lambda Monday, 11 April 2005
Posted by MJCS @ 04/11/2005 08:31:44 | Category: Half-Life 2 Modification
Source: Front Line Force
Fronline Force Development team welcomes the added talents and help from the Lethal Agents Mod team! Now, combined, we have the motivated people needed in all areas of development to complete the task at hand... FLF2:Classic on the source engine.

A new web site is soon at hand, new forums, and a new game will follow. Stay tuned for more information.

In a short while Users will be able to log into to forums where we will field your questions. In the mean time... check the prior posts in the news for testing on the last (HL1) version of FLF, It is NOT source but some of the features are being "implemented".

edit by Fellow.Canadian:

A mistake was made and the forums are consequently offline. Our intentions were to (at a future point) retire some of the forum sections, yet keep our user base intact with other forum sections. Unfortunately, most everything was deleted and a few weeks ahead of schedule. We appreciate your understanding during this and apologize for the inconvenience. You will be able to create new user names and post soon. If you were in the admin, moderator, or super friends groups your account remains unaffected.
Posted by MJCS @ 04/11/2005 08:30:06 | Category: Half-Life 2 Modification
Source: HL Rally: Source
We have decided to change forums to phpBB, and start fresh for HL Rally 2. Feel free to visit them. A custom HL Rally template is coming soon.


In order for an online game to be smooth when playing, two sets of calculations need to be performed. The first set of calculations is performed at the server. The second set of calculations is performed at your local machine (the client). It is possible for the two calculations to have differing results, so the client needs to correct to be in sync with the server.
In Half-Life 2, the driving of vehicles is calculated on the server only. The origin of the client's vehicle is interpolated between updates sent from the server. This is a problem because it makes the input of driving vehicles latent.
Most of the work that I have done for HLRally 2 is to do with client-side prediction. I feel that driving vehicles must be smooth to play before any work on cosmetics is done.
I have had success in modifying HL2 to have a client-side havok physics object as your vehicle. More work needs to be done on correction and testing before moving on.


As you may have noticed, hlrally.net was down for the last week. Resultingly, HL Rally has changed web servers. A few of the images accross the site may not work for a while. Apologies for the downtime.
lambda Sunday, 10 April 2005
Posted by MJCS @ 04/10/2005 13:17:58 | Category: Half-Life 2 Modification
Source: Amped DX
Related: Empires
I wanted to make a quick post since I know everyone has been wondering what is going on with the mod. I've been very occupied with coding for the mod, and we've made a lot of good progress. We're up to version 0.25 of an internal alpha that has a lot of things finished. Most of our infantry related things are finished, and most of our models are in game. A lot of the RTS related features still need to be coded though. We're looking to do a media update in the near future to coincide with a new interview to show off our progress.

We could really use another coder or two and an animator. If you have experience in either area and have worked with the Half-Life 2 SDK, please e-mail me.
Posted by MJCS @ 04/10/2005 13:15:51 | Category: Half-Life 2
Source: Halflife2.net
Related: Half-Life2.de
  • Improved lightning effects - It looks better than on the PC

  • Loading times don't differ from the PC version due to a new streaming technology

  • The controls have been adapted to the joypad and auto-aiming has been included

  • They are still working on the airboat and buggy controls because it is too difficult to steer and shoot at the same time

  • The Source Engine has been adapted to Xbox so that Xbox developers can license it now

  • The textures are less detailed than on the PC because of the reduced RAM (only 64 MB)

  • There will be NO multiplayer in the game, not even via Xbox Live

  • It's not yet announced if it will be possible to download new content, but there was no clear answer

  • Estimated release date: Summer 2005 (for the US)
Posted by MJCS @ 04/10/2005 13:12:18 | Category: Half-Life 2 Modification
Source: Water Wars
cpl.1nsane our fearless mapper has got his Half-Life2 version of WW down to 99%
Posted by MJCS @ 04/10/2005 13:12:05 | Category: Half-Life 2 Modification
Source: BRAWL
Hello the tire model and the barrel model have been added to the media section. They can be used as weapons and as models for maps for Brawl. The last weapon to show off will be the 9mm. More info soon!
Posted by MJCS @ 04/10/2005 13:07:05 | Category: Half-Life 2 Modification
Source: modDB
Related: SourceForts
Knifa has left the SourceForts team, and removed the old site and forums. SourceForts' new home is here at http://sourceforts.seascape.uk.net .

We have released version 1.4.2, which fixes the on-load crash bug, and are currently working on Linux binaries.
Version 1.4.2 - released 09/04/2005
  • fixed VPhysicsObject assertion failure on game load

  • fixed logic_gametimer crash on game load

  • changed game name to "SourceForts"

  • changed mp_ctf_autoreturn to mp_ctf_returntime
Posted by MJCS @ 04/10/2005 13:04:58 | Category: Half-Life 2 Modification
Source: modDB
Related: Black Mesa Source
After the shock of our April Fools joke putting many people in cardiac arrest (see "Photoshop Garg" in Forums), we said it was time for another media release. Our modelers have worked hard on weapons, world, physics props and much more. This media release is to hold up their work and praise their dedication.

We have several new team members for level design including RabidMonkey and Brute_Force; who have begun work on chapters recently opened up after an assignments reassessment. We have also had a shift of one our modelers to the level design world, Geronimous, now working on Lambda Core. We are actively seeking texture artists for work on Black Mesa: Source and if interested, please see the JOBS page on our main website. Texture artists are presently PRIORITY POSITIONS on the Black Mesa: Source development team as level shots will be delayed until appropriate textures can be created.

But, back to the star of this little show. This media release we have the shotgun render, satchel & detonator, grenade, marine sentry and...

...well, just think of something that could fight a strider.

Additional Note : These image links are provided for those who cannot access the website properly. A HTML version of the website is presently under-development and should be functioning shortly. On that note, our media page has gone and mucked up, not allowing us to properly display the images on the website. That will be fixed and we will have the media shots on the website tonight. We couldn't wait, we couldn't hold down the beast any longer.


Be sure to stop by our website and post in our forums!
Posted by MJCS @ 04/10/2005 13:03:58 | Category: Half-Life 2 Modification
Source: HL: WarZone
Hello, A Video showing our latest map wz_kingofthehill has now been released for viewing.

War Zone Sections have been update. Please comment on it in the forums.