lambda Thursday, 02 June 2005
Posted by MJCS @ 06/02/2005 11:27:41 | Category: Half-Life 2 Modification
Source: Plan of Attack
I have posted some information on the upcoming Beta 3 release, as well as a new wallpaper image of our soldier. Just check out this thread to read the update and download the wallpaper.
Posted by MJCS @ 06/02/2005 11:27:16 | Category: The CPL
Source: The CPL
Although over the past few months about 500 people have canceled their registration for the summer event because they were not able to attend; the Cyberathlete® Extreme Summer Championships 2005 taking place July 6 to July 10 , 2005 has reached record level registrations.

Currently, almost 7,000 people from 60 countries are registered to attend the summer event. The top ten countries are:
  • United States

  • Canada

  • Sweden

  • United Kingdom

  • Germany

  • Norway

  • Netherlands
  • China

  • Venezuela

  • Mexico

The online registration is now closed for the following tournaments:
  • Counter-Strike Source

  • Counter-Strike version 1.6

  • Day of Defeat

  • WarCraft 3

  • Halo 2 (Xbox)

The only tournament with a few available spots is Painkiller, which is the official game of the $1,000,000 CPL World Tour.

The BYOC area of the summer event will accommodate 1,600 computers and is completely full. The CPL has only 15 waiting-list spots left for the summer BYOC. Once these 15 spots are taken the waiting list will close.

**The CPL is offering 300 FREE Exhibit Only passes**

The Exhibit Only passes allow free access to the event for three days and can also be upgraded to full five-day spectator passes at the event's registration desk for $20.

People signing up for these free passes cannot bring computers to the event and cannot participate in any of the CPL official tournaments. The passes do allow access to the workshops, the spectator area, the large exhibition area, and participation in the mini-tournaments held at sponsor booths.
Posted by MJCS @ 06/02/2005 11:26:53 | Category: Steam
Source: Steam
Updates to Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Half-Life 2: Deathmatch
  • Score in teamplay mode no longer wraps back to zero 0 when it goes past 127

  • Fixed bug in player bounding boxes while crouching

  • Added cvar "cl_autowepswitch" to allow automatic weapon switching to be turned off

  • Flashlight no longer turns off when auxiliary power is drained

  • Auxiliary power now resets when a player respawns after drowning

  • Fixed explosive barrels to allow burning after respawn
lambda Tuesday, 31 May 2005
Posted by Squall @ 05/31/2005 10:35:32 | Category: Half-Life 2 Modification
Source: The Lost Prophecies
Production on this title continues onward as more masterpieces are unveiled from Sir Phoenixx's workshop. This time around, the primitive-looking Gamuk Assegai (or "Shortspear") and the sturdy Quarterstaff make their appearence on our website. More information pertaining to the arms & armour of Parmathia can be gleaned from the Equipment section.




Along with the usual updates to our elaborate arsenal of weaponry, Sir Phoenixx has crafted his first character model for our project. More are destined to be brought to life very soon and our master-of-arms now adds a new title to his profession: Corporeal Architect. The images below display a male character wearing Light Armour. There are three LOD (Level of Detail) versions of every character model: High-Detail (6500+ polys - currently shown), Medium Detail (2000-2600 polys), & Low Detail (500-1000 polys).
His contributions to our in-game models, along with past models from other team members, can be viewed within the Characters section of this website or by simply clicking the thumbnails below.




Additional character concepts have been added to our Characters section as well and we hope you enjoy this ever-growing gallery of personalities as they transform from mere concepts into living, breathing, denizens of our world.

We've also recently added another promotional wallpaper to our gallery. This time around; we display an early scene where the young Abigail Ahearn comes to grip with the harsh realization of the horrors around her.

This wallpaper can be obtained by visiting our Wallpapers section.

Finally; Those who frequent our forums have been treated to an in-depth discussion and explanation of one of the many new features available within TLP:SoW. We've recently updated information pertaining to the Battle-Sense radar with visual references to help clarify any ambiguities. To view this tasty bit of information, simply log into our forums and visit Adam's "Radar?" thread within the Combat Discussion & Strategies section.
lambda Monday, 30 May 2005
Posted by Squall @ 05/30/2005 13:09:36 | Category: Half-Life 2 Modification
Source: Twilight War
GameMonger wanted me to give everyone an overview of the development progress, so here it is.

For several months following acquisition of the Source Engine (last year), we spent the time learning the technical ropes and understanding what we could, and could not, do in the engine and editor.

Then we made lots of changes so that we could get the engine and editor to the point of handling much larger scale maps and more content. We discovered that doing that to the degree we wanted would mean some major changes, which still need to be made, but we were able to get a 9 square km map created, with dozens of ruined buildings, and hundreds of various post-apoc props. We also engineered a way to allow charaters to use armor as it is used in RPGs - armor pieces that can be mixed and matched, and a layered clothing system that would allow many variations for both player characters and non-player AI characters. We also scaled the vehicle physics to get that working with our new larger map, and many other little things like decals, overlays, particles, etc. That phase took another several months, and brings us up to the first couple months of this year.

Through mid May 2005 we focused on the investor prototype and multiplayer capabilities, and a few more things to pretty up the world, like a decent land shader and some effects. Though we had a network design, we quickly discovered it needed a lot of work. Since the investor demo needed to include multiplayer capability, that became the priority. Meanwhile the art team continued to pump out assets and animations to populate the map. What we ended up with was a decent investor tech prototype (just in time for E3, during which we showed things to several interested parties). Combined with the game play design (which had been worked out last year, for the most part), we got a fair amount of notice during E3 (without actually having a booth and public demo, anyway - that will change next year).

So, what we have now is some modified client technology (Source) that can handle close to what we want, and a back end network that works, and is scalable. We also have a section of a ruined town, a Post-Fall village and Hold (basically a fortress), a bunch of unique looking characters, several sets of armor/clothing, a physics-based vehicle, birds that fly around, some sound, and a respectable sized map complete with custom multi-layered land shader. All of which is also integrated into the modified Hammer map editor.

What is in store for the next several months? We will continue to refine the prototype and invent new capabilities, both on the art and software sides, and continue defining the game mechanics, as we await a publishing deal or further investment, so that I can finally hire more staff to allow us to move on with finishing the underlying software systems, game mechanics, and start content production. No, we can't say who we have been talking with, that needs to remain confidential until we have a deal that allows us to keep the game design and implementation relatively untouched. Suffice to say we have had some preliminary talks with both large publishers and smaller investing groups. It will be a harrowing next several months for us, as we do our best to convince investors what you guys already know - that Twilight War will be an awesome game, with the potential to rival the traditional mainstream MMORPGs, and certainly offer the community something very different (and sorely desired by many) from traditional MMORPG game play.

Some of the things we are tackling now are skin shaders for characters, height mapping to allow us to more easily make large scale terrain, adding more capability to the AI, and working on the first set of creatures for the game.

- GP
lambda Sunday, 29 May 2005
Posted by Squall @ 05/29/2005 13:20:17 | Category: Half-Life 1 Modification
Source: The Battle Grounds
A few Release Candidates later, a good amount of bugs fixed and a little more visual quality provided. Work on BG 1.0f is not stopping. There are a few more options to alter the hud. I added new menu options to select which information should be provided in which way on the hud.

Oelund helped us to improve the reload animation. A preview video can be downloaded here (3mb - bink video)

Another big thanks goes to Tjoppen for getting the development stone of Battle Grounds Source rolling. First images and alpha versions can be viewed & downloaded here.

Below are screenshots of Steves rework of the map bg_ticonderoga and a work in progress snapshot of a new revolutionairre musket model as well as a finished and animated Brown Bess model:


Posted by JMR @ 05/29/2005 10:15:40 | Category: Half-Life 2 Modification
Source: Gundam: The Battle
The Name is saying it already. The mod is based on the japanish anime serie GundamWing and GundamWing: EndlessWaltz.
In the game ur a gundam/mech. U would be able to fly, fight and some can transform.
Fights will contain heavy battles with huge blasts, heavy battles in the sky, under water and on land.
maps will be on follow locations:

-Land
-Sea
-Space
-Desert

The teams are like follow:

Gundams:


WingZero
Wing
Deathscythe
Heavyarms
Sandrock
Shenlong
Organisation of the Zodiac (OZ):


Epyon
Tallgeese
Mercurius
Vaeyate
Tauros
Leo
Weapons:
Every mech has his OWN weapon and cant be trowed away.
there will be a charger platform to recharge all weapons.

Modes:
In this first release there will be 3 modes:

-Deathmatch:
your on yourself here

-Team Deathmatch:
with a team

-Seek & Destroy:
there are only 5 gundams, the rest have to join the
other team, and the gundams must destroy a target.
If they sucseed they can redo it, If they get killed, the
one that killed him has to be the gundam instead.

We still are in need of members. If you have any skills of this list:



Coders (1)
Modellers (1)
Sound Artists (2)
Mappers (3)
Animators (2)
Skinners (2)
GFX Artists (2)
than please......please me at gundamtb@hotmail.com or dsforces@hotmail.com
even if you have questions, just mail me.
thats it guys.

PS. our site aint working 100% yet, instead visit the forum and for all pictures visit our Moddb profile
lambda Saturday, 28 May 2005
Posted by JMR @ 05/28/2005 18:12:52 | Category: Half-Life 1 Modification
Source: Zombie Panic
moved recently, and had no internet connection for the past two weeks, so I've been out of the loop for about a month. However, I'm back now, and we'll be getting HL2 ZP up to speed again.

However, due to HL2 ZP taking longer than expected, we would like to keep everyone playing HL1 ZP happy while waiting. Please visit this thread and help us to know what (small/minor) changes or fixes we can make to HL1 ZP to help keep things enjoyable while you wait.

http://zpanic.hl2files.com/forums/index.php?showtopic=2487