News updates coming in just as few hours...
Source: HL2 HoldOut
Just thought you might like to see some nice shiny renders of the Springfield XD by WNN, so here they are...
Source: Perfect Dark
Can we come to life again straight after our rebirth?As you may have noticed, the members of the dev-team have dismissed their former leader, Mynautor, for his long slack period and his inappropriate behaviour. We are now ready to welcome you on our new server with a brand new URL: www.pdark-mod.com.What about the mod and its development though? We went back to work even harder; we are working on the “King of the hill” mode at present.As for the maps, Iggy started pdark_warehouse.Temple is going to be rebuilt and might conjure up a part of the solo mode of Perfect Dark, but you will not be told any more. We are sorry not to be able to provide more pictures, but even though our work is going faster, we would not want to hand out anything that would not deserve it.Nevertheless, you will be able to notice a few additions in the “Media” area which we advice you to visit occasionally. You will then be able to find TWULF’s first artworks. Besides, the team, which is composed of students, might be slightly slowed down during this months dedicated to studies, as exams are awaiting most of us, but the following holidays will allow us to make up for lost time.To ensure greater speed of development and better efficiency of communication, we are still in need of translators, modellers, animators, coders and artists. Having new translators in the team would make it possible for us to have non English nor French speakers involved in the creation of the mod.This way, mathieumg (mathieumg@pdark-mod.com) becomes the “English community manager” charged of English/French communication.We noticed that some websites that were neither French nor English had talked about our news. Though this is very flattering, we are not always able to translate what is said in return. This is why it would be very nice of these websites’ owners to give us their URLs so that we could inform them about the progress as we usually do with the others. If possible again, it would be nice if they could introduce us a translator who would join our team so as to provide releases for everyone.For any question, don’t hesitate to contact us at contact@pdark-mod.com. For suggestions or support, the forum is at your disposal.Translated by LAmetHIng!
Source: Jedi Timeline
And once again, here we are! Another update, although this one isn't going to be full of exciting pictures and all that. This update is running along a more official thread! The team and I have been discussing, and have decided we definetly need to find some more staff. Our coders are overworked and understaffed, whilst the mappers and skinner have far too much work on their plate. So, without further ado, here's the big news: Jedi:Timeline is looking for staff. That's right, we're advertising as of now! So, the criteria you will need to fulfill before your application is properly considered:If you would like to apply for a job with the Jedi:Timeline team, then visit the General Discussion Forum, and you will find a thread labeled Join Up! Within this thread, leave your name, some examples of your work (through URL, attachments, whatever.) Also, give us a brief history of your work to date; how long you've been working with your particular field. I can only wish you all good luck with your applications. And I can only hope we get a decent number of applications! As the more applications, the more chance we have of finding the right staff. saruman-23 p.s. on a sad side-note, the jedi:timeline website officially hates me; we're having some problems with the general website, but it is being sorted. so bear with us, please :(
- Ideally we'd like a good level of experience (ideally at least two years, but we will look at everyone) at either coding, mapping or skinning.
- You must have examples of your work to hand, and easily accessible, so the team and I can judge how good you are.
- It would be nice if you had some prior experience working on a mod. Though, again, we won't be taking a lack of experience as a be-all and end-all.
Source: HL2 Hold Out
Hey guys, Wilko here.Recently we have been working on a top secret video project, that was pioneered by our very own C4L3B. It is a full cinematic, made completely in 3DS max that will be released to acompany HoldOut when the time comes.The cinematic is going to feature some really intense 3D modelling talent from the entire modelling team, and some great voice acting by SamuraiPanda so stay tuned.Please spread the word about HoldOut by posting this preview pic that demonstrates how truly awesome HoldOut is.
Source: Garry's Mod
Version Eight v2 - 12th May 2005
- [ADDED] Wheel gun
- [ADDED] gm_sv_allweapons [0|1] - Players spawn with all weapons
- [ADDED] gm_sv_noclip [0|1] - Players can use the noclip command
- [ADDED] Cleanup menu to remove your mess
- [ADDED] Rendertarget HUD and controls
- [ADDED] Single player chapter images
- [ADDED] Save/Load buttons
- [ADDED] Game description in server list (G=godmode, W=all weapons, N=noclip)
- [ADDED] Screen colour shader
- [ADDED] Custom key listings in config options
- [ADDED] Server command gm_sv_allowignite to disable igniting stuff
- [ADDED] Player models for alyx, barney, breen, eli, kleiner and mossman (setmodel alyx) (Thanks to TIHan for this!)
- [FIXED] Client crash with ball weld
- [FIXED] Client crash with axis weld
- [FIXED] Client crash with nailgun
- [FIXED] Crash when using tools outside the world
- [FIXED] Client crash with weapon_tool
- [FIXED] Client Physgun crash
- [FIXED] Server crash when spawning invalid ragdolls
- [FIXED] RT Camera not working when bloom was on
- [FIXED] Settings not saving (ie bloom off)
- [FIXED] Saving undos now works
- [FIXED] Bloom performance increase (over 50% in some cases)
- [FIXED] Elastic constraint really weak in multiplayer
- [FIXED] Disabled jeep spawning when sv_cheats is 0
- [CHANGED] Max thruster power
- [CHANGED] Max balloon power
- [CHANGED] Elastic max strengths
- [CHANGED] Sawblades now stay solid after sticking
- [CHANGED] Toolgun can be fired underwater
- [CHANGED] Spawn with all weapons in SP games
- [CHANGED] Painting no longer makes gun sound
- [CHANGED] Now have to look directly at a button to USE it
- [CHANGED] Lamps now react to bullets and explosions
- [CHANGED] sv_infinite_aux_power is now 1 by default
- [CHANGED] Player's weapons now change according to the material applied to them
Source: The Storm of Steel
Well it has been 20 days since our last update, But I can assure you that we are not dead. And we have plenty to show for our hard work, including an update to the site, And lots of renders.I would also like to welcome JediPottsy to the team, We will be modeling for us, and he did the webley that we are showing today. El's map Ypres is also coming along nicely, And we should have some shots of it soon.Some of the new features on the site are the link to our IRC chat (Drop in and have a chat anytime)We also have a load of new renders to show off. Starting with the textured SMLE.The modeled & textured Mill's Bomb. JediPottsy's Webley Revolver. The Kugelhandgranate, By your's truly. And the German Rifleman, by Jumbo Pie. That's it for today, But we will be back soon with more media, and the like.
Source: TROY
Good news everyone, we finished our first internal prototype! As you may be aware, the core coding team is doing this project as their final project in software engineering. This work is split in two school terms. By the end of the first term, which just finished, we wanted to have a clear idea of what the game would be, so that mappers could get going with maps appropriate to the gameplay. The prototype was completed, and we did the first public presentation of Troy: Divine Playground at our school. Now I’ll try to be a bit more specific than “prototype” or “alpha 0.250” in a brief overview of what that version does. We were able to do some testing using a prototype version of a map we quickly created in Hammer. AI – Created soldiers with simple behaviors: they go to their objectives and attack the enemy on sight. Classes – Most of the 12 skills are coded. We need to add better visual effects, but the actual in-game consequences of the skills are mostly done. Weapons - Pretty much every weapon was coded, with temporary models / animations, and temporary projectile effects. Now we will need to rework and balance them a bit, depending on how testing goes. Attack strategies – Did some good progress in that area. The ladder and the grappling hook are coded; we now need to limit their usage on the maps. We worked on the battering ram, but we’re waiting on the final model before completing this one. You can also sabotage doors and ladders to help accomplish your map objectives. Spirit mode / respawning system – Mostly done. You choose a soldier of your team, and you get possession of his weapon and health. Two things to work on for the next term: a better visual effect, and ameliorations need to be made to the soldier selection system. Interface – Some menus were created, such as the class and the team selection menus. On another subject, I posted a summary of the Skill section of our Game Design Document. The skills / classes are under test and might still change in September, when the coding team comes back from their internships. We've got two new weapon renders to show you, and an early concept for the battering ram. Fruity-Music also composed a good song for the mod, available here. There's also a background available in the media section.
Source: Resident Evil: Extermination
Two updates off the bat - how lewd us mod-minstrels can be when our will (and the crack of the whip) compels.For you today we have a trinity of joy: updated map shots from our very own maestro Futsin, available in the media section as per usual; a seperate jobs section detailing exactly what we're currently looking for; at long last, some forums of our very own. Feel free to register and get chatting!I'd also like to welcome our newest team member, Smokey. He'll be rocking out audio more efficiently and spectacularly than Paul McCartney on E, and that's no lie.Peace and chess.
Source: Plan of Attack
We're hard at work on Beta 2 of Plan of Attack. I thought I would enlighten everyone as to what we're working on and what will be included. This is a big release for us and we're very excited! Additions:Changes:
- New map, spark
- M25 and SVU semi-automatic sniper rifles
- French and German translations
- Addition of Valve's Physics Code, allowing for "better" physics objects
Fixed:
- In-game chat uses team colors
- Prevent name changes when dead
- Remove non-functional spectator UI
- Escape now quits the buy menu
- Made exit from buy menu more clear
- Which objectives to defend are now shown in the defend tip (Ex: Defend I, III)
- Removed weapon "push back"
We're planning on wrapping everything up in 2 weeks. Right now we're aiming for a May 23rd release. This list is not complete; there will be more. I'm also hoping to release some screenshots of our new map by the end of the week. Stay tuned!
- Buggy hitboxes when crouched
- Observer angle needs punchangle, sniper drift
- Can see own viewmodel when observing
- Crosshair visible in 3rd person
- RPG "flames" hover in mid-air
- Buy menu and hud_identify not centered in 16:9, 5:4
- You get a black screen from dying from a fall
- Able to snipe faster using pistol rolling
- Spectator label does not update name or health
- No Viewmodel When Spectating
- Game forces grenade throw on round restart
- Team killing rewards XP
- Multiple muzzle flashes in first person spectating
- Able to change class as spectator, with weird effects
- Rocket sound looping forever
- Missing cubemaps in light
Sunday, 22 May 2005