud noise, which sounds much like gunfire...

The elevator located behind your co-worker opens, and inside is another co-worker of yours, bleeding from gunshot wounds. He utters a cryptic warning and dies. From here, it's all up to you
Posted by Squall @ 06/07/2005 21:20:25 | Category: Half-Life 2 Modification
source: Jurassic Rage
Two important things for you; Firstly, I'd like you all to give a heartily welcome to our new texture artist Teddy Bear. He's very talented and for those who don't know already, he's the texture artist for Sven Co-Op.

Second of all, The Blackwater Project has posted his first track for Jurassic Rage, an amazing 8:15 minutes long which was posted in his developer journal to the right. It's located here.

Edit: I felt splty's ingame pictures did not portray the raptor in all its glory. The texture is still a work in progress, and the map does not represent my mapping skills but I hope you like the pics!

That's all for now folks!