lambda Friday, 08 April 2005
Posted by MJCS @ 04/08/2005 19:17:42 | Category: Half-Life 2 Modification
Source: Rogue Threat
Well we haven’t had many normal updates recently, but it has been slow to bring you a huge media update! We have all new Concept and Render/Screenshot work in our media section for your viewing pleasure.

In addition to our media, we have updated the Characters, Team and Features sections of the site along with tweaking many site issues and spelling errors.

Please tell your friends about this Rogue Threat update! If you want to help us, you can contact HL2/MOD News sites you know of and tell them we have updated with a ton of work. You can also help us by posting in any forums you know of and informing of our update.

We are still looking for team members! We are looking for people to work in the areas of:

Character Modeling
Level Design
Model Texturing
Model and Object Animation
Weapon Compiling
Professional Voice Acting
Programming
---
Thanks for the overwhelming support our community has shown us!
Posted by MJCS @ 04/08/2005 19:17:15 | Category: Half-Life 2 Modification
Source: Plan of Attack
This has been a very exciting week for the Plan of Attack team. We had a playtest with Valve on Tuesday and received some great feedback. A big thanks goes out to all 8 Valve folks who gave us their time and insight!
The Developer Updates have been updated a number of times, giving you a look behind the scenes here on what we're working on.
A total of 11 new screenshots have been posted in our media section (at the bottom of the page).
We have also reached agreements with a number of download mirrors and dedicated game server providers, assuring our launch next Friday will be smooth and problem-free. Make sure to look for the dev team opening day!



Posted by MJCS @ 04/08/2005 08:16:36 | Category: Other
Source: Snark Pit
Yet again, sorry for the downtime, and well done for finding us! Our old hosts Oktagone seemed to have finally bit the dust (or if they haven't, I hope they do now) and, to cut a long story short, they don't seem willing or capable of giving us our snarkpit.com domain back. So please spread the word and update links to www.snarkpit.net.
Also, you may have noticed the new silver theme- don't worry, it'll be back in black in a few days (you can change the website theme by logging in!).
Posted by MJCS @ 04/08/2005 08:14:02 | Category: Hosted Site
Source: Hostile Intent
I’m back, and I arrive with more shots of 1.4. This time we will be featuring OpticHelix’s baby, hi_aurora. The map has been perfected for 1.4, and I complement OpticHelix on his fabulous work on the map. MasterMind has also been a busy guy, and has hammered out builds with minor tweaks that make the game play and feel much better. In fact, MasterMind pushed out so many new builds we had to force the testers into overtime, and as a reward we let them have a bit of fun just playing the game as it should.

The new build and the testers came together to produce a brilliant display of teamwork, tactics and overall strategy that I haven’t seen anywhere else. NATO stuck together and used their Flash Bangs and Smoke Grenades to split up the TANGO defense and take them down room by room. This effort was only to be met next round by a more centralized and reactive TANGO team. I saw, in these test rounds, what HI truly is; not just a realism inspired First Person Shooter, but the only game where teamwork, tactics, and strategy truly matter. Check out a few screens from the play test evident of that:


In some other good news, Bic-B@ll has finished off hi_basque, and has produced a near final version of hi_efreeti that is only missing a few small final touches. Rifter, always the diligent worker, has turned out two new build of player models. Content is only an iota from finished for 1.4. This has freed up most of the team to turn to HI:PR, which will be in full swing shortly.
Posted by MJCS @ 04/08/2005 00:35:27 | Category: Steam
Source: Steam
A Source SDK update is available and will be applied automatically when Steam is restarted. The changes include:

Source SDK
  • New hl2mp character model sample

  • Fixed some cases of having to run the base game before being able to debug your mod

  • Optimized bandwidth usage in mods based upon the hl2mp code base

  • Implemented a fix in the lag compensation code that was occasionally preventing players from respawning correctly

  • Fixed xwad running vtex incorrectly

  • Fixed xwad building into the wrong target directory
lambda Wednesday, 06 April 2005
Posted by MJCS @ 04/06/2005 10:21:39 | Category: Half-Life 1 Modification
Source: Front Line Force
http://www.hlgaming.com/pafiledb.php?action=file&id=631
http://www.hlgaming.com/pafiledb.php?action=file&id=630-- twelve. big changes.

further updates will be posted in the channel.

the official server is running with update 12.

you will need:
http://www.hlgaming.com/pafiledb.php?action=file&id=629
^^ flf 2.0

then the first update there, then update12.zip.

try and get a decent game going, report bugs to the irc channel.
known bugs:
  • ammo display messed up for burst/semi auto

  • USP firing messed up, client misfires a lot

  • award panel sometimes stays up at next map

  • linux server not 100% stable

  • texture overrides crash on some ATI cards (some catalyst versions)
Posted by MJCS @ 04/06/2005 09:53:33 | Category: Half-Life 2 Modification
Source: BRAWL
Established Artist Craig Albert has done a little something called "warehouse" for out staff. He is still working on it and I figured since you the "BRAWL" fan visits the site you can see how dedicated we are and Craig is to making music for the project.

As you read below, we found our animator BenWeb. Thanks man for stepping up to the plate. All we need is a lead player modeler to keep things going smooth. As always we still need a coder for the project. Ya, we lost the coder due to life and him having a baby and he got a job as a coder for a gaming publisher. So if you see a Half-Life2 coder looking for work send him our way!


Well Hey lads,
Im the new animator BenWeb (Ben Webster) I hope to impress you lot with my sexy looks, whoops i mean animation skills. So this is a quick hey and i hope to get to know you all!

I will also be doing news updates and stuff like that.

Rock on!
Posted by MJCS @ 04/06/2005 09:45:30 | Category: Half-Life 2 Modification
Source: Hivemind
Hivemind 4.0 has been released! Get it at http://hivemind.game-mod.net/

We are currently* the only bot program that has released a fully-supported version for NS 3.0 Final!

Changes in this version include:
[v4.0]
  • Added support for Natural Selection v3.0 Final.

  • Changed loading protocol slightly.

  • Moved waypoints and experience files into addons\\hivemind\\waypoints

  • Added new waypoint identifier - DLL will refuse to load old waypoints

  • Added support for the following NS v3.0 Full maps-

    • co_dust (custom map)

    • co_pulse

    • co_faceoff

    • co_sava

    • ns_eclipse

    • ns_veil

    • ns_tanith

    • ns_bast

  • You can no longer add a bot on a map without waypoints


Make sure to check out our new website design as well!
Posted by MJCS @ 04/06/2005 09:33:59 | Category: Half-Life 2 Modification
Source: Renegade X: The Dead 6
Don't kill me. This update is late, but that's not to say the Dead6 team was slacking. We only slack when Dante takes a hiatus. Last time that happened was a whole four some-odd weeks ago. Out lack of outside communication falls on one simple reason: way too much has happened in the past two weeks to even consider getting an update out. Because of this enormous amount of criteria I must cover, I am breaking away from the usual format just this one time.

So what has happened? Well, Dead6 Multiplayer Alpha 1.0.1 was released which included many, many new additions and fixes in the coding. We brought on a new mod affiliation with Commando, headed by the local Ren/RA2 boy Seaman. I got sunburnt at work the other day because of this gorgeous Spring weather that has befallen my town. We lost two of our team members. (We're still looking for a few positions) And to top it all off, we successfully implemented one of our many mod tool advantages in the programming aspect of Dead6.

D6MP Alpha 1.0.1 . . . big deal, right? Well, considering 1.0.1 successfully implemented many fixes over the network code used in Source, it is quite a "big deal" to the team. On top of getting world animations working correctly with our new weapon system, we also managed to get our decals and special effects sent over the network successfully. Granted this does not seem like a big deal at all to you, the fan. But it is a big deal to us. This team is riding on practically no resources or outside help; everything must be learned from what little help we can obtain and what our own thinking can come up with. Many other small issues have been tweaked and worked out in this update as well. Our alpha testers really pulled through for us and found a few small flaws and even a critical bug crash, all of which the team solved and fixed. We will continue to add new criteria and tweak our existing criteria through future Alpha RCs.

Now then, what the heck is Commando and why should the Dead6 team waste their time on this other project? For starters, I'd like to say that we are in no way wasting our time. We are just as excited to help out other professional teams as well as our own. That's why we affiliated with Commando. This mod was started on C&C Renegade, much like our mod. Its team leader, SeaMan, showed us in the past that he is capable of helping out others within the community he is involved in. Combine the mod's given past with the team's proven dedication and hard work, and you have what promises to be a great mod. But it's not just the mod's past and future that brought us to our decision. The RenEvo Studios team is not out to just do their own little work; we want to help others out. Our work is geared towards this goal, and so are our decisions. We brought the Commando team on to help them out, and maybe help ourselves out as well. You can learn more about Commando by visiting their web site here.

Don't ask about the sunburn thing.

On a more sad note, Maimer and Slash0x have decided to depart the team. They both left for personal reasons and on good notes. RenEvo Studios wishes them both the best of luck wherever life takes them. If you are interested in joining the team, please contact Dante via email at Dante at RenEvo dot Com.

Finally, I'd like to discuss something I'm particularly proud of. As you may or may not know, we at RenEvo Studios are making Dead6 more than just a game. Dead6 on its own will be a tool. A tool that would allow any Joe Smith to create his own map, weapon/vehicle, or even his own TC Mod using the basis of the Dead6 core. It is our priority to create a game on top of a tool. Our primary goal is to allow everyone, rather it be an average player or a server host, to customize their game, build on/off of the game, or make their own game altogether will successful and easy-to-use tools and plenty of support. Now, from past experience I have found that programmers are the hardest to come by for most mod teams. Many consist of one, if that even. Dead6 has four, and we still find it hard to keep up with pressing deadlines and demands. Therefore, one of the many goals in creating our game tools is to minimize as much programming as possible so anyone can do what they want. It's a modtastic idea, and we are living up to its proposition.

If you can use notepad, you can make a weapon for Dead6.

All the programming has been done for you. To make a weapon, all you'd have to do is create a text file inside the Weapons folder with the filename being the name of your weapon. Inside the file, you have to declare the weapon's type (Bat, Pistol, etc) and define the general and type-specific settings and rules for the weapon. When you launch Dead6, all the weapons present in the folder will be loaded and configured by the game using our existing code. You do not need to know how to program and you do not have to have any knowledge in C++ to create a weapon for Dead6! On top of this, server's have the exclusive access to declare which weapons they would like to have in their servers. They can also create their own weapons and send the needed data to the client when they join their servers. Think about it: you can have your own exclusive weapon just for your server! And it's easy to make! Rest assured if this scares you; Dead6 will offer a pure mode for servers so that you can play on only servers that are using the Dead6 standard rules and items.