Source: modDBRelated: SourceForts
v1.4.1 22:15 29.03.05
- Made freezer gun only unfreeze things that havn't been frozen by the other team or havn't been used
- Added a cheat command to switch game modes (switchmode)
- Stopped physics objects from freezing if they collide too much
- Changed objects health to 4000
- sf_mineshaft & sf_columns: Thanks Drakon!
Source: X-Treme Paintball
Our leader Fallen_Angel has been very busy lately so he decided to chose a Co-Leader to keep the MOD rolling. The honor goes to none other than our friendly Canadian, Chris. Congratulations Chris!! The team has also gotten bigger since we´ve gotten some new moddelers and coder to our team. I´ll leave it to someone smarter to introduce them On a side note we´re still looking for some talented people for the mod, especially in the sound and coding division so if you´re interested don´t hesitate to contact us!! Peace out [ You can reach me at chris@cblack.net - Chris]
Source: OFS2
Right, I suppose I have some explaining to do in terms of what going on with mod. It's had a little sleep period in which no work has been done. But there have been a few advancements, I have successfully ported the first map from the OFS 1 Demo to the Source Engine and I am currently working on the second map. The screenshot section has been updated with some amazing shots for you to see.Most of the story from the original is being kept, but there have been a few recent changes. Part of the change is the amount of time spent in Black-Mesa. The player will also go on from Black-Mesa to join up with the resistance after the invasion of the combine. This extension allows us to combine the effect of HL1 and HL2 to tell the full story of our marine caught in the conflict.In other news, we have had a new member join our crew, Pilo has joined as another resident mapper on the project. He is valuable addition to the team and will certainly speed up the building process.On that note, we desperately need modelers and prop makers for maps. If you are interested Just click the link on the left screen to apply.
Source: Renegade X: The Dead 6
I would like to formally announce, Commando will become an affiliated mod for The Dead 6.They have shown some very promising commitments to making Renegade as it was originally intended.In Commando, you control Marine Captain Jack "Rambo" Sheppard, a GDI commando. With a pack of C4 explosives, hand grenades, a M82 sniper rifle and a combat knife, where Jack ever goes, he leaves a wake of destruction.Explore beatiful environments as you fight your way through dry deserts, snowy mountains, green forests and deep jungles. In multiplayer, the action focuses on the global conflict between the UN-funded Global Defense Initiative and the evil Brotherhood of Nod terrorist organization. Command your units. Conquer the enemy. Be the soldier on the field and utilize a vast variety of weapons ranging from a M9 Beretta pistol and FIM-92A Stinger to devastating superweapons, GDI's orbiting satellite-based Ion Cannon and Nod's Nuclear Missile launched from the depths of Nod's Temple.Drive, ride, pilot. Ranging from from a Raptor Attack Cycle, M1026A1 HMMWV, AH-64A Apache, M113A2 Armored Personnel Carrier to Air Cushioned All Terrain Landing Craft, there are more than 30 ways to crush the opposition.We should be pushing a first alpha to them shortly so they can start generating ingame art and levels.
Source: modDBRelated: Project Conquest
Project Conquest breaks the mold for modern First Person Shooters. This hybrid between an FPS and RTS set in an alternate future where intergalactic space travel is possible. After landing, on a newly discovered inhabitable planet with an atmosphere similar to the tropical forests of Earth, The Marines are bombarded by an Alien race who refer to themselves as The RassTai, a race buried in tradition and religion who have refused contact with other races for thousands of years. In Project Conquest you can take the role of either an elite Marine, destroying the RassTai in a battle for survival of the fittest, or a proud member of the RassTai Battle Squadron, defending their home planet against the evil invasion. However, this is where Project Conquest strays from the normal FPS formula, one member of each team will be able to become the Squad Leader allowing you to build up a base and lead your team to victory. Project Conquest has revealed its first media update; a level from one of our designers, Slinkey.PCQ_Temple will be part of the "Survival" game mode, where the RassTai must hold off the Marine onslaught for a set time. If the main base is destroyed the Marines are victorious but if the RassTai can hold up till reinforcements arrive then they shall prove triumphant.
Source: Resident Evil: The Evil Begins
Hello RETEB Fans, I have some great news. X2495 has made us yet another great weapon model.
Source: Power Shift
I am glad to show you two screenshots of my map ps_ridgeassault. This level has the rebels attacking a mountain intelligence faculty. You can see the screenshots below. To add to the media we also have the faction flags designed by Operation Green you can also see those below.We also would like to welcome a new member to our development team, Phil ‘quickdraw’ He has joined our mapping team and is sure to bring great work to Power Shift.Now to finish this update off, we are still looking for new Development members if you are interested in joining Power Shift visit the team page.
Source: modDBRelated: Source Forts
Y helo thar. I've just released SourceForts v1.4. Main features being the new weapon, the Subharmonic Destablizer, which is used to unfreeze fort peices, and fort piece damage, so you can bring down the other teams fort. Along with the new features, there's alot of bug fixes, I also attempted to fix the bouncing physics, but I'm not sure if it's worked or not. Changelog:Also, a quick note, the build weapons don't have their new models as I said they would, this is because my modellers were taking a long time, and I wanted to release quickly. I'll release a models pack with the new models in it as soon as I get them.
- Added Subharmonic Destablizer to unfreeze fort peices
- Made money seperate from frags
- When a team scores a flag, everyone on that team gets 5 monies
- Fixed flag auto-returning while help
- Fixed impulse commands working with sv_cheats off
- Made a short build time and a long build time
- Renamed mp_fighttime to mp_fight_time
- Made it so you can't freeze/unfreeze flags anymore
- Fixed gravity gun making things stay invisable/not having collision on mode switch
- Made the game name SourceForts v1.4 so you don't see old servers
- Made muzzle flashes light up the world instead of just models
- Fixed bouncing physics (not confirmed)
- Added 2 second intervals beforce unfreezing things.
- Added OnGrab/OnReturn/OnScore/OnDrop outputs for the flag.
- Made gravity gun, freezer gun and repair spanner buyable in a pack for fight mode.
- Allowed self-freezing during fight mode.
- Added a repair spanner for fixing damagable pieces.
- Fixed crashing if flags are set to freeze during build mode or move during fight mode
- Removed damage from gravity gun
- Added a new cvar: mp_damageable_pieces
- Added outputs to logic_gametimer for when the game mode switches (to anything)
- Made fort pieces damageable, they unfreeze once all health is gone. Health is 5000
- Added an entity (game_money) to give or take money from teams or players
- Made freezer gun show sparks if you fire
- Can't use the freezer gun on players
- sf_testmap: Made prettier, added vphysics clips to materials room for the flag. Added occluders to stop FPS rape
- sf_fortfield: New map. Thanks Tylak!
- sf_domo: New map. Thanks domo!
- sf_drainage: New map. Thanks slashandburn!
- sf_battlefield_v3: New map. Thanks Cleaner!
- sf_abandon: Updated.
- sf_skywalk: Updated.
- sf_citystreets: Removed.
- sf_bridged: Removed.
Source: Off-Limits
First, as you've probably noticed, our new site is finally ready! The new site, made by our old friend Insanity, should be a lot more navigation-friendly and display our media a lot better. The entire site is built from custom-made content, of which we're pretty proud. Simon has sacrificed countless CPU-cycles to render new presentations for all weapons, so be sure to check out our updated media section as well. The site is still in development, we're planning to add things like comments, and the forum will get a similar makeover, but this should be more than sufficient for the time being.More importantly, once again I can present our fans with a large media update, and once again I'm very proud of what the team has achieved. I've said it before, and I'll say it again, seeing the team push its limits a bit further with every update is the best thing about modding. Let me show you what we've been up to this time.We've created an internal alpha for testing purposes, you can see a few screenshots of purerage's first Off Limits map we've named Damnation. In the meantime he's working on an even more ambitious project, but more on that in the next update.We've also got three more skinned weapons to show. The FN FNC was skinned by Reason, the Tavor 2 by Numb Rider (with a finishing touch from Reason again), and the P90 was skinned by Penguin. One of our 1st hour associates, Byrnzy, found the time to do another skinjob for us, so we gave him the Vanguard character. Coffeeman posed & presented the player model, and the result looks great: Last thing worth mentioning is our appearance in PC Gamer US's mod special. We almost overlooked it, but Simon bumped into it somewhere on the net. Thank you, PC Gamer! As for our plans now, we're going to keep adding content to our internal alpha and tweak everything, add our own hud design, get our Vanguard character ingame, etc etc. Purerage as I've said is working on a huge new map, which we might pimp in the next media update. Plenty of stuff going on, so be sure to check our site and forum regularly. We also would like to thank our regulars and the visitors for all the positive comments. Those things really keep us going. Click to read full story.
Tuesday, 29 March 2005