lambda Tuesday, 05 April 2005
Posted by MJCS @ 04/05/2005 00:10:27 | Category: Half-Life 2 Modification
Source: ps07
Yes its finally time for a update.....
------ The News ------
Computer Fun:
First news event deals with my computer, about a week ago my power supply burnt out and left me with out a real computer to use. However, since this is old and boring, ill just skip to the good part and i'll just say "I got my computer running again and the mod is on track"...
The Mod:
The mod is coming along fine, and the testers are doing their part, even though they only had one release, they were very helpful on finding the evil bugs. Speaking of testers, if you are one, check the tester forums, there is a surprise.
If you have any questions, feel free to post in the forums, ill be in there more often, since I got rid of alot of real life and other problems...
I swear, on the next update, ill post weapon information,item information, mutator information, till then, please be patient.
The Problem:
Since this mod's structure relies on many weapons, im going to need some weapons models. I don't care were they come from, as long as the authors allow me to use the weapons legally(The weapons cant be ripped from another game - legal issues). You have a model, then im on ears on how you want it to be coded ingame.
------ ScreenShots ------
Mutator_DarkMatch:
Fight in the dark, on any map, with thick fog and low visiblilty, only a soon to come radar will help the hunt.

Weapon: Laser Rifle
Burn your victims with a taste of molted rail (Note: Bot is fireing the laser rifle, while Im welding the Ak47)

Weapon: Rec
Fires a beam that explodes upon contact sending shocks waves throught the infected area.

Ingame Mayhem:
Posted by MJCS @ 04/05/2005 00:03:49 | Category: Half-Life 2 Modification
Source: Dragonball Adventures
Firstly, we have a SSJ Vegetto image for everyone to enjoy, creating by the Vegetto modeler, Dave Anderson.

We are also looking for some dedicated staff members who can fill the following positions...

Coder [Must be familiar with C++, being familiar with Source is a bonus]
Skinner [Must know how to skin map]
Player Modeler
Object Modeler

Please apply on our forums (link found under our banner). Examples are a must when applying.
Posted by MJCS @ 04/05/2005 00:02:06 | Category: Half-Life 2 Modification
Source: Lethal Agents
Has it been a month already? I guess time does fly when you're having fun. This past month was awesome. The snowball has finally started to roll.

If you haven't noticed, we changed our MODs name from Lethal Agentz to Lethal Agents. Our domain name has also been changed though we are keeping the previous domain to forward old links to this site. The name change wasn't an easy one either. I didn't realize how many things had the mark of Zorro on it. ;)

We added a splash screen to our site that will randomly choose between an image of our elite secret army "Lethal Agents" or their nemesis the terrorist group "The Red Hand". It should also choose a sample sound clip to play from our game.

Our coders are really starting to get the hang of things and are making good progress. Ren and Condor are already making sure the rest of us keep that content coming.

Speaking of content, our Media page has had its share of updates lately. I removed any images that were from our old development of .Lethal.Agentz. for the FarCry engine so no one would confuse the two. I've added some of our first concepts for the LA HL2 player uniform and weapons. Each of our teams (Lethal Agents and The Red Hand) have multiple player classes so expect to see many more uniform concepts. I'm hoping to have a wide range of weaponry to choose from also, both real-world and custom so expect those as well.

We should have some models and map concepts posted soon. Our modelers are working on that at the moment.

Our comic-strip is coming along nicely and we should have the first installment shortly.

Our Downloads page will be going under some changes forthwith. We got all the latest tools and plug-ins to help make your modding experience go a bit smoother. If any of you have or know of any useful tools that aren't on our list, please let us know so we can get them on there pronto.

Last, but not least, please welcome our 2 newest dev team members from Reno and Las Vegas Nevada. I'm honored to have you aboard gentlemen!

S!ckboy - Will be modeling weapons (from Bally's Gaming Reno).
Gonzobrains - Will be our weapons coder.

As always, you're all welcome to join us on our IRC channel. We decided to keep #lethalagentz as our channel name since its mostly used for communication and file transfer between the dev team.
Posted by MJCS @ 04/05/2005 00:01:19 | Category: Half-Life 2 Modification
Source: Infiltration
After further research and discussion regarding Sentry Studio's next project, Half Life 2 does not offer the full scale capabilities to fully accomplish what is desired for the next generation project. Due to this, many team members are working on content that is not engine-dependent and a smaller, scaled down project has been started using Source. This scaled down project will still include custom models, maps, gametypes, and other unique aspects similar to Infiltration. It will still be a realism-based mod, with the benefit that much of the content will be made such that it can easily be transferred to another engine that fits our current vision for the next project. This approach will also allow for a much faster development cycle when a new engine is decided upon. The main difference between this scaled down version and what was hoped for is simply the lack of usable support vehicles. The reason for this decision is due to Half Life 2's inability to support large levels which would be needed for the kind of gameplay we would like to create.

So, what does this mean to you as a fan? It means that you will be able to enjoy a relatively simple realism modification on the best platform available today, Half Life 2. Further down the road, a more robust project will be embarked upon using a better suited engine. Remember, this next project will not be as full featured as Infiltration 2.9 right from the start. Regardless, it will hopefully provide you all with a unique and satisfying gaming experience like none other available today. As development progresses, we will be able to keep you informed of more specifics regarding the project, so stay tuned!
lambda Monday, 04 April 2005
Posted by MJCS @ 04/04/2005 17:18:23 | Category: Hosted Site
Source: Borg Wars
Well I suppose it is time again for another update. We have quite a few updates on the happenings of Borg Wars. New concepts and ideas keep trickling on in and progress is being made.

Interview

First I was recently interviewed by Trickster from the Star Trek Gaming Universe fan site. It is a fairly long interview that details many aspects of the game that have not been addressed so far. Here is a small excerpt from the interview:

What are your main goals for Borg Wars?
My main goal of Borg Wars is to bring a very fascinating and enjoyable game to the HL2 community while staying true to the spirit of Star Trek. I hope to bring something that most people have never seen done in a video game let alone a modification for one.

How far along is the production?
We are still in the developmental stages. We currently are having model work and concept art done. I am looking forward to a December 2005 or Jan/Feb 2006 release. But this is still undecided.

Will there be any beta testing or a demo released before the full version?
I do not think there will be any beta testing except for some internal testing by the staff and by a few of my friends. This is subject to change.

What do you think about the current state of star trek gaming. Is there more of a positive outlook for modding with new Star Trek games?
I think that since the cancellation of Star Trek people are going to still want to get their weekly or daily dose of Star Trek. This mod will be able to provide this. The next scheduled Star Trek game to come out that I know of is Star Trek Online, the MMORPG. Since there is a big gap between now and the time that game comes out, I believe it is the best time to start to re-invent some of the ways we look at Trek gaming today and hopefully I will be able to do this.

What sort of weapons will the player be able to use?
We plan to have your standard weapons like the type 3 Phaser and such but we also have planned to create some new weapons that will help to combat the Borg and Species 8472.


If the interview has not covered something that you want answered please go check out our FAQ. It can be view Here or ask on the message boards. I am sure someone will be happy to answer any questions you might have. In order to post though, you will have to register.

New Game Style


For the second bit of news I am happy to announce a new system for releasing the mod. After some careful planning, we have decided to release the mod in chunks instead of releasing everything all at once.

This is best explained in a quote from the previous interview:
This way every few months a new chapter in the story can be released. It would take too long for use to develop the mod and then to release it all at once. This way the community can provide feedback on how they managed to complete each chapter. This will help us to determine how the next level should be planned out.


By allowing the community to participate in the development in the modification, we can only hope to make something that the entire community will enjoy. More information on this subject will be release sometime soon.

Concepts


Finally I have some new concepts to show to all of you.

Personal Ablative Armor Protection Suit


This fantastic conception was designed by "Edwin Schuss". It is a new tactical space suit called the "Personal Ablative Armor Protection Suit" or PAAPS for short.
They have almost stereotypical sci-fi full body armor, comprised of personal ablative armor plates, a helmet with a reflective HUD visor over the eyes, and a metal faceplate over the lower half of the face. On the side of the helmet is a flashlight mount, with the sensors from a tricorder underneath a light, with the tricorder controls on the right forearm, and the information feeding to the HUD display.


Basically it will take almost anything that you toss at it. You will not be wearing the suite the entire game as it is meant for space walks and use in other in-hospitable environments.


Shuttle Bay 3


We have also been considering to not using the Prometheus as our ship. I feel that is necessary to try to use as much Non-Cannon items as possible so as to not piss off Paramount all that much.

The next item we have for you was done by Jade Taggart. She is one of the most capable modelers I have seen to-date. This is a view of inside of the new Shuttle Bay #3 of a ship that she has designed.


TR-189 Plasma DRAGON


Finally we have ā€œThe Dragonā€ created also by the one and only Jade Taggart. This is actually something that she made before joining the Borg Wars team just as with the previous image.

Once Ex-Starfleet-issue TR-189 Plasma DRAGON Assault Rifle. It fires depleted trilithium bullets at 30 rpm [rounds per minute] and fires a compressed plasma stream as its secondary fire mode, hence the name Plasma DRAGON. Ammo limit of 52 rounds.



Coming Soon


Hopefully coming up in the next update, which I also hope will not be to far off, we will have a concept or two of another new weapon to combat Species 8472 and the Borg.
The standard weapon is affectionately nicknamed 'spike-driver', and uses modified tractor-beam technology to throw a tritanium encased depleted dilithium (TEDD) round at hypervelocity speeds, with an inertial dampener in the stock to deal with the recoil from a projectile being shot out that fast. The intent of the weapon was originally to counter Borg adaptive shielding, but since it was just as effective against other beings, it was made the standard Federation Marine weapon. It's also an over-under design, with a downscaled pulse Phaser cannon underneath the main spike-driver barrel.

Nanite-loaded rounds for use against Species 8472 can be swapped in.


Website Updates

I have recently updated the Borg Wars website as well. You can now check out the major character Bios in the Cast Page. All three species are included. Also if you would like to see who is working on the mod please feel free to check out our staff page.

Help Wanted


If you are interested in helping out with any aspect of the mod please e-mail me at mjcs@hlgaming.com. I am in a great need of the following:
  • Mappers | 1-2 highly skilled Mappers

  • Programmers | 2 highly skilled programmers

  • Texture Artist | 1 highly skilled texture artist

  • Concept Artist | 2-3 highly skilled concept artist


Requirements:
  • Able to show past work or able to create something for us to see

  • Able to work with other people

  • Can finish tasks on a deadline

  • A passion for Star Trek

  • Willing to agree to a Non Disclosure Agreement


Well until next time…this is MJCS-gTFC- signing out.
Posted by MJCS @ 04/04/2005 08:20:44 | Category: Site News
If you have contacted me in the last week or so regarding free website hosting or for something else, please give me a few days to get everything back to normal.

I will start to be posting regurally also.

Thank you.
Posted by MJCS @ 04/04/2005 00:38:38 | Category: Half-Life 2 Modification
Source: modDB
Related: Conflict in Nam
As we continue to put out more and more internal releases for the team to play ... weve came to the point were we realize we need some more help in order to put this game out at the time we are currently aiming for. With that, the following is a list of open positions for the mod team. All applicants can contact us via email or irc @ #cin irc.gamesurge.net . Individuals wishing to join the team must provide samples of past work and be active/mature.

Open Positions:

Weapon Skiner
-> Currently seeking 2 to 3 more weapon skiners.

Animator
-> Currently seeking animator with past experience animating weapons and player models.

If you think you can help us out in the above areas, plz contact us on irc @ #cin irc.gamesurget.net or by using the Contact Us link on the side of the page!.

Posted by MJCS @ 04/04/2005 00:14:31 | Category: Half-Life 1 Modification
Source: The Trenches
Media was promised, media is henceforth delivered! I'm proud to present the newest media for the MG08/15 for the Germans along with a change in gameplay. The team had a long discussion after viewing the forum posts and fan E-Mails from the Trenches community. We realized that while our two man machine gun system may be complex and realistic, it will probably never be used properly in public servers. Therefore the existing module of operation will still be usable in clan matches, (so don't worry you realism teams!) but we also have a firing mode for public servers. During 1918, American "BAR" gunners used special harnesses to "run and gun", sweeping an area with automatic fire so they could put suppression fire down on a specific area while on the move. We realized that this is an essential ability for our machine gunners as well. The worst feeling in game is to be a machine gunner trying to deploy your weapon and have a guy ten feet in front of you and not be able to fire at him. Therefore, players will be able to, with a 10% accuracy penalty, fire their weapon on the move. The decrease in accuracy is due to the other hand's occupation with belt support. We firmly believe that this will allow machine gunners a fair chance to get to their outposts since they don't have pistols, grenades, or melee weapons. I hope this satiates all of the demands from the fans while compromising gameplay with the hardcore realism guys. Please leave feedback on the forums!

Tested on tp_lost, MG08/15 work by Oelund, concept by DosEvil, Terminus, and the_Leprechaun. And keep in mind, he DOES have an accuracy penalty so these shots won't be on the money.
Posted by MJCS @ 04/04/2005 00:06:29 | Category: Natural Selection
Source: Natural Selection
We present you with NS 3.0.2, a server-side update to 3.0. We have made the following balance changes:

  • Reduced observatory cost from 20 to 15.

  • Increased observatory starting energy to 40.

  • Reduced Armslab cost from 25 to 20.

  • Reduced Phase Gate transportation throttle rate from 0.8 to 0.5 seconds per player.


Server operators can download the patch here. You do not need to have 3.0.1 installed to run this update; if you do not plan to run a server, you don't need to download or install anything.

On a different note, this season's CAL Final matches are about to begin. We wish all contenders the best of luck, and encourage you to join the HLTV servers; watching Natural Selection play at these levels can be quite an experience.
lambda Sunday, 03 April 2005
Posted by MJCS @ 04/03/2005 23:58:37 | Category: Half-Life 2 Modification
Source: Cold War: Melting Point
A little update for ya'll today. Nothing big, but I'm trying to avoid month long gaps between updates. :)

First off I'd like to introduce our new programmer, Olah. And, now that he's been introduced, I'm going to introduce a new, semi-regular, feature thing I'm going to do... a ā€œdeveloper of the updateā€ if you will. And, for this update, the developer that I'd like to recognize is Olah. He has been a dedicated programmer, propelling us closer and closer to a functioning game. He has gone above and beyond what was asked of him, taking on responsibility for things that should have already been done. He is our developer of the update.

Speaking of developers, we're still looking to add a few more the team, so if you're interested, fill out an application today! Specifically, we're looking for a ā€œtechnical assistantā€ (for lack of better name) who would help compiling and implementing props, weapons, etc, into the mod. If you think you can help us with this, please apply!


And finally we've got some random media samplings for ya'll! A new painting by Warhead, a character sketch by -- 04 --, and a promo screenshot of the M-113!