Source: Goldeneye Source
Yeah thats right goldeneye, many of you may have not known about our mod, Well now is the time you do. We've been working on this mod for about 5 months now, and we've made some good progress. We have a fairly large team so that always helps. We are getting pretty close to finishing most of the maps, and all of the weapon models have been modeled.Well enough of me talking, you guys want to see some media.First we have some weapon renders modeled by, MonsterRain and Myself, And Textures by VertThrasher. First we have The DK5, Phantom, And PP7And now for our Skinned Weapons, First we have a TazerBoy Model, and Second is the 'Oh so powerfull' GoldenGun All Wallpaper sizes are 1280x1024, if you want smaller Sizes, please visit our Media Page. For custom sizes, please Private Message our Webmaster at our forums ( Black Thorn ).Well thats all folks, Enjoy :)-Goldeneye Source Development Team
Source: Halloween
It's a full moon tonight and the werewolves have been telling me I should make an update. I have uploaded quite a few screenshots to the media section: Skateboard: I have completed the skateboard model. The logo is only temporary and will be replaced by a modern design with the grim reaper at the center.Maple trees and pumpkins: I have added some screens of the latest work on the Neighborhood map. They show the pumpkin models I have made as well as 2 kinds of maple trees. Rocket Frog candybars: The candybars are almost finished, just a few tweaking and they will be complete. Check out the media section for more screenshots. Our dedicated music composer Iohann M. Miller (Clockworker) has been working hard at his craft and is creating some great works. Heres a sample. Furthermore, we have two announcements to make. The first of which is a new team member, Curt. He's a great modeller and skinner, I've worked wiht him in the past some. Secondly, I know some of you would not wish it to be this way but it must. To make This mod as great a mod as I invision it to be, we will need more time. Therefore we will postpone the release date to October 5th, 2006.
Source: Black Mesa Source
Once again, another media release has rolled around. This media release sparks a new style of updates that we will releasing hench forth: comparison shots. While feasting on the new, Source powered worlds, you will also see what the original location looked like in the top, right hand corner of the shot. Using this method, we intend to give the players not only a sense of the improvements we are making, but also how much we are keeping the game intact and true to the original. This time we have some level shots for you from our level designers Jackar, Zyndrome, and Mendasp who have toiled endless (and are STILL toiling endlessly) on their assignments: Office Complex (SP), Bounce (MP), and Power Up (SP), respectfully. We have also been featured in two gaming magazines: GameStar, Germany and Atomic Magazine, Australia. Both of these articles can be found on our media page under 'Press'. We would graciously like to thank Synchro & NemesisZero for the translation of the Germany article. I have also heard rumors that Black Mesa: Source has been featured/mentioned in other magazines across the globe. If you know of any, please get in touch with me so we can arrange some kind of mentioning of which issue/magazine we are in. I continue down this list of items that we have to announce during this update and say we would like to send out a congratulations to supercanadaboy who has produced a very nice and catchy desktop background, thus winning the 'Design A Desktop' Community Project which was started in April and ran for a month. We would like to thank everyone who participated in the event and submitted work for the crucial vote at the end. His work will be featured on our media page. We will also be announcing the accepted entries from the 'Skin a Pop-can' Community Project shortly and we hope you will all take part in any more projects we conjure up in the near future. From there, we hope you enjoy our work and hope to see comments on them: good or bad. It's excellent to see good comments, and rewarding to see bad ones. As an overall update, the modification is progressing well in areas excluding model skinning. We are also progressively seeking texture artists and model skinners. If you can and have free-time to work on a Half-Life 2 project, please contact us. For more information, please see the 'JOBS' page on this website.
Source: BRAWL
We have made quite a bit of progress this week. Our most notable accomplishment has to be Simps' new Fighter Model. We've also develeoped a new organization system which lets us know what each other is working on. It also lets us know what's done and what still needs doing. I've started coding this last week. Mainly implementing a Round System and Classes into the game. I'm gonna get started soon on the Weapon Buying System and maby redesign the HUD. Our Modlers have done an excellent job of creating some really sweet looking models, and I'm waiting on them to export them to the HL2 .mdl format so we can put them ingame. I've also seen some beta screenshots of some of the maps that our mappers are working on and let me tell you are they ever sweet :). We're all working very hard to meet our deadline for the FreePlay expo early in July. Hopefully we'll have a working alpha in a week or two. So stay tuned for screenshots!!!
Source: Final Escape
On Behalf of the Final Escape Team we would like to apologise for the lack of updates on the site and the media releases we have promised. This is due to our staff being very lazy and certain members leaving without notice! Sorry again and we aim to keep the site regularly updated from now on. As Compensation for our ignorance we have developed a short but sweet media release for you....Please head on over to the Media page to see more. In a very short time the full FAQ for the Final Escape will be released and also a full story line. As a reminder we are also heavily recruiting new staff so please apply here.
Source: Fortress Forever
Sound Updates Behind the scenes, Ghroth has been tweaking the sounds... so on the media page you might find an update or two. The napalm grenade page now has a sound for you to enjoy, too! You Know The Demoman; Now Meet The Scout Both rebo and dr_nick are still working hard on class characters. As proof, served with a light bearnaise sauce, I offer you the Scout model and colored concept. The Scout character is energetic, nimble, and not afraid to die.Storm The Enemy Flagroom And Steal Their Flag As you may have read in the developer's journals, Defrag has put aside his lambada lessons to work on the Fortress Forever version of a well known map called Bases. Be sure to to storm the enemy flagroom and steal their flag, or alternatively detonate the PC for some consolation points. To all the interested ladies out there: never forget that Defrag can make levels and dance--an invaluable combination. Head on over to the media page for more new images.
Source: Night at the Office
"Ah at last, let me know when you're done" -Frank MatthewsWell it would appear I am done. Night at the Office has officially been released today, check the files page for download links, once you've played please drop by in the forums and let me know what you think.
Source: HL2 CTF
Things are going well in the CTF world!The ClanBase ladder has 20 clans registered now with many matches already played and more scheduled. Congrats to the PureLegends clan who's currently ranked in the #1 spot.We're hard at work on the Beta 1.5 update, we've gotten SourceTV working in the mod. We've merged the changes from the latest SDK update so we've incorporated some of those fixes such as ladder movement. We've included even more CTF info in the log file for programs such as hlstats to parse, making it even easier to extract stats from the games you run. We've got at least one new rune coming in Beta 1.5 and possibly a new game mode. We're also working on adding some extra polish to what's already there, so you can expect some hud improvements as well as a few tweaks to make some of the alternate game modes even more interesting.On a completely unrelated note, to everyone that's asked, San Diego is a pretty sweet place!
Source: Steam
Updates to the HL1 Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:HL1 EngineHL1 Engine Master Server Query ProtocolThese changes bring the HL1 engine's querying protocol in line with that of the Source engine. If you connect to Steam enabled game servers using a third party tool, you may need to contact the vendor for an update.
- Fixed several exploits triggered by malicious server operators (found by Stan Bubrouski)
- As part of the next version of VAC, which is currently in testing, the Linux game server now must have GLIBC 2.3.2 or above installed
- Added a challenge number to A2S_PLAYER and A2S_RULES server queries.setting "sv_enableoldqueries" to 1 (currently the default) allows old style (no challenge/response) queries to work
- Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet
- Removed support for "info", "infostring", "details", "players" and "rules" queries, use A2S_INFO, A2S_PLAYERS and A2S_RULES instead
Tuesday, 07 June 2005