lambda Friday, 13 May 2005
Posted by MJCS @ 05/13/2005 22:59:51 | Category: Steam
Source: Steam
An update is available for Counter-Strike: Source, Half-Life 2 and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:

CS:S
  • New map: de_inferno

  • New map: de_port

  • Updated Counter-Terrorists player model with new headgear and color scheme

  • C4 red flash displays properly if the bomb is planted under water now

  • C4 explosion damage is no longer affected by water

  • When a map is loaded, an associated .cfg file is automatically evaluated. This cfg file must be located in the cstrike/maps/cfg folder and be named .cfg. For instance, the file cstrike/maps/cfg/de_dust.cfg will be evaluated when the map de_dust is loaded. This is useful for per-map rules, bot rosters, etc.

  • Added new route to roof of hostage shack in cs_compound, and improved bot navigation in the map

  • Players must now target another player for at least a half second before the player ID text hint shows up

  • Grates/chain link fences no longer affect bullets

  • Counter-Strike player ragdolls are now affected by ragdoll magnets

  • Fixed a bot crash caused by finding too many hiding spots in a region

  • Bots no longer attack enemies that are very far away unless they have a sniper rifle, or the enemies are shooting at them. Instead, they track the enemy and move to a better attack position

  • Bots understand +use doors now and will pause to open a door before continuing through it on their way to whatever they were doing

  • Bots use less CPU now, especially when in combat with far away enemies

  • Extended the syntax of the bot_add, bot_kick, and bot_kill commands to also accept "t" or "ct" arguments.

  • Fixed bug where bots would stop and become unresponsive if they wanted to hide in an area with no hiding spots

  • Improved bot navigation on the windows and ledges of cs_italy

  • Fixed recording value of cl_interp in demo files and restore value during playback


Source Engine
  • HTTP downloads from the game server system support downloading .bz2-compressed files

  • Disable old style (non-challenged) server queries by default (use the sv_enableoldqueries cvar to change this behavior)

  • Added cvar tv_delaymapchange to delay map changes caused by frag/time limit until the whole game is broadcasted via SourceTV

  • Fixed lag compensation invalidating bone cache for players moved back in time.

  • Fixed lag compensation interpolation error between 2 ticks


Half-Life 2
  • Fixed some NPC actions not being properly randomized


SourceTV (part of the Source Dedicated Server)

  • Fixed memory leak in relay servers by releasing receive tables correctly

  • Bandwidth output in tv_status in kB/sec rather than bytes/sec

  • Running a new map command (spawning a server) shuts down TV relay in same process

  • Fixed SourceTV chase cam following ragdolls of dead secondary targets
lambda Wednesday, 11 May 2005
Posted by MJCS @ 05/11/2005 09:50:10 | Category: Half-Life 2 Modification
Source: Burning Blades
I noticed that some people think that his mod is well not coming along and it's just a dead beat mod. This is not true and we have seriously made progress in the way the game is going to work. The game is futuristic based; it will be set in 2047 where a universal evil has been taking over many universes. This force takes over universes by completely eliminating all good in the universe and moving on to the next one. Once a universe is has been over the surviving race is enslaved with the mind set of Absolute Evil. The evil then moves on to the next universe with a larger more powerful army. So as it conquers universes it grows only to become stronger and stronger as it acquires more weapons and forces.

This is where our universe comes into play. The evil comes into our world before 2047; its presence is small and not even noticeable. Until they have a fortress and have a well established army to start taking over. Once the first drop of blood has been spilled by the evil force, our good forces (Angles) come into the light to battle the evil to get it out of the universe. Humans are also being attacked and enslaved to fight the battle on "Absolute Evil's" side. This is where the gamer will come into play. The main character in the game will have to set out to help defend the earth from the invading forces. This will introduce different weapons in the game that user won't be able to use, ahem right away. You're ability to take down people like in cs with 1 head shot won't work in this game. You won't be upgrading your abilities it will be more like your abilities grow. That is all for now that I can think of but I can tell you that the character below is a Main character in the game.

Sincerely
-Lenbot
Posted by MJCS @ 05/11/2005 09:33:12 | Category: Half-Life 2 Modification
Source: modDB
Related: Dino Instinct
The past couple of months Team Raptor has been animating the dinos and has been trying to figure out how to start the coding side of things. Here are some new screenshots featuring the progress we have made. This features our attempt at ragdolling the Utahraptor and inserting it into the game. Also shown is a render of the T-Rex nearly done.



Without an experienced programmer we have been on edge with programming the different aspects of Dino-Instinct. Currently Team Raptor is looking for a dedicated lead coder to help code in gameplay, and then work your way to coding in the completed dinos. Other positions are also open if you would like to apply drop us a line at:

http://dinoinstinct.hl2files.com/forum/viewforum.php?f=4

Also check out this little story about Dino-Instinct, gives a brief insite from the dinosaur's perspective on how Dinosaurs came to the modern age.

http://dinoinstinct.hl2files.com/index.php?name=Content&pa=showpage&pid=4
Posted by MJCS @ 05/11/2005 09:24:37 | Category: Half-Life 2 Modification
Source: Caliber
Just to keep you guys updated, here's what is currently happening around Caliber. First, we've added two new team members, DarkCypher (who will be doing character modeling) and Thatamos (who will be doing 2D artwork and public relations). Congrats guys! Also, progress on media release number three is coming along very well. We hope to have it out to you guys as soon as possible. In the meantime, here are some recent images of one of our maps (c_redemption) currently in production!


Also, we are currently seeking skinners, meshers, and animators. If you are experienced in any of these fields, please visit: http://www.calibermod.com/openings.php

Finally, this is just to remind everyone, we will be providing early beta test slots to outstanding people who actively contribute to our forum community (with posts and feedback). So if you are interested in playing Caliber before anyone else, sign up and post! http://www.calibermod.com/forums
lambda Monday, 09 May 2005
Posted by MJCS @ 05/09/2005 18:18:01 | Category: Site News
Source: Half-Life Gaming
Related: Hostile Intent
Review: Hostile Intent

Hostile Intent has come a long way since its last version. With well over seventy (70) changes, Hostile Intent 1.4 is the biggest and best version to date. Now this is not a perfect mod...yet again no mods are, they have there own flaws but the HI Team acknowledges these problems and then fixes them. When I first booted up the Beta version which was actually 1 or two minor versions from being released, I noticed that there was something different right away. I saw in front of me a nicer looking Splash (Background), with clearer and more crisp text. So Chris "IkusaGwai" Harris invited me into the teams Dev server. ...It locked up on me. I am not sure if it was my fault or the game's because I had left something's open that I probably should not have...you can use your imagination to find out what those are...
Posted by MJCS @ 05/09/2005 18:11:24 | Category: Half-Life 1 Modification
Source: modDB
Related: The Trenches
A big hello from The Trenches. Many of us at The Trenches are relieved now as our time at university draws to a close for the summer. I personally just handed in a history paper and I'm down the home stretch, and TT musician Pimp Cat McFlash is also recently done. Not only does this free us up to do much more for TT but it's a real stress reliever! Help us celebrate with a preview of one of Sgt. Garvey's new maps by visiting our forums! If you haven't registered, check us out anyway. Happy summer to all fellow students!
Posted by MJCS @ 05/09/2005 17:12:38 | Category: Hosted Site
Source: The Survivors
Welcome back everyone, I hope you all are ready for another dose of model renders and website upgrades... well, more or less. But anyway, to start off the latest update: If you wouldn't mind scrolling to the bottom of the page, the page load times have been logged and are now viewable by you! ...It's still being worked on, and it doesn't count the seconds to load the images. But hey, gimme' a break! But more onto the topic at hand, Hinkle has finished a good amount of the older models being compiled into a useable version for the Source engine, which means he can begin to start modelling new things. Which is very exciting. He's working on the Metropolitan police cars you might see driving around London at the moment. They are coming along very nicely, and I'm looking forward to getting the skins on them. You're welcome to check out some renders of it over on the media section.

On the mapping side of the mod, Rusty has released some media to me which has been posted in the media section of a map he has named "ts_chill". I have had the pleasure of testing it; though it has some bugs that wil be worked out, it's looking great! I'm really looking forward to seeing what he completes in the future.

More media regarding the car and the maps will be posted in a short while... until then, how about you pop over for a bit and read this, if you have some time to kill. It's rather funny, but this strategy could work.

That's all for now! Check back soon!
Posted by MJCS @ 05/09/2005 17:11:19 | Category: Hosted Site
Source: Resident Evil The Evil Begins
Hello fans, I would just like to introduce our new team members:

Earth (modeler)
Demon17 (modeler)
Bluegender (mapper)
Waqas (modeler)
Akuma (modeler)

I would also like to say that Raul has finished his zombie model. So i will be posting a render of it soon.
Posted by MJCS @ 05/09/2005 17:09:56 | Category: Half-Life 2 Modification
Source: Garry's Mod
Version Eight adds a lot of new stuff - too much to go through here.. I'm sure half the fun is figuring it out for yourself so I'm not going to write any huge guides. One thing I need to stress is that you need to press and hold Q in game to show the new spawn menu.

You can view the massive changelog by clicking here. There are probably one or two changes that didn't get added to the changelist for whatever reason - but it's mostly all there.

And yes, you can download right here!

There are some things to note. Dedicated servers may have troubles. They don't seem to cope very well with using more than one mod's content. You might see some crashes when spawning CS models or loading a CS map on a dedicated server. Player animations might also not work on a dedicated server.
Posted by MJCS @ 05/09/2005 17:07:47 | Category: Steam
Source: Steam
We're planning on releasing de_port and de_inferno next week. Along with the two new maps, we'll be releasing an updated version of the current CT model. There is a screenshot below of the new CT in the Source version of Inferno.

We'll also be showing off some products at this year's Electronic Entertainment Expo. Half-Life 2 Xbox will be shown in the Xbox area of Microsoft’s booth. Meanwhile Half-Life 2: Lost Coast, which is the new, single-player level created to introduce High-Dynamic Range (HDR) lighting to the Source engine, is slated to appear in the Games for Windows area at the show.