lambda Wednesday, 27 April 2005
Posted by MJCS @ 04/27/2005 20:24:24 | Category: Half-Life 1 Modification
Source: StargateTC
Hi SGTC guys !
No, despite the news title, StargateTC 1.0 won't be release today... I can see from here your disgusted heads.

However, this news wasn't made only to do you dream, then to despair, but indeed to tell you the mod release date.

So, I say to you StargateTC 1.0 will be downloadable on Thursday, April 28th !
As for the Linux server version, it will be available two days before.
Remember : the server version don't allow you to play StargateTC 1.0, it only contains necessary files to create a server on Linux.(/i]

Like when the bêta 1.2 was released, the download URL will be given before on IRC, then on the site, please don't come on IRC only for the release, come on right now ! The IRC community hasn't to be neglected.
Come many !

/!\\ Warning - Giant contest /!\\
The StargateTC development team has the honnor to annouce the content for "who will have the mod before the others ?" !
The goal is there :
[i]That which will discover the SGTC 1.0 setup size about 10 Ko (only multiplayer) will get this jewels.
To take part in the contest, there is no registering, just come on IRC to give your answer and your mail, one attempt per person, no flood will be tolerated.

The ones who will win will receive a mail which contains a link to the mod, a lot of hours before the official release.

And to finish this news, screens of two new maps, sg_xxx by Bad Lieutenant and sg_yyy by REX.
lambda Tuesday, 26 April 2005
Posted by MJCS @ 04/26/2005 22:11:21 | Category: Steam
Source: Steam
An update is available for Half-Life 2: Deathmatch. The update will be applied automatically the next time you launch Half-Life 2: Deathmatch.

Half-Life 2: Deathmatch
  • Fixed an exploit in dm_runnoff where players could repeatedly call in airstrikes
Posted by MJCS @ 04/26/2005 17:56:25 | Category: Half-Life 2 Modification
Source: Citadome
You might ask yourself: What is Citadome?

Well, Citadome is a singleplayer, survival horror game. We are creating a diverse and unique game, with huge cityscapes to immerse the player in. Thanks to the power of the SOURCE engine we can deliver some ground breaking visuals, that will bring this game and it's eerie yet fantastic world to life. The storyline is incredibly in-depth and jam-packed with surprises and twists that will keep the player interested and captivated. As for the creatures, we are building a whole new ecosystem in which each species of creatures needs each other to live, like a circle of life. Every creature is being designed to have its own functions, qualities, traits, abilities and will interact with the player in different ways and levels depending on the creatures passive or agressive moods. Besides the singleplayer aspect of the game, a multiplayer version is being thought up and under tight wraps. More information on the storyline can be found on the CITADOME website here.

Progress is moving forward steadily. Every teammate is providing excellent quality work and putting in their share of ideas and designs.
However, the CITADOME Development Team needs help. We are sending an all-out public announcement in an attempt to recruit valuable members who will add more richness and depth to our current 12-manned team.

We are seeking talented people to fill in these positions:

CODERS
We currently pocess one coder, but we are looking for more coders to engage in teamwork to tackle tough coding assignments. Full tech details, resources and information will be provided to those coders who qualify and are chosen.

SKINNERS
We are currently only searching for organic skinners. Organic skinners tasks include, but are not limited to: -Skinning creatures and NPCs according to what the Mod Leader and Lead Concept Artist/Art Direction believe is suitable to add more depth and realism to the game. Knowledge of unwrapping, and normal mapping/bumpmapping a plus.

ANIMATOR
We are currently searching for any people that involve themselves with model animation. Their tasks would involve creating realistic animations for creatures, NPCs, and weaponry.

CONCEPT ARTIST
Any Concept Artists that qualify and are chosen will assist the Lead Concept Artist with design duties as well as Art Direction. Concept Artists will provide rough drafts, sketches, inked versions and/or painted versions of creature, vehicle, npc, level and weapon designs.

So, head on over to our website and apply today! You will never know if you have the quality and skills we are looking for until you apply today for our incredible team! Also, head on over to our spanking-new FORUMS on our website and start the chatter!
For more information, go to: www.CITADOME.com

Be on the lookout for updates on the progress of our mod soon!

Thank you for your time,
The CITADOME Development Team
Posted by MJCS @ 04/26/2005 16:52:48 | Category: Hosted Site
Source: Hostile Intent
We have quite a bit happening this week here at Hostile Intent.
One of the first things we should mention is our interview over at hl2online.com featuring Talon, Bic-B@ll, Biotek, and myself, swatman. Many thanks to Dabaz and his staff. We wish them much success.

Now for the great and powerful changelog for 1.4. It's not all that we would of liked to have done, but HIPR will take over from here.
1.4 Changelog:

New and updated maps:
  • [NEW] hi_basque

  • [NEW] hi_downed

  • [NEW] hi_efreeti

  • [NEW] hi_khartoum

  • [UPDATED] hi_aurora

  • [UPDATED] hi_colombia

  • [UPDATED] hi_congo

  • [UPDATED] hi_croatia

  • [UPDATED] hi_deadbolt1

  • [UPDATED] hi_deadbolt2

  • [UPDATED] hi_depot

  • [UPDATED] hi_hotel

  • [UPDATED] hi_jungle

  • [UPDATED] hi_majesty

  • [UPDATED] hi_offshore

  • [UPDATED] hi_russia

  • [UPDATED] hi_twilight

New weapons:
  • [NEW] FAMAS

  • [NEW] Sig552

  • [NEW] USP .45 Tactical

  • [NEW] Colt 1911

  • [NEW] Makarov

  • [NEW] Cougar Suppressed

  • [NEW] Glock Suppressed

  • [NEW] Smoke grenades

New and updated weapon models:
  • [NEW] AK-47

  • [NEW] AKS74U

  • [NEW] m16a2

  • [NEW] m4a1

  • [NEW] PSG-1

  • [NEW] m76

  • [NEW] SPAS-12

  • [NEW] m67

  • [NEW] RGD5

  • [UPDATED] Remington

  • [UPDATED] Cougar (further)

  • [UPDATED] Glock (further)

  • [UPDATED] mp5 (closer)

  • [UPDATED] mp5sd (closer)

  • [UPDATED] Flashbang

Updated player animations:
  • [UPDATED] Pistol Stances

  • [UPDATED] Rifle Stances

  • [UPDATED] SMG Stances

  • [UPDATED] Sprint Animations

  • [UPDATED] Walk Animations

  • [UPDATED] Strafe Animations

  • [UPDATED] Jog Animations

  • [UPDATED] Crouch Animations

Bug fixes, adjustments, and other updates:
  • [NEW] We have a manual! (manual.html)

  • [NEW] Many new weapon firing and reload sounds

  • [NEW] Many new sprites (frag explosion, weapon HUD, muzzle smoke)

  • [NEW] Added cvar cl_lowendsmoke 1/0 to control smoke sprite quality

  • [UPDATED] Main menu splash screen

  • [UPDATED] Grenades now give off flashes of light

  • [UPDATED] Grenades are now only primed 1.3 seconds into the animation

  • [UPDATED] Decreased ladder movement sound and speed

  • [UPDATED] Minor damage, recoil, and reload time adjustments to the weapons

  • [UPDATED] If spec_teamonly is enabled, opposing team's data is not visible and death messages are disabled while spectating

  • [UPDATED] Weapon changes can now be made at the start of the round before firing within the timelimit set by mp_spawnperiod

  • [UPDATED] Updated various game files: decals.wad, materials.txt, settings.scr, user.scr hostile.fgd, default server and client config files

  • [UPDATED] Added a 1.25 second delay before player can raise sights after going prone

  • [UPDATED] Observers now have nightvision

  • [UPDATED] Bullet penetration distance depends on weapon power and the strength of the material being shot

  • [UPDATED] Player now joins a team immediately following the team VGUI menu, instead of after equipment selection

  • [UPDATED] Flashbangs can no longer be cooked (the 2 second fuse starts when the player throws)

  • [FIXED] Shotguns now fire the appropriate number of pellets

  • [FIXED] Suppressed weapons no longer have firstperson or thirdperson muzzleflashes

  • [FIXED] Advance button on team and equipment VGUI doesn't cause primary attack anymore

  • [FIXED] spec_mode 3 no longer gets around spec_forcefirstperson

  • [FIXED] Team switching no longer gets around kit restrictions

  • [FIXED] Players can no longer exploit to spawn in opposing team's spawn area

  • [FIXED] It is no longer possible to get a double-win in one round by completing objectives and killing the opposing team

  • [FIXED] Holster and deploy weapon animations should now be functional

  • [FIXED] Menu text now fits the VGUI

  • [FIXED] Removed player count from team selection menu and added ability to see the scoreboard over the VGUI

  • [FIXED] Weapons no longer click multiple times after the magazine is emptied (exceptions: Cougar, USP, Makarov)

  • [FIXED] "Objective X is not complete!" message is no longer shown to players on the defending team when using an objective that depends on another being completed

Many talented community members also contributed to Hostile Intent 1.4. The team would like to thank the following individuals for their work:
  • Fearfisch and Meltdown for the Makarov

  • C.R.E.A.M. for the weapon sounds

  • Celt for the AKS74U model

  • Darkstorn for the m67 skin

  • HardCoil for the updated splash screen

  • Netman over at DSSGhq.net for the test server

  • Kulfaangaren for the Linux testing

There are countless individuals who contributed time and effort to making Hostile Intent a great game and its community a great place. To all those who put their time into this, thank-you.

The HI team would also like to thank the beta testing team for their incredible hard work over the prolonged 1.4 development period. Many of them contributed content for official release in the form of new sprites, updated maps, and models. Without these guys 1.4 would not exist, and we would like to extend them our greatest thanks for being our strongest supporters and most vicious critics.

The good people over at ktrain.net run Campaign Night, an event dedicated to helping new players learn to play Hostile Intent. If this is your first time downloading HI, we highly recommend you attend the event on Mondays at 6:00 PM EST. It's an absolute blast, you can meet some great people to play with, and is a great way to learn your way around the game. It runs for a few hours and usually covers a few maps. Be there!

Additionally, it's worth noting that there were a number of maps produced over the course of 1.4 that did not make the final release due to quality or playability issues, but these may see the light of day someday in the future in the form of a custom maps release...

I guess this is the most important part of the whole news update..... THE RELEASE DATE!
That's right, we have finally set a date for release and it is this Friday 4/29/05. If all goes as planned we will see a release to the mirrors early on friday morning and to the public sometime in the late afternoon or early evening.
lambda Monday, 25 April 2005
Posted by MJCS @ 04/25/2005 23:52:29 | Category: Steam
Source: Steam
An update is available for Half-Life 2: Deathmatch and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:

Half-Life 2: Deathmatch
  • Added new map, dm_runoff

Source Engine
  • Moved default Steam port to 27009 (UDP) from 27030. Use -steamport to override this setting
Posted by MJCS @ 04/25/2005 08:36:43 | Category: Half-Life 2 Modification
Source: modDB
Related: Head-Humped
We have been working hard here, for the past few weeks getting everything together, and in working order. Our Modeler Z2, has been working very hard and has produced three new unskinned renders for us, and included are animated gifs of two of the weapons.

Please note, these weapons are not textured, the different colors are there to show different parts easily.

More information can be found at our Website, or our forums.
Posted by MJCS @ 04/25/2005 01:20:42 | Category: Half-Life 2 Modification
Source: Perfect Dark
First let me talk about our new coder, XoD :
He's 20, and he likes video games (who doesn't here ? ), practicing kayak, rollers and moto ! He comes from Bretagne and he wants to be a video game programmer.
Welcome XoD !

Then, our former-leader Mynautor gave up his status and I'll replace him as a leader. It is a great honour and I hope I'll lead this project to its end.

And last, I announce that we need 3D animators (for the weapons in a first time) and sound creators in order to realize the sound environement of the mod.

See you later !
lambda Sunday, 24 April 2005
Posted by MJCS @ 04/24/2005 12:52:51 | Category: Half-Life 2
Source: Electrofiction
vmtCREATE v0.7.1 Beta is now available for download. With over one thousand downloads to date, the first release of vmtCREATE has proven be much more popular than we ever thought. This new version has corrected numerous bugs that existed in the initial release as well as adding the following new features.

Update: There was an issue in the last beta (v0.7) where the bumpmap parameter was not being properly passed to vtex. This has been corrected in this latest version. Grab the new version in the downloads section.

New Features
  • Creation of Blended .vmt files are now supported.

  • Added support for the Detail parameter.

  • Added support for the Detail Type parameter.

  • Added support for the EnvMap parameter.

  • Added support for the EnvMapMask parameter.

  • Added support for the EnvMapMask parameter.

  • Added support for the EnvMapTint parameter.

  • Added support for the EnvMapContrast parameter.

  • Added support for the EnvMapSaturation parameter.

  • Added support for Translucency.

  • Available .tga files now show up in various dropdowns.

  • vmtCREATE now cleans up any .txt files created for vtex compiling.
Posted by MJCS @ 04/24/2005 12:49:50 | Category: Half-Life 2 Modification
Source: HL Rally: Source
About a month ago, Ross Hall approached me asking if he could help out with content creation. His fields of expertise is in the form of car modelling, animation, rigging, and texturing. During his time with us, he has managed to create a rather nice looking vehicle of his own design. Below are a few shots of his work. You can click these to download a video (8 mb - mov format). We recommend the light-weight Real Alternative to view .mov files.
Posted by MJCS @ 04/24/2005 12:46:05 | Category: Half-Life 2 Modification
Source: Natural Selection/Unknown Worlds
Hello there folks!

This marks a special transition time for the NS team and I wanted to make sure you guys knew what was going on.

First of all, NS v3.1 is progressing nicely. This release will contain some balance improvements, some usability tweaks and our long-awaited Big Unannounced System. We are on the verge of announcing the details of this "B.U.S." and expect to post details on naturalselection.com within shortly. We're really excited about this release and hope you guys will be too.

Secondly, is NS for Source (Half-life II). We're getting tons of e-mail about if we're planning on updating NS for this great new engine. The short answer is yes, we're planning on doing this and excited to see how we can take advantage of the improved graphics and physics. However, this is a huge amount of work, and will probably mean we have to redo all of our artwork and level textures. We are planning on doing this, but it's going to take some time and we haven't decided if we're going to save it all up for one big release or if we're going to do it a piece at a time and release it in smaller patches.

Finally, there's Natural Selection II. NSII will be a full AAA retail game, it won't be a mod. On one hand it's too bad it will cost money, but on the other, it means we can make a MUCH better game then Natural Selection. We're now actively looking for a private investor or two to help us build a demo we can shop around to publishers. If any of you have any rich uncles or friends that love games and want to be involved with something very cool in the San Francisco area, please point them here and have them contact us for a business plan. We are looking for serious investors only ($50,000 U.S. minimum). We could really use your help here!

That's all for now. We hope you're as excited about the future of NS as we are...we're just getting started.